Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Splint on February 26, 2012, 07:57:59 am

Title: [34.11] Spearbreakers - It shudders and begins to move
Post by: Splint on February 26, 2012, 07:57:59 am
The fortress has run its course. Feel free to read and enjoy, and discuss the strange setting we made and the sequel to be made!

Welcome to Spearbreakers! The hopeful epic for DF2012! WARNING: TEXT BLOCKS TO FOLLOW.

With a combination of modding and decent involvement on the part of overseers and the community at large, I hope to forge the first epic of the new version, to hopefully be surpassed in insanity by greater tales for the new version spawned from this. I encourage everyone to get involved in some way! Stories, doodles, insane rambling and speculation, come on board for the awaiting insanity! Hell, we managed to start a timewar before one overseer got his first proper update up.

There are a number of overseers already lined up, so that a stable base is in place for more to join on. Credits to the Spearbreakers modding team: Mr Frog (mystery race, testing,) Myself (Splint; Mountain Barbarians, testing) and Talvieno (Very involved in testing and idea contribution) for most of what was done, and Hugo_The_Dwarf for providing the stone warhammer and anvil casting reactions.

Before anything, I'll list specifically what was done.
Spoiler (click to show/hide)

And now, Challenges!
Spoiler (click to show/hide)


Concession to FPS concerns: FPS Seems to enjoy taking random dips to nothingness. Autuodump and fastdwarf for noncombat purposes are allowed. If you don't want to entrust a monument to the next guy, I'd strongly advise the fastdwarfing.

Ok, now for the Dwarves
Starting seven
Spoiler (click to show/hide)
Overseers:

Standard spring to spring turns. You have three days to claim the save and two weeks to complete the game unless a steady stream of updates is given or we're informed of any RL hold-ups which will be given an extention. Force the sake of trimming down the list, only two turn skips are permissable before you're removed from the turn list. You can request as many new turns as you like, however there must be a minimum of 3-4 turns between your turns.

Turns List

Ok boys and girls, due to a recent curse we've been struck by, I've dropped the current turn list in favor of a more stable and hopefully reliable system. All previous overseers are now free to sign up every third turn for another round, and there will be a max of six players who know they'll be available when their turn rolls around. Hope that's cool with everyone.

Splint - Year 1 - [COMPLETE]
Talvieno - Year 2 - [COMPLETE]
Mr Frog - Year 3 - [COMPLETE]
Draignean - Year 4 - [COMPLETE]
Sus - Year 5 - [COMPLETE]
Mitchewawa - Year 6 - [COMPLETE]
Paintbrushturkey - Year 7 [COMPLETE]
Splint - Year 8 - [COMPLETE]
Reudh - Year 9 - [COMPLETE]
Tomio175 - Year 10 - [COMPLETE]
Splint - Year 11 - [COMPLETE]
Savero Greenpages <NPC> - Final Year - [COMPLETE]

Dorfing List
This list will be updated as people get thier desired dwarves. Post any specifics, such as gender/profession, and I'll update the list. Otherwise mark unused dwarves as NPCs w/ a random nickname due to so many shared first names.

-Awaiting dwarves
UP TO DATE AND FULFILLED! :D

Casualties
This will be a list of Dorf'd players and overseers killed in battle/due to stupidity. NPC dorfs won't be listed. Who will be our Alius?

Ashsaber I - Mutation
Ashsaber II - WIA; Died of injuries/neglect
HARD - Killed in Action
The Master - Failed mood(berserk)/pike induced head trauma.
Sus I - Remains discovered at an unknown time by Messenger Terrahex.
Sus II - Bled to death, Forgotten beast toxins.
Aseaheru I - Missing, presumed dead.
Aseaheru II - WIA, killed by dehydration/starvation. Nobdy thought he was worth bringing to the hospital after he was injured.
Wynz - Dehydration/medical neglect. That fucking hospital is going to be the death of us.
Bombzero - Killed in horrible clusterfuck. So long mad butcher... We hardly knew ye.
Aira - Death by neglect while imprisoned, accused for a murder she didn't commit to spare the guilty party, a soldier.
Tahujdt - Accidently'd in the spikewalk. Some part of me wants to not list this because.... Well I thought we were smarter than this, but then we've all seen what happens when a repeat order gets forgotten... (MUGS EVERYWHERE!)
SoulSlicerJames - Killed in Action
Sus III - Killed in Action
Pokonic - Killed in Action
Jack Magnus - Killed in Action twice, now Draconik's cybernetics experiment dummy every time he goes and hurts himself.
Megaman - Bled to death, Forgotten Beast toxins.
Splint - KIA
Eldes - Killed by spawn
BFEL - Killed trying to save Loud Whispers
Lennoxite - Killed by spawn; wasn't even supposed to be on the road.
Loud Whipsers - Blind fear ended his life.
Rose (Xahnel) - KIA
Telgin - KIA
Ranger22550 - Spawn fever; killed by squadmates.
Aussieevil - Spawn fever, killed by a mess of soldiers after mangling the Tith Collector.

Slain beasts/leaders
Anything notable the dwarves fell will be listed here. Titans, FBs, goblin assault team leaders and the like.

Spoiler (click to show/hide)
We also got our own TV Tropes page from nowhere. Dunno how that happened. (http://tvtropes.org/pmwiki/pmwiki.php/Main/Spearbreakers)

 A Tinychat some of us set up for whatever. Conversation may include story stuff, random games, music, or ponies. Basically random as all hell. WARNING: You may come in mid song so you may wanna lower your volume when you join. Just use your bay12 name or something close to it for ease of IDing eachother. (http://tinychat.com/DwarfFortress)

 And now a Spearbreakers RTD! Thank Terrahex for that, have a ball getting shot, blown up, eaten by robots and aliens or sucked through a  time portal! And that's if you avoid getting crushed under piles of mugs. (http://www.bay12forums.com/smf/index.php?topic=119553.0)

 And now an Alternate Reality version. (http://www.bay12forums.com/smf/index.php?topic=119705.0)

Our probably grandest project, creating a wiki of all the shit we've created here. (http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki)

*NOTE: No, there's aren't any vampires. I was expecting horrible levels of underpopulation we've been experiencing, and the Vampires seem to enjoy kill the useful dwarves first. If you wanted them in the game to deal with, you've come to the wrong place; I also fucking hate vampires in general.


Last but not least, my own reaction, as in just 5 years this place became what it will almost certainly always be:

I have realized that, because Mitch and Paintbrush didn't really add much, it only took roughly 4-5 years for this place to become a veritable bedlam house, with doors leading nowhere, impossibly verticle well shafts in the hopital, rooms with no discernable purpose, and the fort itself is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy and tremendous pride.

I fucking love you guys for this.
Title: Re: Spearbreakers - Mugs. Cavies. Spawn.
Post by: Talvieno on February 26, 2012, 09:16:13 am
Spearbreakers: The Fan Sequel to Syrupleaf
Okay, assisting Splint here with what's going on in Spearbreakers!

The Story Thus Far:
Spearbreakers.doc (Download link) (http://www.mediafire.com/?frq9f37w3wma6f5) | Spearbreakers.pdf (Download link) (http://www.mediafire.com/?y1c80yysa6vmqff)Updated to August 10th (http://www.bay12forums.com/smf/index.php?topic=102730.msg3516571#msg3516571), encompassing 4/5 of the story
If I missed anything, please let me know.
YEAR 1: Splint (2/26/2012 - 2/26/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3038824#msg3038824); Save (http://dffd.wimbli.com/file.php?id=5707)
YEAR 2: Talvieno (2/27/2012 - 2/28/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3040073#msg3040073), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3041869#msg3041869), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043655#msg3043655); Save (http://dffd.wimbli.com/file.php?id=5723)
YEAR 3: Mr Frog (2/29/2012 - 3/06/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3049957#msg3049957), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3055205#msg3055205), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3064835#msg3064835), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3069634#msg3069634); Save (http://dffd.wimbli.com/file.php?id=5798)
YEAR 4: Draignean (3/15/2012 - 4/08/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3097552#msg3097552), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3118641#msg3118641), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3142658#msg3142658), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3174278#msg3174278), Save (http://dffd.wimbli.com/file.php?id=6132)
YEAR 5: Sus (4/08/2012 - 4/13/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3176442#msg3176442), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3176938#msg3176938), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3177856#msg3177856), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3178029#msg3178029), 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3181918#msg3181918), 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3187092#msg3187092), 7 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3189499#msg3189499), Save (http://dffd.wimbli.com/file.php?id=6162)
YEAR 6: Mitchewawa (4/25/2012 - 6/02/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3225372#msg3225372), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3231133#msg3231133), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3233692#msg3233692), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3236338#msg3236338), 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3240589#msg3240589), 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3249641#msg3249641), 7 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3257498#msg3257498), 8 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3267304#msg3267304), 9 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3278484#msg3278484), 10 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3293988#msg3293988), 11 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3299616#msg3299616), 12 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3317243#msg3317243), 13 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335352#msg3335352), 14 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3340260#msg3340260), Save (http://dffd.wimbli.com/file.php?id=6414)
YEAR 7: Stormtemplar: (BEGAN, SKIPPED)
YEAR 7: Paintbrushturkey (7/07/2012 - 7/16/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3453417#msg3453417), Save (http://dffd.wimbli.com/file.php?id=6671)
YEAR 8: Splint (7/17/2012 - 8/17/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3456571#msg3456571), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3462445#msg3462445), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3467163#msg3467163), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3467721#msg3467721), 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3467995#msg3467995), 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3472055#msg3472055), 7 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3479340#msg3479340), 8 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3496267#msg3496267), 9 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3502586#msg3502586), 10 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3505536#msg3505536), 11 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3513588#msg3513588), 12 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3516571#msg3516571), 13 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3521158#msg3521158), 14 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3526277#msg3526277), 15 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3531984#msg3531984), 16 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3532630#msg3532630), Save (http://dffd.wimbli.com/file.php?id=6800)
YEAR 9: Reudh (8/22/2012 - 10/08/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3546641#msg3546641), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3546765#msg3546765), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3557375#msg3557375), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3562402#msg3562402), 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3564698#msg3564698), 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3565083#msg3565083), 7 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3565126#msg3565126), 8 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3567612#msg3567612), 9 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3567848#msg3567848), 10 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3570528#msg3570528), 11 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3575654#msg3575654), 12 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3581418#msg3581418), 13 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3587269#msg3587269), 14 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3588981#msg3588981), 15 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3589032#msg3589032), 16 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590068#msg3590068), 17 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590109#msg3590109), 18 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590180#msg3590180), 19 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590280#msg3590280), 20 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590314#msg3590314), 21 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3595317#msg3595317), 22 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3604231#msg3604231), 23 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3604290#msg3604290), 24 (3 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3606968#msg3606968), 25 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3608436#msg3608436), 26 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3612012#msg3612012), 27 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3612012#msg3612012), 28 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3615026#msg3615026), 29 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3628095#msg3628095), 30 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3630367#msg3630367), 31 (2 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3630437#msg3630437), 32 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3630601#msg3630601), 33 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3632791#msg3632791), 34 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3647380#msg3647380), 35 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3649823#msg3649823), 36 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3661256#msg3661256), 37 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3670513#msg3670513), 38 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3673141#msg3673141), 39 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3674994#msg3674994), 40 (2 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3675274#msg3675274), 41 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3677678#msg3677678), 42 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3677941#msg3677941), Save (http://dffd.wimbli.com/file.php?id=7023)
YEAR 10: Tomio175 (10/11/2012 - 11/13/2012): 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3687054#msg3687054), 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3689932#msg3689932), 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3694505#msg3694505), 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3700360#msg3700360), 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3705882#msg3705882), 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3706449#msg3706449), 7 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3709070#msg3709070), 8 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3711132#msg3711132), 9 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3733626#msg3733626), 10 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3737809#msg3737809), 11 (2 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3754445#msg3754445), 12 (2 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3777702#msg3777702), 13 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3787862#msg3787862), 14 (2 posts) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3788036#msg3788036), Save (http://dffd.wimbli.com/file.php?id=7126)
YEAR 11: The Master: (BEGAN, SKIPPED)
YEAR 11: Lolfail0009: (BEGAN, SKIPPED)

Our TVTropes Page (We actually weren't the ones who started it!) (http://tvtropes.org/pmwiki/pmwiki.php/Main/Spearbreakers)
Feel free to edit if you feel you have something to add.

A series of full-length novels that follow Spearbreakers' story, starting in the winter of Mitchewawa's year. (http://www.bay12forums.com/smf/index.php?topic=119562.0)

The Spearbreakers Wiki! Still under construction, but contains over 150 pages, many containing information found nowhere else. Feel free to help edit! (http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki)

Art
Art moved HERE (http://www.bay12forums.com/smf/index.php?topic=102730.msg4784686#msg4784686) due to us reaching the 40k character limit... again.

Stories (and Other Quotes)
This section is comprised of out-of-turn journal entries and Spearbreakers-related stories. Nominations gain a post the «» decoration. To nominate a post, simply say "I'd like to nominate _____________." It's that simple. You can't nominate more than one at a time, nor can you nominate your own, but older posts are just as eligible as new ones.
If you would like me to rename your story/entry/poem title here, please contact me!
Stories have been moved due to reaching 40k limit; click here for link (http://www.bay12forums.com/smf/index.php?topic=102730.msg3487575#msg3487575)


Quotes have been split into two categories: quotes with multiple nominations (our finest) and quotes with only one nomination (still good).
Quotes:
Our best quotes.
Journal of Mitch, Galena 201

Holy shit.
And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other, not because of our military prowess)
I predict that, even if storm were to deliberately sabotage every single industry in the fortress, absolutely nothing bad would come of it and another completely-unrelated problem would arise from a completely-unexpected and bizarre source. This is the fort that was delayed for a week to fine-tune the Spawn and founded on the edge of a Terrifying biome, yet went on to have its own hospital as its archnemesis. This is the fort where the primary means of fending off invaders is other, meaner invaders. This is Spearbreakers, where all goddamn bets are off.
... Yes, I like how the canon went from:

Questionable, did Syrupleaf happen? Or was the narrator unreliable? Armok restarted everything?
to
Oh my god, timeskipping transmultidimensional future-drug-addict bioengineer (dj?) is double-triple-recrossing (?) Ubermensch evil(?) company masters who happen to be involved in a three way timewar with two evil (?) companies bent on controlling/destroying (?) the hideous dwarven monstrosities that are now swarming over the planet because the Ubermensch may or may not want them to be an army for him (?) and a possibly insane woodcutter is attempting to thwart the ruthless dj's convoluted plot with the help of a possible elvish outcast/spy/dwarven skulker/unreliable narrator/love interest to a drugged foriegn soldier who happens to have helped the bioengineer save the fortress from the terrorism of a lone (?) insane (?) dimensional traveller while in the background of all this, the timewar is progressing nicely, with armored vehicles hiding in the bushes only feet away from trained dwarven soldiers getting attacked by Holistic Spawn as the enemy of the timewar soldiers lay an ambush with high tech railguns and flails.
Oh god, everyone in the fort is heavily medicated and boozed up just to deal with backround noise. That's a bit hardcore.
... The Spawn are tough as hell, but -- unfortunately -- 'tough as hell' is a finite value and thus not nearly enough to weather the zombies.

On the plus side, we now have an automated defense system that is literally mathematically-impossible for invaders to survive. Because Spearbreakers.
But I thought... clones... buh..? I GIVE UP THIS PLACE MAKES NO SENSE WITH THE TIME TRAVEL OR MAYBE NO TIME TRAVEL AND THE CLONES AND THE CLONES AND THE TIME TRAVEL AND AND AND AAAAHAHAHAUUGH
Mr Frog has gone stark raving mad!
Wow, Spearbreakers is so ninja we ninja'd the internet itself.
Another fucking necromancer got spotted by a puppy wandering around. WHY CAN I NOT HAVE A FORT FREE OF THESE ASSHOLES!?
I think it's a manhood thing.

"If you can brave the blood plain, the Spawn and the dwarves of the place called Spearbreakers, then you truly are a Necromancer. Plus, you have to recover the books we lost there."
[...] When the squad arrives, the seqivet disappear. You fear they haven't actually been vaporized, as you don't have a Colonel Fischer [...]
"This is Spearbreakers, and anything underneath it is our property. These things are just renting the space, and they haven't paid their rent."
SPEARBREAKERS EXPLAINED: There was something in the booze.
Only Ballpoint would look at a bloodsucking corpse that has been given the ability to self-propagate and dump it in the bin marked 'REJECT -- NOT KILLY ENOUGH'.
Yes, and what's more interesting is that one of them, Deler Inkblushed the Union of Haunts, the most recent necromancer to die in 207 was the first king of our civ from 1- 72 iirc. Fischer's a KINGKILLER.
Holy balls, so..... We commited regicide without meaning to. AWESOME.
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.
Heh, Master is going deeper and deeper down the rabbit hole.
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?
And everyone just got mindfucked.
That is a very normal condition for this topic
If it means progress with the fort itself, I'd be willing to start sacrificing virgins.
Assuming it's not too grotesque to imagine, I think the size difference between individual manamaids would be enough to let them mount each other... and that does sound horribly, horribly wrong, in more ways than I can count.
Reudh cancels Praise Talvi's Writing: Seeking brain bleach
Spearbreakers broke Bay12.

Somehow, I'm not surprised.
Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
[offhandedly]Sometimes fires start on the surface for no discernible reason.
Well... Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
   
Sometimes fires start on the surface for no discernible reason. ... you can use DFHack to douse the flames. Just bullshit it as a bucket brigade. Alternatively, if there are no dwarves topside where they can get hurt, just let the fire rage and do its thing.
You know the bitch of that is Fischer and Stova were both pretty bog standard with some above average strength and agility. Only difference between the two is while Fischer has a poorer immune system, she lived.

And proceeded to tell all of spawndom to go and collectively fuck themselves.
Mine the spire. We need a dump for... uncouth miscreants.
They all go to the same hell. Although I suppose one the just dumps you into hell itself instead of the palace would be useful.

Theories of How Spearbreakers Could Actually Exist
Click here (http://www.bay12forums.com/smf/index.php?topic=102730.msg3037707#msg3037707) or simply scroll down to Mr Frog's post.
Title: Re: Spearbreakers - A hopful epic.
Post by: Splint on February 26, 2012, 09:19:51 am
Looking forwards to hearing how the first year goes! :) Then again, we're likely to be dead or doomed by the time I get through with my turn, so... maybe you should take your time? :P But no, really - lots of pics. I already know you're a good writer.  Also, perhaps I should've left this space free for the intro...

Mr Frog helped me master the art of adding images.
And it seems the place was more forgivving than I thought. Litarally split down the middle between sinister babrbarian blood raing terrorzone and calm (I thought it was untamed wilds) surroundings. I figured the barbarian blood rain would do something, but all it did was really just be plain disgusting. Full year to follow in the next hour to hour and a half.
Title: Re: Spearbreakers - A hopful epic.
Post by: The Master on February 26, 2012, 12:33:07 pm
This is going to be one hell of a fort. The OP is SomethingAwful forums quality! I can't wait to see how badly I destroy the fortress on my turn!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 26, 2012, 02:59:23 pm
So far as I can tell, the various nightmare rains/mists are restricted to Neutral Evil and Savage Evil biomes.

Here's hoping that we didn't f*ck up and the barbies aren't freakishly-overpowered invincible engines of death, and that when it inevitably turns out that we did and they are, the current overseer manages to pull things up before the fortress becomes completely unsalvageable (95% unsalvageable is acceptable and somewhat encouraged).

Also, dammit why'd you tell them about the mystery race and their magma resistance, I was so looking forward to the panic and destruction that only an army of perpetually-burning invaders can cause :-\

EDIT: What size world is this? How long is the history? My comp tends to metaphorically go into the fetal position when asked to load anything more than Small w/200 years :-\

EDIT II: I think "quasi-humans" would be a better term for the barbies.


BIG DAMN EDIT:
nvm, Talvi's got it
Since Talvieno is currently tied to a pipe in my garage until we're sure he isn't one of them indisposed indefinitely, I've taken the initiative to collate the updates and fan stories in his stead.

EXTREMELY BELATED UPDATE: Talvi was eventually found and everything was sorted out. Move right along.

Fortress Updates:

YEAR 6 - Mitchewawa: 12 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3317243#msg3317243), 13 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335352#msg3335352), 13.5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3340260#msg3340260), Save (http://dffd.wimbli.com/file.php?id=6414)

YEAR 7 - stormtemplar: 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3371854#msg3371854)


Fan Stories:

YEAR 6:
Mr Frog: How Mitchewawa Created the Spawn with a Glue Gun, Ballpoint Pens, and Prosthetic Johnny Bravo Hair (http://www.bay12forums.com/smf/index.php?topic=102730.msg3324974#msg3324974) | Mr Frog Finds His Journal Doohickey, Thereby Causing Shit to Get Real (http://www.bay12forums.com/smf/index.php?topic=102730.msg3336685#msg3336685)
Hanslanda: Urist and the Spawn Orgy (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335099#msg3335099) | Urist and the Actually-Semi-Competent Hospital (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335264#msg3335264) | Urist and the Vampire Coming-Out Party (http://www.bay12forums.com/smf/index.php?topic=102730.msg3336297#msg3336297) | Urist and the Worst Assignment Ever (http://www.bay12forums.com/smf/index.php?topic=102730.msg3337547#msg3337547) | Urist and the Suicide Junkie (http://www.bay12forums.com/smf/index.php?topic=102730.msg3337748#msg3337748) | Urist and the Zombies (http://www.bay12forums.com/smf/index.php?topic=102730.msg3342710#msg3342710) | Urist and the Welcome Party (http://www.bay12forums.com/smf/index.php?topic=102730.msg3342798#msg3342798) | Urist and the Suspiciously-Innocuous Suggestion (http://www.bay12forums.com/smf/index.php?topic=102730.msg3343939#msg3343939) | Urist and the Kool-Aid (http://www.bay12forums.com/smf/index.php?topic=102730.msg3345520#msg3345520) | Urist and the Unidentified Important Person (http://www.bay12forums.com/smf/index.php?topic=102730.msg3351299#msg3351299) | Urist and the Continued Lesson On Why One Must Not Drink The Kool-Aid (http://www.bay12forums.com/smf/index.php?topic=102730.msg3359732#msg3359732) | Urist and the Grumpy Kool-Aid Peddler (http://www.bay12forums.com/smf/index.php?topic=102730.msg3362729#msg3362729) | Urist and the Crazy Hypnotist (http://www.bay12forums.com/smf/index.php?topic=102730.msg3369065#msg3369065) | Urist and the Epilogue (http://www.bay12forums.com/smf/index.php?topic=102730.msg3379788#msg3379788)
Sus: Ramblings Of A Doomed Cripple (http://www.bay12forums.com/smf/index.php?topic=102730.msg3344276#msg3344276)
Mitchewawa: [D]umping Deathless Monsters Into Underground Torture Oubliettes Solves Nothing: A Cautionary Tale (http://www.bay12forums.com/smf/index.php?topic=102730.msg3353308#msg3353308)
Splint: Barbie Social Studies (http://www.bay12forums.com/smf/index.php?topic=102730.msg3365200#msg3365200)


Quotes:
I predict that, even if storm were to deliberately sabotage every single industry in the fortress, absolutely nothing bad would come of it and another completely-unrelated problem would arise from a completely-unexpected and bizarre source. This is the fort that was delayed for a week to fine-tune the Spawn and founded on the edge of a Terrifying biome, yet went on to have its own hospital as its archnemesis. This is the fort where the primary means of fending off invaders is other, meaner invaders. This is Spearbreakers, where all goddamn bets are off.
If a bunch of rabid, insane beavers built a giant dam, it would make more sense than this.


EVEN BIGGER BIG DAMN EDIT:
As The Master was kind enough to point out to everyone in this post (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043642#msg3043642), the ending to Syrupleaf -- which this is pretty much a sequel to -- stated very very clearly that the entire goddamn planet was encased in solid obsidian at the end. This would be a significant hindrance to the continued existence of civilization on the planet, as said civilization would currently be being baked at high temperature under several tonnes of slowly-solidifying molten rock.

Fortunately, not even the most unambiguously-apocalyptic ending can stand against the mighty forces of ‼BULLSHIT‼. Here's some of ours. So that nobody has to feel left out, we aren't going to explicitly settle on a specific explanation, so you, dear reader, are free to select the whichever offends your common sense the least.

Here are all the theories that have been floated to date, with links to the relevant post if one is available:

The "Not-Really-A-Sequel" Theory:
(Originally floated by Talvieno (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043835#msg3043835))

This isn't actually set after Syrupleaf.

The "Syrupleaf's-Narrator-Was-A-Filthy-Stinking-Liar" Theory:
(Originally floated by Splint (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043884#msg3043884))

Everoc was magma'd, but Syrupleaf's ending was a poetic flourish made by someone who cared more about telling a cool story than leaving an accurate historical record. Also, the person telling it may honestly have thought that Everoc was the whole world, and so saw its destruction as being far more apocalyptic than it actually was.

The "A-Planeshifting-Mad-Scientist-From-The-Future-Did-It" Theory:
(Originally conceived by myself; was never explicitly floated in the thread itself, but obliquely referred to in several of my journals)

Spearbreakers takes place in an alternate timeline where the Holistic and her Spawn were defeated before things could get out-of-hand; Everoc was devastated, but the world at large survived. However, a shady interplanar corporation of some stripe later re-introduced the Spawn because they thought it'd be funny in the name of scientific knowledge.

The Urist McNarrator, Narrator cancels Give accurate account: Too insane Theory:
(Originally floated by Talvieno (http://www.bay12forums.com/smf/index.php?topic=102730.msg3045084#msg3045084), later illustrated by Solpyre (http://www.bay12forums.com/smf/index.php?topic=102730.msg3050699#msg3050699))

The horrific nature of the events at Syrupleaf caused the narrator to snap and the narration to wander over into Crazytown.

The "Thank-Armok-For-Cometbeasts-And-Heatproof-Dwarves" Theory:
(Originally floated by Draignean (http://www.bay12forums.com/smf/index.php?topic=102730.msg3050263#msg3050263))

The dwarves managed to survive the heat and pressure inherent to being buried under a bajillion tonnes of lava long enough for the magma to solidify and a giant-ass FB made of ice to slam into the planet hard enough to get plate tectonics started up again and subsequently melt, refilling the oceans. Afterwards, the dwarves simply dug themselves out.

The "Trololololol" Theory:
(Originally floated by Mitchewawa (http://www.bay12forums.com/smf/index.php?topic=102730.msg3051691#msg3051691))

This isn't directly related to Syrupleaf in any way. The Spawn are here because Armok is a colossal dickhead.

The "Magical-Reset-Button" Theory:
(Originally floated by The Master (http://www.bay12forums.com/smf/index.php?topic=102730.msg3054576#msg3054576))

Parasol reset things right before the end.

The "Armok-Is-An-Evil-Beautician" Theory:
(Orginally floated by Terrahex (http://www.bay12forums.com/smf/index.php?topic=102730.msg3133314#msg3133314))

Armok rescued Holistic from Syrupleaf's plane and made her pretty again in exchange for borrowing her Spawn for the purposes of ‼FUN‼.
Title: Re: Spearbreakers - A hopful epic.
Post by: HARD on February 26, 2012, 04:26:59 pm
Dorf me please, male soldier
Title: Re: Spearbreakers - A hopful epic.
Post by: Splint on February 26, 2012, 04:53:10 pm
Ok, sorry 'bout that folks. I gotta upload my images, and post my entries. Nodded off during opal, but nothing happened then. And I'll see to it that you're dorf'd you as soon as a prospective soldier crops up, HARD.
Turn to follow.
Alright, as I need to bring in some firewood It'll probably be another hour to 3 before I can get my turn up.
Sorry folks!
Title: Re: Spearbreakers - A hopful epic.
Post by: Splint on February 26, 2012, 06:16:51 pm
So far as I can tell, the various nightmare rains/mists are restricted to Neutral Evil and Savage Evil biomes.

Here's hoping that we didn't f*ck up and the barbies aren't freakishly-overpowered invincible engines of death, and that when it inevitably turns out that we did and they are, the current overseer manages to pull things up before the fortress becomes completely unsalvageable (95% unsalvageable is acceptable and somewhat encouraged).

Also, dammit why'd you tell them about the mystery race and their magma resistance, I was so looking forward to the panic and destruction that only an army of perpetually-burning invaders can cause :-\

EDIT: What size world is this? How long is the history? My comp tends to metaphorically go into the fetal position when asked to load anything more than Small w/200 years :-\

EDIT II: I think "quasi-humans" would be a better term for the barbies.

1. Barbarians are fine. It's funny hrowing them off stuff cause they won't pass out from pain on impact.

2. Small region, with the genning ending 54 years premature due to all the majority of titans dying. currently now 201 years.

3. Whatever you wanna call'em is fine.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on February 26, 2012, 07:24:46 pm
Posting to watch; this is going to be biblical.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 26, 2012, 07:44:03 pm
From the journal of Expedition Leader Splint Lokumeshesh, Overseer of Spearbreakers borderfortress

-This is a cat leather bound journal. All craftsdwarfship is of mediocre quality at best. It is bordered with bands of slate and studded with slate. On the front cover is the name "Splint Lokumeshesh" in slate. On the front cover is an image of crossed pikes behind a shield in slate. On the back cover is an image of an elephant in elephant ivory. The elephant is depicted in a pool of liquid and screaming. The elephant is melting.
1st granite, 254 - arrival
We have arrived, and none too soon. We have brought ample supplies, at least for our small group, and a few extra animals for slaughter. We rested for a day, peering out onto the slightly less wooded plain. Sus said it didn't seem that bad for a terrorzone. I must admit I was expecting eyeball grass or some other nightmare. But we'll see what the rains have to say. In the meantime, I did a rough sketch of the site, and the orders given.
(http://img594.imageshack.us/img594/1817/itbeginsk.jpg)
(http://img692.imageshack.us/img692/5286/embarksite.png)

I have Sus and Rodge clearing out space for wood, trade goods, and a depot. I want to get that done and over with. I sent Loud Whispers and Talvieno to chop some tree, while I get Stova and Fischer situated. I intend to have thier training space made as soon as possible.
To ensure efficent mining progress, I have instructed both Rodge and Sus to not stop except to take care of needed functions, such as drinking and eating obviously. I hope to hit stone as soon as possible. I have also ordered additional space be had for whatever may be needed: Furnaces, dyer or soapers shops, whatever.
(http://img209.imageshack.us/img209/6671/miningorders1.png) Rodge and Sus have orders to dig out this space.
(http://img20.imageshack.us/img20/5457/treeharvest1.png) The spot of trees i have ordered Loud WHispers and Talvieno to take care of.

I asked Fischer what they were going to call thier squad, and they told me the 'Families of Laboring.' Odd, but whatever floats thier boat. Fischer has assumed the rank of Colonel with Stova as her right hand and currently only subordinate. I saw fit to bring a pair of pikes and mail shirts for them.

4th Granite, 254
It's raining blood in the terrorzone part of the area. Blood. I have yet to see what it does, but it's disgusting all the same. It appears to be the blood of the invaders, these so-called mountain barbarians. it's red like a dwarf's, but thicker and smelling strongly of burnt meat.

8th granite, 254
The rains are annoyingly sporadic but frequent. It starts and stops randomly as if Armok needs to run the barbarians through a juicer individually. It turned out we had parked right inside the zone, so the wagon is getting rained on. No ill effects so far, so it may just be quirky freak weather.

15th Granite, 254
Regular old shitty weather. I'm actually glad. Sus called to us from inside that the pile space for the wood and the workshop space for masons and carpenters is finished. They've begun digging out the depot space.

(http://img848.imageshack.us/img848/2777/woodpile.png) The finished wood pile. Across is to be the craft/trade goods space, below an addtional space for whatever.

16th Granite, 200?
It seems I have gone mad a touch. I could have sworn it was 254. No matter. We continue as schedualed.

21st Granite, 200
More barbarian blood. Still regular rain, so I guess it cancels. No major effects seem to be in stemming from the barbarian blood, so now it's just a bit disgusting. Depot space nearly finished. I'll have Loud or Tal make some wood blocks so we can make a nice depot.

25th granite, 200
Stova saw a raven and the damned thing pecked at her while she was bringing some wood in. She shooed it away so no harm done.

28th Granite, 200
The month ended uneventfully. Freakish weather aside, all went well.

2nd Slate, 200
The pit crew finally finished the crafting and trade goods spaces. They'll be throwing up some masonry shops ahead of time. "Why wait?" Was Sus' argument. I have ordered adtional shops be made and sent stova to work on making hammers for everyone. We brought alot of pitchblende, so we may as well use it now.

8th Slate, 200
I've decided to use that extra space as an impromptu weapon storeage for all our hammers stova will be making. Fischer has volunteered to take care of making a few things in the carpentry shop so the others may continue to fell trees. She's made the blocks and I have ordered the depot be built.

10th Slate, 200
Seems stova's a natural with stone. In five hours she had five hammers. I'm quite impressed.

15th Slate, 200

Work on the farm level has begun, and we're digging for stone. Stova's churning out hammers faster than we can store them.
(http://img684.imageshack.us/img684/2962/shammers.png)

(http://img820.imageshack.us/img820/3144/farmlevelpng1.png) The area for our farms. only the halls are being dug at present.

17th Slate, 200
Rodge has reported hitting shale. This will be the residential level. Now we need metals, but that can wait until the farm and pens are dug. I also had to tell stova to stop making hammers, as she was making the damned things quicker than we thought she would, churning out a dozen a day in the last two days.

20th Slate
marked off some spaces for the hens, emu, our pair of sheep and farm plot be dug. Saw a few  wild turkey. Nothing overtly eventful aside from more of that gods-aweful blood rain.

27th Slate, 200
Depot is done. Sheep and emu pens finished. More of this fucking weather. I figured we'd drown in the blood of our enemies, but not by Armok running them through a juicer in the sky. [Author's note: Dwarven juicers are of course giant machines used to grind up hippies and goblins for blood sacrifices to Armok. They're big and powered by blood water wheels.]
(http://img809.imageshack.us/img809/5146/depotw.png)Our depot, compsed of a few glumprong blocks.

7th Felsite, 200. Interim entry.
Stova informs me that the families who had pitched in should arrive in the next couple of months. Once we have all the hammers moved, I'm going to put her back on hammer manufacturing detail, if we can spare her from training with Fischer.

11th Felsite, 200
The emu are all inside safely, now we just need the hen plot made and a space for other miscellaneous animals. All things considered, Sus and Rodge are doing nicely with this. Guess that's what you get from layers of clay and sand being so easy to dig through. Best of all, we also have sand, so a glass making industry is possible.

17th Felsite, 200
Loud Whispers threw together an armor stand to be the training area near the barracks. While this means only myself Tal and Loud himself are on hauler duty, it matters little we need good soldiers to train the army after all.

20th Felsite, 200
The farm level is finished. Time to dig out the mess and food storage space and start hunting metals. (http://img196.imageshack.us/img196/783/finishedfarmlevel.jpg)
(http://img593.imageshack.us/img593/715/designatedmesshall.png) I marked this patter out on thier maps for the mess hall and food storage.

22nd Felsite, 200
Training is moving more or less smoothly. And it seems we struck lignite! I may well give eveyone the day off since this may give us a nice source of fuel for the forges.

23rd Felsite, 200
Hematite! Delicious hematite!
There's hope yet. Now if we happen upon flux we'll be in true dwarven business!

1st Hematite, 200
Summer begins and the family Stova spoke of hasn't shown. Got a furniture space dug, and I'll be marking off the communal dormitory when the mess hall and food store is done.

9th Hematite, 200
Sus and Rodge, while digging the dining hall hit pockets of Rose Quartz, Clear Tourmaline, and native gold all within a few feet of eachother! With nothing too horrid yet to cause trouble, this place is turing out to be rather forgiving. I only wish it were a vein of gold and not a cluster. Both the miners have shown scary progress in thier digging, carving out vast swathes in mere hours what took them days to do before.

17th Hematite, 200
Sus dug out a cluster of Carnelians. Training of our Pikedwarves is still going smoothly, if slowly. Considering the institution of the so called "Danger rooms" used by other fortresses when the military expands enough.

18th Hematite, 200
Rodge hit Chrypsoprase, Sus hit gypsum. Dunno which is more valuable, but Whaterver we find, is ours and we'll like it by Armok!

23rd Hematite, 200
Sus dug out a fair bit of Green Tourmalines. Nothing else to really report. I must say, I thought this would be a test of my sanity, esablishing on the edge of the Parasol's cursed expierimental dumping grounds.

This place must be plotting against us, I know it. I wonder if it's normal to hear voices calling while there's no-one present....

27th Hematite, 200
Sus hit yet more gems, Onyx this time. I heard the voices again, saying something about a curse and a tower or some such nonsense. I haven't slept well the last two days, so perhaps it's just sleep depravation getting to me...

6th Malachite, 200
Sus says he feels like a legend after all his hard work. And given his discovering not only  hematite, but a limonite vien as well, I'm inclined to believe him.

16th Malachite, 200
The dining hall is finished but I may punch a hole in the side to get at the limonite in the wall. Talvieno is working on making mechanisms and Loud Whispers asked me to help him set up a stone crafting industry so we'll have some goods to trade come autumn.

17th Malachite, 200
Saw Stova and Fischer sparring. It warms me heart to see them training. How proud they'll make this fortress... I must admit I'm becoming rather taken with Stova lately. Must be her eyes... Or maybe the way she handles that Pike... Hmm.

23rd Malachite, 200
The familiy Stova mentioned months ago has finally come. I'll be screening them for military candidates and any random dwarves they picked up on the way here.

They bore the following names and roles
Mitchewawa Istraemoth, a Glazer.
Bombzero Tistaangir, a skilled miner.
The Master Fikodnam and Draignean Kisezih, old friends and vampiric war veterans, but they seem to have forgotten thier old skills. No matter, Fischer will be happy to retrain them.
Doctormonch, highly skilled furnace operator
A fellow who is adamnt about going by 'Choppa,' a woodworker.
And Stausic Amecshibbi, a jewler.
 I will have Mitchewawa and Stausic start on those rock crafts while the rest work on making blocks, tables, chairs, and beds. Choppa is working on making some training pikes for Draignean and The Master now.

3rd Galena, 200
Rodge hit magnetite while digging out the communal dormitory. I will sacrifice an Emu to you Armok if you let us find flux here.... I heard Fischer comlaining about being on duty so long. She can sit and spin for all I care. I respect the hell out of her for her skills and trade, but I can't let her bitchiness get in the way of us being ready.

14th Galena, 200
Having not realized it wasn't done, i have marked out the food storage. I feel remarkably stupid but as it stands, I may need to get farms running sooner than I'd like.

20th Limestone, 200
Seems a flock of ravens annoyed Fischer enough to warrent an attack on them yesterday. Evidently during training, The Master and one of the birds were more or less engaging in a shouting match until Fischer threw her pike at the thing. Dead on hit, she picked the pike up and proceeded to stab the shit out of it. I've carved four somewhat spacious rooms for the soldiers, and have beds being set up. I've also got orders for my own chambers be dug.

24th Sandstone, 200
My own chambers ar almost done, and funishings for the soldiers are being commissioned. A few migrants arrived, a glassmaker named Rosan, a Combination leatherworker-tailor named weaver, and a former fisherdwarf named kannan. I've assienged them to renovation detail, as it's currently slow going.I'm hoping by winter's end I can get the forges set up just below the trade floor. And if someone can get me a table and some doors made I can finally begin taking stock of the junk in this place.

2nd Timber, 200
My office is finally finished. Now to get the troopers thier own furnishings. They deserve it since they're putting thier lives on the line. (http://img688.imageshack.us/img688/5665/trooperbunks.jpg)

10th Timber, 200
While not fully furnished, the four man squad has thier own rooms. I've ordered a forge of sorts be dug built on the farming level.

15th Timber, 200
The Master is getting back into stride with his training pike. Draignean is taking a little longer sadly, but they'll all be good soldiers in time.

16th Timber, 200
The Master reported seeing wagons on the horizon, so it seems we have visitors. I've ordered our trinkets be brought up, so we shall see if we can't get ahold of some more food and drink, and perhaps some cloth and leather too. I'll have Choppa make a few extra training pikes to trade, as I've seen those things sell like good plump helmet roasts.

Why those nutters decided to go through the entire blood covered plain to get here I'll never know.
(http://img440.imageshack.us/img440/5962/caravan1.png)

22nd Timber, 200
So far we've gotten a few spare barrels a box filled with pigtail cloth and various metal bars, as well as a few peices of armor including shields and a pair of boots. There was a magnificant steel pike decorated with deer hoof that i wanted to get for Stova, but I had to pass in favor of the booze. After the training pikes are made I'll see about getting a box of leather and some silk cloth in case someone becomes... inspired.

5th moonstone, 200
Talvieno was one hard trader. Spent the last week straight bargaining for some silk threads we could make use of, some meat, and a bit of leather. We shifted our last box of mugs, and a weapon crate with a few excess hammers and a training pike.

10th moonstone, 200
I have gotten the foundations laid for the metalworking industry on the farm floor. We have ample iron ores to work with, and enough lignite to surely armor our first four at least.Hopefully Talvieno, whom I have chosen to be my successor as per overseer tradition, can get things sorted while I focus on the records.
(http://img402.imageshack.us/img402/9260/farmforgefloor.png) The farm-forge, as you can call it.

I've ordered the following from the capital: More dogs, alot of metal bars, lots of limestone for steel, alot of fish, seeds and meat, some leather, cloth, armor, and pikes.
I have also orered a pair of giant Emu from home. They will make fine fighting animals, and alot of drinks.

Honestly, had they not come when they did we would have been in trouble. drink wise. I have also ordered some petrified wood, to make pillars to display prisoners on to give a huge middle finger to both invaders and the elves in one fell swoop.

14th Moonstone
The merchants have begun packing up and dealings with the liason are nearly done. I expect he'll take his leave in a week or so.

15th Moonstone, 200
Seems I was off! He finished up and we can now sit and wait for he spring time elf season. I'm sure the soldiers will enjoy having live targets. Sus finished putting up a drawbridge, so once the merchants leave, I intend to lock us down until the elves come.

6th Opal, 200
Draignean has finally reearned his title of Pikedwarf. I'm proud of'em. Got some fuel, and now to start making coke and an anvil.

21st Obsidian, 200
So little happened in Opal I didn't even need to bother with any entries, save for an anvil being cast and our amount of trade goods exapnding rediculously. Recieved a visit from a kobold thief, spotted by a cat of all things by the main gate [He buggered off before I could get a screenshot] but he bolted so no harm no foul.

23rd Obsidian, 200
Another thief tried to stroll right by one of the soldiers. This should've ended as badly as you'd expect for the little guy. (http://img31.imageshack.us/img31/6173/thief1.png)  [The barrel is where the soldier was. I had no idea who he was near and just issued the kill order.]
24th Obsidian, 200
Bit of bad luck, the little shit caught The Master by his foot and got away. kannan volunteered to take care of him though. I've ordered the fortress sealed up. He may end up developing an infection, but I hope it doesn't come to that.

(http://img406.imageshack.us/img406/7390/poormaster.png) [The Master is the one on the right.]
28th Obsidian, 200
I've locked down the fortress until the elves decide to show, and I'll be handing off my overseeing duties tomorrow. Kannan is setting about trying to patch up The Master and I have a crutch being made just in case. The Forge was done and fuel production is going smoothly [note, there's a graphcal glitch where the bitdge isn't showing while raised. It's there. The pitchblende lever in the furniture shop is linked to it.]

1st granite, 201
And so my time here as overseer ends. Current list of things unfinished:
-Dining hall needs engravings, more tables, and chairs.
-Dogs need to be trained. Recommend assinging two to Fischer, and one to everyone else.
-An emu, the horses, and all the wandering roosters need to be slaughtered.
-still and other food making workshops need to be built.
-Iron smelting needs to be put full swing, forge needs to be built proper.
-Sheering the two adult sheep for sutures and a rope for a well.
-Leathger, gem, and and cloth storage need to be dug.
-Advise using the pond just above the wood store as the communal well.

Here is our current state of affairs:(http://img263.imageshack.us/img263/5018/currentaffairs.png)

I hope Talvieno is up to this task, as I will be staying in my office to keep tabs on the stocks unless he needs any advice. However I strongly advised he set the pikedwarves on killing the pointy-eared hippies when they arrive. Let them unload and then have Stova and the others flatten them.
They are undeserving of our mugs. - Following is a crude drawing of of a glowing mug, a dwarf, and an elf. The elf is thnking while holding the mug. The dwarf is laughing.

[So little happened that I was shocked. Here's a good time to the rest of you, save to follow. And The Master, the goal is to not destroy the place utterly. NOT. At least not "Intentionally."]
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 26, 2012, 09:12:23 pm
Wow, one year in and it's already obvious I'll be having an OCPD fit once my turn comes around (The walls! Why are they not exactly 2 tiles thick!? This is heresy!!!). Here's hoping Talvi keeps the streak up.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 26, 2012, 09:16:58 pm
Sent'em the save, all on him now.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 26, 2012, 11:32:30 pm
The streak? Not quite sure what you mean by that, but, I've got the save, I'm going to see what I can do - starting my turn now. You certainly haven't dug very deep, and ...
Holy royal forklift, you haven't even finished the defenses! :o
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 26, 2012, 11:45:14 pm
The streak? Not quite sure what you mean by that, but, I've got the save, I'm going to see what I can do - starting my turn now. You certainly haven't dug very deep, and ...
Holy royal forklift, you haven't even finished the defenses! :o

Hey I got the majority of industries up or have places for them. I ran out of time is all. And at least i walled in the place and raised the drawbridge. Any holes got capped off on the roof too. All is nice and secure until someone decides to unsecure it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on February 27, 2012, 12:02:18 am
In retrospect you should've embarked on a more... vicious evil biome. Ah well, looking forward to the secret race!
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on February 27, 2012, 12:08:01 am
Why me...I ALWAYS END UP IN THE HOSPITAL! OH WELL, WHEN IT BECOMES MY TURN TO RUN THIS ARMOK-FORSAKEN HELLHOLE, MY FIRST DECREE WILL BE THE BANNING OF ELVEN DIPLOMATS! THE SECOND WILL BE THE MANDATING OF EXPLODING KITTENS MADE OUT OF PITCHBLENDE!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 12:10:27 am
Ah, I see now... It's hard to see bridges while they're raised.

(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/bridgehuh.png)

You built a retractable bridge, though... So... no defense. :P Might as well be nothing there.  :D  :D  :D

In retrospect you should've embarked on a more... vicious evil biome. Ah well, looking forward to the secret race!
I helped test the secret race... You're going to be glad we don't have husks (hopefully we won't, anyway).

Why me...I ALWAYS END UP IN THE HOSPITAL! OH WELL, WHEN IT BECOMES MY TURN TO RUN THIS ARMOK-FORSAKEN HELLHOLE, MY FIRST DECREE WILL BE THE BANNING OF ELVEN DIPLOMATS! THE SECOND WILL BE THE MANDATING OF EXPLODING KITTENS MADE OUT OF PITCHBLENDE!
#1... I'll let you handle that. #2... I like the way you think.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 12:11:55 am
Why me...I ALWAYS END UP IN THE HOSPITAL! OH WELL, WHEN IT BECOMES MY TURN TO RUN THIS ARMOK-FORSAKEN HELLHOLE, MY FIRST DECREE WILL BE THE BANNING OF ELVEN DIPLOMATS! THE SECOND WILL BE THE MANDATING OF EXPLODING KITTENS MADE OUT OF PITCHBLENDE!

Honestly it's because Doctormonch was lazy about making coke so I could have fancy metal shoes made for the soldiers. If that 'bold hadn't clipped your foot you probably would have beat him to a bloody pulpy mess.

And I support the elf killing. Spearbreakers was founded to defend dwarves and humans,who care not about the trees. Not pointy eared pricks who make constant short jokes.

Good luck on the nuclear cat grenades...
Nuke grenades. I smell modding idea.

And I could 've sworn I set it to raise. Ah well. Tear it down or dig a pit under it then.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 12:15:27 am
In retrospect you should've embarked on a more... vicious evil biome. Ah well, looking forward to the secret race!

Honestly I was expecting something worse  than Armok running the slavers through a juicer. Last time I tested a border fortress I got elf blood that caused temporary blood vomiting.
There were no mists to cause husks on purpose, cause sustained casualties will be bad enough when the mystery race drops by.
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on February 27, 2012, 12:20:36 am
If any of you people have heard of Dr. Demento Zant from The Legend of Zelda: Twilight Princess, then you know the kind insanity I'm aiming for.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 12:24:54 am
If any of you people have heard of Dr. Demento Zant from The Legend of Zelda: Twilight Princess, then you know the kind insanity I'm aiming for.

Why do I feel your dwarf will have a burning hatred of kobolds for the rest of his days.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 01:46:53 am
awesome, its up and running.

my turn is after The Master's...  :-\

My dwarf is a miner.  :)

there is blood rain of the very race thats supposed to be the main enemy, high five.


btw this will be the first succession game i will participate in, should be fun.

and if this creation of madmen makes it to year 13 ill take that turn.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 01:49:20 am
awesome, its up and running.

my turn is after The Master's...  :-\

My dwarf is a miner.  :)

there is blood rain of the very race thats supposed to be the main enemy, high five.


btw this will be the first succession game i will participate in, should be fun.

and if this creation of madmen makes it to year 13 ill take that turn.
Bombzero is currently making mugs. :\ I have no idea why the miners are assigned to crafts duty. lol
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 02:42:21 am
probably filler jobs, i also give my miners some pointless stuff to do when off duty, keeps em busy.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 05:22:11 am
This is the leather-bound journal of Talvi Diamondknight. Depicted on the cover is an artist's impression of an engraving of a masterwork leather-bound journal entitled "The Legs of Feasting". Depicted on the back is an image of a dwarf and purring maggots. The dwarf is surrounded by the purring maggots. The dwarf looks terrified. The pages menace with spikes of iron.

1st of Granite, 201
   Ach, I have no idea why old Splint thought he ought to give me the job of overseer, with me being a mechanic an' all... I mean, he's mighty attractive and such, far as dwarves go, but still. Least he has no prejudice against us womenkind. However, in lookin' back, there might be an earball of truth worth a splinter's hide in what he did - he doesn't know how to build a raising bridge to save his own skin. First thing's first - we have to dig a pit beneath it to get it going the way it's supposed to be. Otherwise, the goblins will just trounce on in here while we're eating our masterpiece wombat intestine roasts - and who'd want that, eh? -wink wink- Bad for us, though - we're going to have to pull the whole thing up afore we can dig under it. I put Sus to work on that, as my first act/duty thing... I need to get used to being leader, fast.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/bridgeprogress.png)
This is as bad luck for us as if we'd happened on a trap hidden in web and gotten everything we wore dumped, as my granpappy used to tell me as we were working on wooden puzzleboxes, when I was a lass.

Also, I think I need a room... I mean, not that I'm getting any action anytime soon - but being overseer and all...

I see about as much reason to build up/down stairs as I see to paint a butterfly blue! Splint didn't build spiral stairs, he built these complex patterns I cain't figure out! I'm building spirals downwards from here on. And I'm designing myself a new room - shaped like my favorite animal, a cavy. I can, right? I'm the boss lady here now. And they're so cute! Might as well have a bit of comfort so long as we're here.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/talvilikes.png)
Long as I'm thinking about it, we do need beds, too... We've gone without proper rooms for well-on nigh a year now. Splint wouldn't let us have any of our own - we had to sleep with everybody and their uncle watching. Well, as I've always said, a well-fed camel avoids gnats - we need those bedrooms. I'll have them built across from mine.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/cavyroom.png)
Ugh, and did I mention it's already raining barbarian blood again? The sticky stuff gets stuck to everything.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/blood.png)
I can't tell how the poor hen can even see. Worst part is, it's like that for all the rest of us, too.

Also, we need buckets. Kannan says he can't clean The Master without water, and he needs a bucket for it. (I'm betting he just misses the water - he did used to be a fisherdwarf, anyhow.)
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/bucket.png)
It's a wonder we're still alive.


11th of Granite
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/choppa.png)
Choppa is churning out masterpiece wooden buckets - they beat anything I've ever seen - but pointless, all the same... More pointless are the farms - we've been ordered not to touch them. I aim to change that. Sadly, we can't spare anybody for farming just yet... but it won't be long. I'm sure we'll have travelers passing by afore too much longer, and I'll put them to work.


3rd of slate
oh, Armok... we need to make some real weapons for the soldiers. The Master already decided he loves his little wooden quarterstaff. He's standing there right now, even as I write this, caressing it and telling it how he's going to "take it away to his castle in the clouds", and such. We need those weapons!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/ohgawd.png)

Also, I've decided we ought to build us a tower - a nice tall one. I was saying to myself, "Why, Talvi... The birds in the sky may call their home the nest, but what is the sky to a peach tree?" And ya'll know how yellow peaches are. Anyhow, since we cain't build extra layers above the depot, thanks to the roof, we're making a tower. We might get some marksdwarves who can carry a good strong crossbow to fire at any who might siege us. That would be wonderful to see - and keep our pikemen safe, too. If necessary, we could build collapsing floors to crush our enemies, off the sides of the tower.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/tower.png)
Sadly for miss Bombzero, she can't keep making her mugs. For some reason she thought it'd be great to have shelves and shelves of the little things... But she's one of our best miners - I need her in the mines!

I think I'm startin' to do a pretty good job as leader here.

14th of slate
Maybe I'm not doing so well after all... It's like the pumpkin said to the hay bale, "I go with you, but I am not you, nor are you juiced". The poor pumpkin shoulda been juiced, he deserved it... It's sad. But anyhow, I accidentally had Rodge dig the moat into one of our tunnels below... Now I'm trying to seal it off.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/complications.png)
To complicate things, we got migrants and such - three docs, two bowyers, a fisherman, an engraver/mechanic who's going by the name of "Mr. Frog" (he must have bumped his head somewhere pretty hard, but he does good work), another mechanic, a miner, a mason, an architect (what the rutile do we need THAT for?), and an herbalist.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/migrants.png)
At any rate, we now have a total population of 33 - that'll keep us going strong for a mite longer.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/status.png)

25th of slate
I'm starting to like these migrants a bit - they actually do dumb jobs that nobody else'd do - like carrying around rocks and such. I was walking to my workshop, and I saw at least ten of them running up and down that yonder hallway, carrying those huge slate boulders the miners had dug out from way deep. This is good - it'll let the masons build our watchtower double quick!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/towork.png)
I'll be settin' them strong, handsome dwarves some jobs soon - perferrably somewheres I can supervise 'em... Perhaps the farms. We could use some work going on down there anyhow.


***
I'm two months in, had a few problems getting set up, but it's all fine now. It'll come a lot faster after this, but I wanted to get this up before I went to bed. Plenty of people to choose from to dwarf, lots happening, no attacks yet. Looks like a good year so far. :) (also, splint, you dwarfed me as a girl... lol)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:27:23 am
Ah shaddap.
Time for clarification:

27th Slate, 201. Interm entry

I don't see why I got berrated for the minor hiccups I made during my time as Overseer. Granted I neglected to tell Talvi to make the bridge raise like I intended, but that was just lack of foresight on my part.

I'm glad she set to getting everyone else their own rooms. Why in one of the dirt layers I don't know, but I guess that means the stone layer is for the communal spaces and for soldiers to sleep in. Perhaps I should've had Doctormonch get some iron made so Draignean and The Master would have proper weapons an a pick for Bombzero, Considering that The Master has become quite taken to the little piece of wood I gave him for training and Bombzero seems to be a bit obsessive in regards to making mugs from what I hear. Stova said it's not becoming for a dwarf to get attached to a wood weapon. Too elvish, she said. Fischer was going to beat him for getting so attatched to it, but thankfully more level head prevailed. That stupid Kobold had already messed up his foot, we didn't need him getting a concussion from an angry CO to boot.

Haven't had alot of time to write thanks to bookkeeping, but I hope I can get out to see Stova and the others more often.
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on February 27, 2012, 08:56:41 am
Journal of The Master: Entry Eight
THEY'RE COMING TO TAKE CHESTNUT AWAY TO THE HAPPY HOME WITH TREES AND FLOWERS AND CHIRPING BIRDS AND BASKET WEAVERS WHO SIT AND SMILE AND TWEEDLE THEIR THUMBS AND TOES AND THEY'RE COMING TO TAKE ME AWAY TO THE FUNNY FARM WHERE LIFE IS BEAUTIFUL ALL THE TIME AND I'LL BE HAPPY TO SEE THOSE NICE YOUNG DWARVES IN THEIR CLEAN WHITE COATS AND THEY'RE COMING TO TAKE ME AWAY!!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on February 27, 2012, 11:36:31 am
Looks like fun.

Requesting Dorfing

Ash - speardwarf.
Title: Re: Spearbreakers - A hopeful epic.
Post by: DoctorMonch on February 27, 2012, 11:41:21 am
Honestly it's because Doctormonch was lazy about making coke so I could have fancy metal shoes made for the soldiers.

Yep, sounds about like me.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 04:14:18 pm
Honestly it's because Doctormonch was lazy about making coke so I could have fancy metal shoes made for the soldiers.

Yep, sounds about like me.

You lazy bastard. You got The Master stabbed in the foot!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 04:47:27 pm
Okay, everyone's been dwarfed. Update incoming soon - I've finished a few more months.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 05:19:01 pm
Continued from the journal of Talvi Diamondknight

25th of slate, 201   
I suppose I oughta start with saying that I forgot to say, but switched the rooms down to under the dirt and stuff - we're going to have us solid rock rooms! Everybody's happy with that, mainly because none of them really liked the idea of little worms crawling through the walls. Mitchewawa and Bombzero have already claimed their rooms. We kinda need more doors, though... I'm gonna have someone get to work on that.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/actualrooms.png)
We also need a well... there ain't no river anywhere near, so I'm gonna have to have the miners dig down and hope we hit some watery caverns. Meanwhile, I'm gonna just go and chop some wood... I'll be safe...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/woodchop.png)
Kingsnakes aren't poisonous... right?

3rd of Felsite, 201
Armok's beard... Kannan, our head doctor, just went sick in the head. The irony is mighty powerful here.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/irony.png)
Least he claimed a craftsdwarf workshop, and not somthing more useful.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/claim.png)
Anyhow, I decided to make some more room for workshops. We could use a couple more, and I don't want us fogging ever'thing up in the main rooms.

Meanwhile, Mr. Frog is creating masterwork mechanisms. He might be a bit eccentric, with that there name and all, but he's got a pretty good head on his shoulders - seemed I misjudged him a bit.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/mrfrog.png)

11th of Felsite, 201
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/newbridge.png)
Cerol, our new architect, is finally working on making that bridge I ordered rebuilt. I guess there's something to book learning after all... I could've known anyhow, by myself - it's like I've always said: Kumquats are like onions - both make you cry. I had the knowledge, I just wasn't using it.
Oddly enough, Cerol seem to be content with her new job... just so long as I keep making doors.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/okaydoors.png)
Maybe I'll put an extra one in her room to keep her happy.

20th of Felsite, 201
By the gods... We've struck gold! Solid, pure, beautiful gold! We're gonna be rich! By all the holy bouncing carp that walk upon this world, we're going to be rich as kings! Rich as kings! I'm gonna have a gold cavy statue in my room!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/gold.png)

Sadly, our good stroke of luck has something bad going with it too... We got an elven caravan here. At least we can dump some of our fine mugs on 'em... maybe they'll swap us some good booze. Odd you have to swap booze with the stuff you drink it from...

Also, we hit the caverns, and what would you know, but there's water!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/cavern.png)
I've set the miners digging towards it from above.
Sadly, though - we came out right at ground level - anything that wants to come in, can. I've taken measures to ensure that we might block whatever it is out... hopefully.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/wellgo.png)
Meanwhile, Kannan's locked himself up in the workshop, muttering about jewels... We needa find him some, afore he loses it and goes all batshit crazy on us.

Also, we got thieves coming in here! They got away afore I could see, though, so I'm afraid I can't draw you a picture. Splint didn't see them either, for obvious reasons...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/haha.png)
Also, it's raining blood again. The elves don't seem to mind too bad, they drank a bit of it on the way over. Ugh, that's elves for you, though.

(written later:) our militia did tell of the battle between us and the thieves, though... They wrote a pretty long report about it... I'll include a bit of it here.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/spawnreport.png)

25th of Felsite
Stova's stuck out there in the mountain barbarian blood. I took everyone off duty - these thieves are too much of a match for us, just armed with our little wooden pikes. Stova apparently got bitten a few times, and scratched up pretty badly - the thief wasn't trying to hurt her either - just trying to get away. By the gods, what have we stumbled into here?
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/stovastuck.png)
She's unhappy, but it fortunately only seems like it's because of patrol duty. Splint, the good man that he is, likely won't be too happy about this at all.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/stova.png)

26th of Hematite
   Oh, gods... oh, gods, oh gods... Splint sat me down and had a talk with me - he seemed horribly anxious about Stova for some reason, though he wouldn't tell me why - but he did tell me a horrible tale that'll live on in my dreams forever - it was no yarn he spun, either - it's true history, true as any leafbug flying through the water is like a mosquito's arms.

   He sat me down in his old office, in a little wooden chair - it squeaked under me, but I didn't say anything, and Splint began. "Long ago," he said, "There was a certain fortress called Headshoots. They had brilliant tacticians, brilliant warriors, and were considered invincible in practically every way, or so the legends go."
   I shifted uneasily in my chair. I didn't like where this was going.
   Splint continued, in a hushed tone. "Headshoots was founded in the very deepest concentrations of evil, in isolation in one of the most inhospitable environments known to dwarvenkind. It was more or less the last Dwarven outpost before the aboveground diminions of Hell itself. It fought valiantly, and remained undefeated. It grew despite everything the enemy threw at it - goblins, undead, even the unholy demons themselves - but that only made it stronger. It was as a beacon of light in the darkest reaches of the world."
   So many long words... but I thought I understood. These invaders... I was beginning to wonder what they were. Something hideous, unholy... The militia descibed them as "monsters of dwarvenform, with claws and shriveled husks of bodies." But Splint continued.
   "Talvi, I need you to understand before I continue that this cannot leave this room." I nodded my assent, and he went on. "Headshoots finally fell - not directly through the hands of the enemy, but by its own sword.
   "Of all the inhabitants of Headshoots, the greatest were the mighty Nemo, and the unstoppable Holistic Detective. Nemo, the unstoppable blade, was without a doubt the greatest sworddwarf of his age, and likely the greatest since the days of Sankis himself. Holistic, the invincible shield, wearer of 'Trailmachines, the Fellowship of Right' - a masterpiece spiked adamantine plate mail studded with gems beyond value - she was so sure she was invincible that she had dropped her platinum hammer in favor of wielding a rat leather backback."
   I nodded, indicating he could go on.
   "These were only the greatest of legions upon legions of soldiers - some say they numbered in the hundreds. But a dark power slept under the mountain - some say it was the soul of Sankis himself, the dwarf of old who chose to become a living vessel of the darkest gods of the mortal plane, and killed an entire fortress and a legion of elephants while ablaze with unholy flame. But whatever it was, it drew Nemo and Holistic to the deepest region of the fortress, where they succumbed to the evil presence, turning into evil, bloodthirsty skeletons.
   "They say the records are lost, as there were no survivors, save for a single dwarf who was locked away in a room in the dungeons. But there was a massacre at Headshoots - not a soul survived the onslaught of the two powerful champions of dwarvenkind, possessed by the forces of evil, taking pleasure in torturing their victims, until there was not a living thing left alive."
   At this, I was confused - what were these creatures our men saw earlier, what hurt Stova?
   Splint took a draught of beer from his mug and leaned forward, a grim look in his eyes, and the faintest hint of fear. "Talvi, some say that the two skeletal warriors turned on each other when no one was left, out of bloodthirsty need for battle. Others maintain that Nemo regained control of his actions and attacked Holistic Detective, attempting to destroy her before she destroyed all of dwarfkind. Either way, the result was the same. Nemo severed both of Holistic's hands, but could not pierce the adamantium shell of Trailmachines, and Holistic counterattacked with her own teeth. Latching on, she shook him with her great strength until all Nemo's bones were shattered and she stood alone in Headshoots."
   Here he paused, and I ventured a question. "Splint, It was a long time afore now. Holistic couldn't still be alive, could she? Same way a lute's strings remain after broken?" I fidgeted myself in my chair, uncomfortable.
   He shook his head. "Don't assume things unknown to you, Talvi. While that was long ago, Holistic - driven, as some say, by Sankis's spirit - created Spawn - misshapen dwarven creatures that are driven by the same spirit as Holistic herself was - they stop at nothing - nothing - to destroy all life. They drove the barbarians from their home in the far off, icy mountains, which is why they're here at all - this isn't their home. Not only that, but the Spawn have an especial hatred of dwarvenkind. A single Holistic Spawn is capable of destroying legions of dwarves. We're very lucky my sweet Stova survived at all. But Holistic herself still survives... somewhere out there, she is waiting - tales of her destroying entire mountainhomes circulate still. And like bees, killing the queen doesn't kill the hive."
   I thought his analogy ridiculous, though I didn't say so.
   He hesitated, fear apparent in his eyes. I'd never seen him like this, not in all the years I've known him. "Talvi... The Holistic's Spawn..." his voice dropped to a whisper, "they've found us..."

   They've haunted my dreams since.

1st of Hematite
The appearance of the spawn has had a profound effect on the soldiers, who exchange fearful glances among themselves. I can't say I blame them, but earlier Fischer came up to me and said in his thick accent, "Miz Talvi, I know one of 'em o'her soldiers mighta said somthin', but I wanted to ask for m'self.." his voice lowered, and I knew what he would say. I told him to shush, and to tell the other soldiers everything would be all right.

We traded some mugs for some booze and plant food - it's not much, but it oughta get us on by for a bit. I bought some golden blaze to try to raise everyone's spirits - it didn't help much - they drink it like its water. There's no cheer here anymore, and everyone else is starting to feel on edge.

Kannan finished his creation - a gypsum ring. It'll only fetch about 4800 coppers, but it's better than nothing. Doesn't even menace with spikes.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/gypsumring.png)
Rodge started a party - that might help raise everyone's spirits a bit, but mostly everyone who attends simply stands around silently, looking at each other. By the gods, I pray this passes...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/party.png)

15th of Hematite, 201
Why did Splint give me the position of leader? He's the one with more training in battle - I don't know what I'm doing here worth a horseshoe crab in a glumprong! I offered him the position back, and would you know, he turned it down. He said it wasn't yet time, and while he might try his hand at it later, for now it wasn't his to take. I fear he's lost hope.
Asides that, the tower and drawbridge are both bein' built and all. Rosan is working on the bridge - she seems pretty confident, at least. We need to have them up in time...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/bridgecons.png)
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/towercons.png)
Anyhow, I think we have enough mechanisms. And buckets. I'm stopping making both of them. I'll be working on making weapons myself - we lack a weaponsmith.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/mechets.png)
At least Stova is already back to work. She seems happier now, too.


20th of Hematite
As if we didn't have enough to deal with already...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/stumeb.png)
I don't think it can get in, but I'm not completely sure... at least I've got a few pikes made worth somethin'. I dunno if I can get The Master to part with his "beloved", though.
On another note, the bridge is up. I'm putting the lever for it at the northern end of the dining room - hopefully the next overseer won't neglect to read my journal. yes, I did just say that... I don't know how much more my poor nerves can take. I'm only a mechanic, after all...

22nd of Malachite
It's been a bit since my last entry, but not much has happened. Everyone moves sluggishly, it seems. I attribute it the appearance of those cursed beings, but it's not something I would tell anyone.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/bedrooms.png)
To start off with, we've expanded the bedrooms a bit - we need to get them smoothed, and we're working on that now. My bedroom still doesn't have a bed - I've been sleeping in the hospital. I can't bring myself to have them put the bed into my room.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/stillref.png)
I've had the miners add a still and a refuse room to the eastern side of the fort. The refuse room is in case of a siege, and not to be used constantly. It won't help much with miasma, but at least it will keep us from having to live with it all through the fort - it'll stay confined to that one room.

We've added the top portion of the tower - the fortifications. I've had the masons build stairs so that, if needed, we can add more constructions above without too much effort.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/towertop.png)

We've gotten a new wave of migrants - just a few, unfortunately - and I'll soon be closing the drawbridge. Nothing will be able to get out, but at least nothing can get in, either.....
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/update.png)
But for now, I'm going to get some shuteye. I'll see that they're assigned good jobs in the morning.

***
Still going - thought I'd post what I had so far.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 05:45:31 pm
Ok, now the FBs is what I didn't wanna deal with this soon. I didn't dig very deep for a reason D:<

And so the great secret is revealed. I wonder how long it is before more overseers show up. Also I'm shocked the migranta rmies didn't show, since the wire is doing very well (Including a conquered barbarian/human fortress and a goblin fortress)

2nd Hematite, 201. Interm entry
I'll make them pay for hurting Stova.... I'll make them pay... Journal, you are all that keeps me sane at this very moment, as the minute I was informed Stova was hurt I had thrown my tankard at Fischer and gotten knocked back to my senses with a nice bronze boot to the testicles. That damned thing beat Stova and she'd been a veteran of some of the worst battles of the vampiric wars... I swear to all the gods, and to you, Sankis if you're causing my mini spurts of madness, I. Will. Kill. Them. All.

And if I must I'll go to hell itself and crush your very essence. You will not claim this fortress. This is OUR hole in the ground and you've no rights to it!

Ugh... I need to go back to my accounting books. Perhaps there's more ore that needs cataloging. -Following is an image of a dwarf with a purple glowing hammer and a strange monster in dimple dye. The dwarf is striking down the monster

3rd Hematite, 201. Interm entry
Where the hell did this drawing com from? Am I going so mad I draw these things without realizing it?
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 06:21:08 pm
Quote
Sadly for miss Bombzero

is it really that hard to name a male dwarf after me? every fort i ask to be dorfed in i get a female dwarf... ah well matters not to me i suppose.

P.S. i should seriously do everything i can to indicate that i am a male, that apparently gets lost to most people lol  ::)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 06:22:59 pm
Quote
Sadly for miss Bombzero

is it really that hard to name a male dwarf after me? every fort i ask to be dorfed in i get a female dwarf... ah well matters not to me i suppose.

P.S. i should seriously do everything i can to indicate that i am a male, that apparently gets lost to most people lol  ::)
Lol, no, there just weren't any guys available when you were dwarfed. I'll redwarf you if you'd like. (I'm dwarfed as the wrong gender too, btw, I just decided to simply roleplay it like that.)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:30:14 pm
Quote
Sadly for miss Bombzero

is it really that hard to name a male dwarf after me? every fort i ask to be dorfed in i get a female dwarf... ah well matters not to me i suppose.

P.S. i should seriously do everything i can to indicate that i am a male, that apparently gets lost to most people lol  ::)

Honestly I just provided nicks as the dwarves filed in, since you made no specification. Talvieno just got the short end cause I needed a dwarf in the starting seven to take ove rnext. The only reason I didn't gender bender Draignean and The Master is because both are adamantly male armydorfs in my head now.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 06:31:59 pm
nah its ok, just a funny correlation i have been noticing.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:33:21 pm
nah its ok, just a funny correlation i have been noticing.

And thus the gimick for all games involving you was born: Bombzero the crossdresser.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 06:35:35 pm
nah its ok, just a funny correlation i have been noticing.

And thus the gimick for all games involving you was born: Bombzero the crossdresser.

that is somehow gonna come back to haunt me, i can feel it.

anyways, forts shaping up nicely. whenever it gets around to my turn i have plans, BIG plans...  ;D
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:38:52 pm
nah its ok, just a funny correlation i have been noticing.

And thus the gimick for all games involving you was born: Bombzero the crossdresser.

that is somehow gonna come back to haunt me, i can feel it.

anyways, forts shaping up nicely. whenever it gets around to my turn i have plans, BIG plans...  ;D

Better make sure it includes non drowning and trap based defenses. Cause our little variation on
Spoiler (click to show/hide)
Makes them nigh invulnerable to traditional trap-marksdwarf defense plans. Dwarven muscle and Cold iron and steel are really all you can fight them with.

And does the plan involve trying to build a giant pyrimid to armok in the blood plains or magma pistons?
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 06:52:18 pm
Better make sure it includes non drowning and trap based defenses. Cause our little variation on
Spoiler (click to show/hide)
Makes them nigh invulnerable to traditional trap-marksdwarf defense plans. Dwarven muscle and Cold iron and steel are really all you can fight them with.

And does the plan involve trying to build a giant pyrimid to armok in the blood plains or magma pistons?

no, its not even based on weapon traps or crossbowman, or even magma.... it probably wont ever kill anything either, just be really really big!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:53:30 pm
Better make sure it includes non drowning and trap based defenses. Cause our little variation on
Spoiler (click to show/hide)
Makes them nigh invulnerable to traditional trap-marksdwarf defense plans. Dwarven muscle and Cold iron and steel are really all you can fight them with.

And does the plan involve trying to build a giant pyrimid to armok in the blood plains or magma pistons?

no, its not even based on weapon traps or crossbowman, or even magma.... it probably wont ever kill anything either, just be really really big!

A GREAT IRON SHAFT
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 06:56:11 pm
no, i guarantee everyone is probably going to be irritated at me for it, wont screw up the fort or anyones turns though. or even really interrupt industry.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 06:57:51 pm
no, i guarantee everyone is probably going to be irritated at me for it, wont screw up the fort or anyones turns though. or even really interrupt industry.

Well the fortresses of Everoc had everything from a giant middle finger built on top of them to magma cannons, so Spearbreakers needs its own pointless monument.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 07:00:15 pm
WOOT, alright.. although it could be weaponized.... ill think about it...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 07:02:02 pm
WOOT, alright.. although it could be weaponized.... ill think about it...
If you don't figure out a way to weaponize it, someone else will.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 07:18:03 pm
And so the Mystery Race is revealed. (bows)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 07:20:19 pm
And so the Mystery Race is revealed. (bows)

They decided to pop by alot sooner than I thought they would. And fucked up one of the militia dorfs because of it. Honestly, how Stova is even alive is beyond me.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 08:31:26 pm
I'm guessing it's because, as Talvi said, the thief was just trying to get away and not actively trying to off Stova. If it was, Stova'd be in about four pieces right about now.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 08:46:29 pm
I'm guessing it's because, as Talvi said, the thief was just trying to get away and not actively trying to off Stova. If it was, Stova'd be in about four pieces right about now.

I was more wondering how it didn't flat out yank off her limb when it bit to escape.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 09:35:37 pm
Luck, I'm guessing. It only bit a few times, right?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 09:36:26 pm
Luck, I'm guessing. It only bit a few times, right?

You'd think once would be enough, since it was able to completly remove heads in the past.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 09:39:34 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 09:40:39 pm
It probably got a bad attack roll. Trust me, those mofos can amputate extremities through iron gauntlets even with just their base skills.

Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 09:43:38 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

How the fuck!?
Aw come on. This ruins everything. D:<
There will be no reclaim. This fort died like a bitch sobbing in the corner.
And is there a reason you left the bridge extended?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 09:44:02 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 09:45:33 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.

If they survived, let the freaks mill around outside. They'll get bored eventually. Frog, we really should have thought to not let them ambush...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 09:46:58 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.

If they survived, let the freaks mill around outside. They'll get bored eventually. Frog, we really should have thought to not let them ambush...
That's what I plan on doing... My turn is almost up, btw.  Oh, and you should see the carnage... There's severed limbs and teeth absolutely everywhere.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 09:48:13 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.

MORAL OF THE STORY:

Wood's too slow -- use magma forges instead.

Also, I couldn't find any way to stop them ambushing. There is an easy way to detect them, however -- search the "What's Going On In Your Fort?" thread for the "F.R.O.G.".

EDIT: How's our military doing?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 09:49:36 pm
the "F.R.O.G.".

Dude. That was a turkey tied to a stick in front of the entrance.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 09:51:50 pm
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.
EDIT: How's our military doing?

They fled! I have no idea why! It was like they were scared or something. They went out there, fought a bit, and then fled for their lives. Only Feb and HARD seemed brave enough to stick it out to the end. Mountainhome caravan is completely gone, but I got the liason inside.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 09:52:20 pm
the "F.R.O.G.".

Dude. That was a turkey tied to a stick in front of the entrance.

You besmirch the noble name of the F.R.O.G., as well as the subtle science governing its workings! See, it's a turkey tied to a stick above the entrance, looking down on it through floor grates. Much less vulnerable to attack, and to date not one ambush has gotten past it.

Quote from: Talvieno
They fled!

At first, I was all like ":D" because I thought you were talking about the Spawn. Then my reading comprehension finally kicked in.

Then I was sad.

How many are alive? How many were injured?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 09:54:19 pm
the "F.R.O.G.".

Dude. That was a turkey tied to a stick in front of the entrance.

You besmirch the noble name of the F.R.O.G., as well as the subtle science governing its workings! See, it's a turkey tied to a stick above the entrance, looking down on it through floor grates. Much less vulnerable to attack, and to date not one ambush had gotten past it.
..... Ok I conced that part was amazing when I read in the other thread. Implement it on your turn (If we live that long.
Yeah, we're screwed. I'm in the middle of a double ambush atm, these things are monsters.

RAISE THE BRIDGE

I did... but three of them got in.  :( our militia barely managed to survive that, and there's still a ton of them hanging around outside.

We survived, though.
EDIT: How's our military doing?

They fled! I have no idea why! It was like they were scared or something. They went out there, fought a bit, and then fled for their lives. Only Feb and HARD seemed brave enough to stick it out to the end. Mountainhome caravan is completely gone, but I got the liason inside.
)

Hmm Scared of the Spawn? I wonder why.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 27, 2012, 10:27:04 pm
Bombzero: [MANDATE] animal guard towers... seriously...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 10:33:18 pm
Bombzero: [MANDATE] animal guard towers... seriously...

It may be ingenius. But it's still a fucking tukey tied to a stick.

And I am now getting anxious for update. The suspense is killing me.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 10:40:25 pm
Bombzero: [MANDATE] animal guard towers... seriously...

It may be ingenius. But it's still a fucking tukey tied to a stick.

And I am now getting anxious for update. The suspense is killing me.

You're in suspense? I'm the one who'll have to fix this motherf*cker up once Talvi's done :)) Call it karma :)

If they're monsters now, you should've seen them before I rebalanced them ;D

I'm already trying to figure out where the F.R.O.G. will be installed.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 10:43:08 pm
Bombzero: [MANDATE] animal guard towers... seriously...

It may be ingenius. But it's still a fucking tukey tied to a stick.

And I am now getting anxious for update. The suspense is killing me.

You're in suspense? I'm the one who'll have to fix this motherf*cker up once Talvi's done :)) Call it karma :)

If they're monsters now, you should've seen them before I rebalanced them ;D

I'm already trying to figure out where the F.R.O.G. will be installed.

Duh. In a little box above the gate.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 10:57:59 pm
the "F.R.O.G.".

Dude. That was a turkey tied to a stick in front of the entrance.

You besmirch the noble name of the F.R.O.G., as well as the subtle science governing its workings! See, it's a turkey tied to a stick above the entrance, looking down on it through floor grates. Much less vulnerable to attack, and to date not one ambush has gotten past it.

Quote from: Talvieno
They fled!

At first, I was all like ":D" because I thought you were talking about the Spawn. Then my reading comprehension finally kicked in.

Then I was sad.

How many are alive? How many were injured?

All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 10:59:30 pm
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

How the fuck did you manage that? And di the hammers make a difference? or were all of said hammers in the armory with Fischer.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 11:00:19 pm
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

How the fuck did you manage that? And di the hammers make a difference? or were all of said hammers in the armory with Fischer.
I meant of the militia. Everyone else is okay. Everybody who was in the military got injured.
Hammers? A little difference - definitely not enough to make using them primarily worth it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:05:08 pm
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

How the fuck did you manage that? And di the hammers make a difference? or were all of said hammers in the armory with Fischer.
I meant of the militia. Everyone else is okay. Everybody who was in the military got injured.
Hammers? A little difference - definitely not enough to make using them primarily worth it.
I thought you meant everyone got called up. I tested those hammers in fortress mode and even the crappiest dwarves can crush bones with a depleted uranium fuck you club.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 27, 2012, 11:08:03 pm
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

How the fuck did you manage that? And di the hammers make a difference? or were all of said hammers in the armory with Fischer.
I meant of the militia. Everyone else is okay. Everybody who was in the military got injured.
Hammers? A little difference - definitely not enough to make using them primarily worth it.
I thought you meant everyone got called up. I tested those hammers in fortress mode and even the crappiest dwarves can crush bones with a depleted uranium fuck you club.
Surprise surprise, they're all but worthless against the spawn, even in the hands of a skilled dwarf. :D Yayyyyyyyy... Actually, I did see one limb get severed, and the hammer did get one kill of four. But considering the amount of body parts severed, one limb is less than 1% of the total destruction.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:10:10 pm
Surprise surprise, they're all but worthless against the spawn, even in the hands of a skilled dwarf. :D Yayyyyyyyy... Actually, I did see one limb get severed, and the hammer did get one kill of four. But considering the amount of body parts severed, one limb is less than 1% of the total destruction.

It doesn't help that they don't get stunned or feel pain. But they become easier to kill when they can't walk so good.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 11:23:18 pm
Nobody died? Wow.

EDIT: Also, Splint? Could we get a box in the OP for quotes? Because this:

Quote from: Talvieno
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.

Is just gold.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:24:21 pm
I imagine many a spawn tooth was knocked out.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 11:34:29 pm
Also, Talvi just PM'd me this lovely image:

(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/battlesend.png)

And would like y'all to kindly take note of the incredible quantity and variety of severed body parts. Also, gotta love the random butcher's shop next to the trade depot.

Fortunately, with my genius intellect, it took me only 5 seconds to figure out how to solve the problem of the stranded Spawn :D
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:35:32 pm
Also, Talvi just PM'd me this lovely image:

(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/battlesend.png)

And would like y'all to kindly take note of the incredible quantity and variety of severed body parts. Also, gotta love the random butcher's shop next to the trade depot.

Fortunately, with my genius intellect, it took me only 5 seconds to figure out how to solve the problem of the stranded Spawn :D

Please tell me that is a dead caravan guard....
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 27, 2012, 11:39:09 pm
Also, Talvi just PM'd me this lovely image:

(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/battlesend.png)

And would like y'all to kindly take note of the incredible quantity and variety of severed body parts. Also, gotta love the random butcher's shop next to the trade depot.

Fortunately, with my genius intellect, it took me only 5 seconds to figure out how to solve the problem of the stranded Spawn :D

Please tell me that is a dead caravan guard....

Sure!

"Don't worry, it's only a dead caravan guard."

Feel better?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:40:46 pm
Also, Talvi just PM'd me this lovely image:

(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/battlesend.png)

And would like y'all to kindly take note of the incredible quantity and variety of severed body parts. Also, gotta love the random butcher's shop next to the trade depot.

Fortunately, with my genius intellect, it took me only 5 seconds to figure out how to solve the problem of the stranded Spawn :D

Please tell me that is a dead caravan guard....

Sure!

"Don't worry, it's only a dead caravan guard."

Feel better?

Better him than one of ours.  Who wants to write the story on that poor bastard's final moments?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on February 27, 2012, 11:53:33 pm
  The final moments of Urist McGuard:
The Holistic Spawn bites Urist McGuard in the face, and the severed part sails off in an arc!
Urist McHisLifeSucks has been struck down.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 27, 2012, 11:56:01 pm
  The final moments of Urist McGuard:
The Holistic Spawn bites Urist McGuard in the face, and the severed part sails off in an arc!
Urist McHisLifeSucks has been struck down.

That's probably painfully accurate.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 12:00:04 am
I was being facetious. It's definitely one of ours. :))

* * *

  A dwarf runs across a bridge. Behind him is a sight he thought he would only ever see in his darkest nightmares.

  The dwarf is a soldier. That does not matter to him now. He had relinquished all claim to pride or courage the moment those things had appeared over the horizon. Now, all he cares about is getting safely across the drawbridge before it closes, sealing his fellow dwarves safely inside the fortress and, incidentally, sealing him outside with them. For this soldier, fighting was no longer a conceivable option -- the caravan guards had been torn to shreds, and they had the benefit of decent protective gear. All that is left is escape -- the chance to hopefully live to fight another day, as the cliche goes. He runs, trying to block out the agonized screams of the caravanners, the screeches of the thing chasing him, and the frantic beating of his own heart. At this, he fails.

  The bridge shifts sickeningly beneath the soldier's feet, and suddenly the world is upside-down. A few moments later, the soldier picks himself off the dirt, looks up, and realises that he had landed on an outcropping of some sort. His heart sinks; there doesn't seem to be any way to get down. Then, the soldier realises, hardly daring to believe it, that this meant that the things didn't have any way to get up. He sighed in relief. He was safe. The others would likely realise he was missing and send miners to burrow him back inside.

  Something screeches. The soldier turns around, his blood turning to ice. The thing is there with him. It looks at him, rage burning in its eyes. The soldier looks around himself wildly. There is no escape.

  He takes a deep breath, steels his nerves, and charges, praying his death would be quick.

  Several moments later, the Spawn stands over its fresh kill, dwarven blood dripping from the gash on its torso, and lets out a victory cry.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 28, 2012, 12:03:18 am
we need more pikes.... and armor... alot more.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 12:04:30 am
Oh fuck berries. Who got killed.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 12:08:32 am
Oops. Looked again, and it turns out that my genius solution won't work.

Back to the drawing board.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 12:09:21 am
TALVIENO, WHERE THE FUCK IS OUR UPDATE!? WE'RE GETTING ANXIOUS!!!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 12:16:15 am
TALVIENO, WHERE THE FUCK IS OUR UPDATE!? WE'RE GETTING ANXIOUS!!!
AHHHHHH I'm about halfway through! How about I give you something to tide you over?

"The Master charged bravely into the battle, stabbing one of them through the body, then through the cheek, then through the head - and the spawn turned, spear still lodged through the skull, and bit The Master hard on the upper leg - hard enough to cause the blood to gush."

:D

I'm evil.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 12:17:27 am
[Talvieno, when do you think we'll be getting that last update? You left us on quite the cliffhanger and we want to see what happened.]

He said that he just needs to do the writeup.

EDIT: Ninja'd
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 01:02:08 am
Rage building. Tiredness escalating. Escalation.... Escalationing... Will to sleep untill update: Not a fucking chance in hell.
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on February 28, 2012, 01:15:04 am
Let me put it flat out.
If I die, you, Mr Overseer, will die with me.

EDIT: Just an FYI, since we're officially in the same universe as Headshoots and Syrupleaf, I'd like to point out a GIGANTIC flaw in the logic. In the end of the Syrupleaf story, the world basically became an obsidian boulder in space, as everything was covered in lava. Holistic was destroyed by the god of Treachery(I think that's the name). The gods left the universe. You might want to think of a way around this.

EDIT EDIT: http://lparchive.org/Dwarf-Fortress-Syrupleaf/Update%20254/ Is the proof backing up the above paragraph.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 01:19:42 am
Well, Tal did say that nobody died. But then there is the matter of the guy who did die. But then again, I can kinda see why he missed that one, and we can safely assume that the others all would have died within the walls where their corpses were promptly gawked at by the other dwarves. But then again that corpse on the ledge still might be yours.

I guess what I'm saying is that there probably may or may not be a decent chance that you might not have to dump Talvi into a pit with a defanged Spawn when your turn comes around.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 01:19:47 am
8th Galena, 201, Late Summer
It's started raining - the first real rain I seen yet. This is a blessing - everybody's acting better now - saw a smile earlier today on Splint's face. I think his sweet Stova is getting better. I'm actually starting to like her, all jealousy aside. I can only hope that this keeps up.

17th of Galena
We've gotten a human caravan comin' over - wagons and all. So much better than elves. Anyhow, they gotta walk through the blood all the same. I feel bad for the barbarians that got spread like butter on a pecan's eye. Everybody's in higher spirits, though - I'm takin' advantage of it and helping us get a lot done.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/wagons.png)
I told the miners to mine out a bunch of stuff belowgound - it'll serve as a graveyard of sorts, and it'll help us get our coffins put somewheres we can actually use them. Armok knows we'll probably need them...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/mining.png)
We're also buildin' a few more rooms down yonder, past the hallway with the bedrooms. Might need some more space for migrants, you know? Can't be too careful. If we can get more migrants, we're prob'ly saved.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/morerooms.png)
Since we need to start a major weapon making industry (that's the right word, right?), I decided to build a new room down south of the forges, where we can build even more forges. That oughta get us some armor in a jiffy.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/forges.png)
Meanwhile, all our soldiers are back to training. We've got a full battalion now - ten soldiers. And they're learnin' right quick, too. Things are looking better... but there's always that threat looming on the horizon... just like a mint sliding down a drainpipe...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/training.png)

27th of Galena
Now that the humans are inside, I'm closing the bridge. I don't want anybody sneakin' in like they did when the elves were here.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/bridgeup.png)
We traded a whole fuggle-ton of mugs for some weapons, shields, and booze. I figure we can do without the meat for now - we've got enough animals to slaughter. You can see how I built a butcher's shop in the bottom left hand corner of the drawing above - that's where we do our killin's.

We're finally gettin' the war dogs trained! I want one by my side at all times. I don't wanna risk getting chopped up somewheres, just because I didn't never put on no armor.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/wardogs.png)

11th of limestone, early autumn
by the gods... it was Stova... she... oh, gods... Stova turned into one of Holistic's Spawn... Splint couldn't bring himself to come see - he knew what happened. He knew she might do this... The human caravan guards didn't know what to make of it, but they started on her right quick. She was still fightin' them, even when they cut off her arms - she'd bite them wit her teeth, and she kicked like a demon... oh, poor Stova! What a horr'ble way to go!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/stovaturned.png)
She looked so hideous... she was so beat up, and she just wouldn't die! I dunno how she survived it... but she was writhing, and her shirt was ripped apart, her chest split open... it was like teeth! it was so horrible! She's still out there now... The entire militia is workin' on her, but she won't give up!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/fuuuugggglle-1.png)


14th of limestone, early autumn
The battle's lasted three whole days before they finally put an end to her. She didn't die 'til they stabbed her through the heart from behind. It was awful...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/finallydead.png)
The Master got wounded... bitten by her, in fact.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/themaster.png)
I barged in on Splint afterwards, in his office - he said right quick that he didn't want to talk about it, but I got in his face and kept bugging him. He finally told me that when a Spawn bites somebody, they get infected with the demon's soul... and then that soul takes 'em over, if they're not strong enough to fight it. This is somethin' we're gonna have to watch for from now on... I only hope The Master doesn't wind up turnin' on us, too.

27th of limestone
It's been close to two weeks... I'm still trying to get over what happened... That image... the way she looked... her gaping body ripping limbs off of the human soldiers, devouring them, spitting them out, biting... oh, gods...

I'm starting a little mining project to the left of the bedroom area - hopefully we'll find some more ore. We absolutely need more iron to smelt - we need weapons. I haven't found any flux stone yet, but there's gotta be some somewhere... The miners say there might not be, but I'm holding out hope... against hope.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/bedmine.png)
We've found a lot of other stuff, at least.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/iron.png)

6th of Sandstone
We got migrants! This is extremely good. Hopefully we can keep 'em around long enough to get everything going the way it's supposed to be. Some of our older migrants have had thoughts of leaving... I promised 'em things would get better - I hope it weren't a flat-out lie.

Anyhow... I'm starting a little project. It's a set o' walls, they're going to keep enemies from getting to the fortress right away. They have to go through a curvy path to get there - long enough for us to be guaranteed able to close the gates.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/project.png)

23rd Sandstone
Here's the report on everything, thus far. 46 people in Spearbreakers, but strangely no children... They do say barbarians are child-stealers, so mebbe that's why we ain't seen any yet.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/sandupdate.png)
Anyhow, Juunya decided to start some secretive project... I only hope she designs somethin' for us we can actually use.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/juunya.png)
I've also started work on two more projects - over there on the left, you see my fancy artwork rendition of what our new archery room is going to look like - it's just a little ways off from the path that leads to the tower (bottom left).  On the right... well, yeah, they still haven't dug the room for the new forges. It's been two months, for crying out loud!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/unfinished.png)
On a different matter, Fischer and Draignean are very unhappy... Fischer came to me and told me he wanted to know everything about the Spawn that I knew. I was forced to tell him - I didn't see any other option. He deserved to know. Apparently he also confided in Draignean... both of their moods have gone horribly down. I'm tryin' to figure out how to fix it.

7th Timber
Yep... Juunya is an idiot. She made somethin' totally worthless to us.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/yepidiot.png)
Why? Why would you make a bunch o' dwarves somethin' like this? Come on, after all, we don't make blow darts. It's hardly worth anything, too.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/whyyyy.png)
It's apparently Dwarven STUPID Day. Loud Whispers (bottom left) decided to take a tromp through the mud and blood to get clean - and then tromp all the way back. She's still just as filthy (filthier, really) than a pig with a washcloth.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/clean.png)
I suppose the fact that she tends to avoid crowds might have somethin' to do with it... she bein' a private person, and the well always havin' people around it.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/whisperer.png)
And guess what! The liason and wagons from the mountain home finally arrived! We're in great luck! We're going to feast tonight!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/liason.png)

18th Timber
Spawn! An ambush! Oh, gods! Poor Nomia is out there - they found her! She doesn't stand a chance... I've ordered everyone inside - I'd raise the bridge, but the merchants still aren't inside yet! Fuggle, what do we do??
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/godsnogodsno.png)
There were more out there than just that... One of our war dogs discovered a second ambush lying in wait. I have no idea what to do - I'm just going to have somebody raise the bridge. Whatever's out there can die, for all and whatnot. I don't care. I just want to live!
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/evenworse.png)
We raised the bridge, what little we have built of our outer wall defenses making it so the spawn just barely missed comin' in! If it hadn't been for those walls I put up, the whole ambush woulda made it inside. As it is now, they're all chasin' a little cat - Nomia's cat - they're going to slaughter it. But it's keepin' them away from us...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/catrush.png)

28th of timber
They're sittin' out there, mocking us... They know we can't keep the drawbridge up forever. There's at least fifty of them... okay, maybe more like fifteen or so... but they want us. They want our blood... gods, what do we do?
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/mocking.png)
Pretending nothin' was wrong, I traded with the merchants. We got some booze, some weapons an' armor, and some meat. That was about it... They didn't have much we could use, and we lacked money. I sold a lot of my mechanisms, and a lot of Frog's masterpieces... he's actually a pretty smart dwarf, as far as dwarves go.

20th moonstone
It's been a month... I had to lower the bridge. I'd hoped that the merchant's escort would be able to take care of the Spawn. I was wrong... They're still fighting - on our bridge. One of the traders decided to make a run for it...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/mieteebattull.png)
He didn't last long... they caught up with him easily. There are so many dead, but at least they took down a couple spawn with them.

23rd moonstone
They slaughtered all the escorts, an' everyone else in the caravan - nobody was left save one brave marksdwarf who refuses to leave his post. I ordered the bridge to be raised... I didn't care if we were trapped in here with some of them - I sent out our military to kill the spawn off. Fischer would know how to take care of them... Or so I thought...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/noooooobad.png)

Softa charged into battle first, her iron spear held firmly in her hand. She saw the monsters and briefly faltered, but charged onwards. She's harly any mor'n a recruit... how could she survive the damned? HARD followed close behind, wielding an iron pike. I felt for them... my gods, what have we done to come here?

With the spawn distracted by the marksdwarf from the mountainhome, Softa had the advantage of surprise, and stabbed the first creature repeatedly with her spear, though only in the leg. For the moment, we had the upper hand. HARD began stabbing another of the three demonic creatures - one of the thrusts piercing straight through the back of the Spawn's open mouth, and going through the back of the head. The spawn only smiled a terrifyingly hideous smile, spear still in it's mouth - a scene I'll remember to the day I die - and kicked HARD away from itself.

Draignean, The Master, Gemblade and Obok Meatboy all rushed in as well, wielding their weapons. I prayed that we'd survive this unscathed. I wanted desperately to talk to Splint - as if he knew the solution. I knew he didn't, but where was he?

My gods... Oh, these evil memories... The spawn, one of them was missing every single limb, and yet it lived, somehow managing to move like an inchworm towards Draignean's leg. He saw it in time, stabbing it in the head - but nothing happened.

The Master charged bravely into the battle, stabbing one of them through the body, then through the cheek, then through the head with his beloved wooden pike - and the spawn turned, spear still lodged through the skull, and bit The Master hard on the upper leg - hard enough to cause the blood to gush. oh, gods, he was dying right there in front of me and there was nothing I could do! He was struggling to his feet, and the spawn bit him in the arm instead, literally taking away a chunk of the flesh. with the spear still lodged through its head, the spawn continued to bite The Master - and the monster didn't even have any arms.

Obok Meatboy was bitten soon after... he fought bravely, though. Softa was bitten three times at least, in the lower body, and both her right arm and foot. Then, for some reason, Obok Meatboy and Draignean fled from the battle, screaming, terror in their eyes. I yelled for them to return... knowing full well it could be their death sentence. I feel such deep guilt for that, but what choice did I have? Even so, they refused to come back.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/fleeing.png)
Gemblade remained unharmed at first, stabbing and attacking anything evil within reach, roarin' like a madman. The Master was down with serious injuries by this time... By the gods, it was horrifying to watch... I couldn't e'en find the strength within me to scream in terror. Gemblade went down right afterwards... The spawn were biting him viciously... He managed to struggle to his feet, and he fled for his life. What are these beasts, that can invoke such terror?

By this point, HARD was the only one still on his feet... And he had actually slain one of them. Fischer was missing... I have no idea where he was, but he certainly wasn't at the battle. The Master fled as well - all our brave soldiers running from their lives, when they outnumbered the enemy two to one. Ashsaber managed to stab one of them a few times before being bitten, and then he too ran.

At this point, Feb rushed into the battle, wielding a pitchblende warhammer. He managed to knock off the arm of one of them with a lucky swing, but he got bitten as well. it's unnerving to watch these monsters... They coil themselves almost like a snake, leaping towards their victims, hideously sharp teeth bared... And their chests... gods... Oh, gods help us. Feb killed one of them, and rushed back towards HARD, who had been bitten a few times already. There was another Spawn there - I have no idea where it came from - perhaps as had happened with Stova, one of our allies had transformed. Whatever the case, both remaining Spawn were missing their arms and feet, and were walking around on stubs for legs - and makin' it look easy as natural.

Somehow, the two warriors, HARD and Feb, managed to destroy the two beasts by themselves - Feb mightily swinging his pitchblende warhammer, and HARD stabbing everything with his pike. There was blood everywhere - the dwarves themselves were covered with it - and nothing remained of the mountainhome's trading expedition.

There was one Spawn stuck on a ledge, though... not sure what we're gonna do about him. And the other spawn - a group of about seven or so - are still hangin' around, just out of reach of crossbowshot. We can't lower the bridge. There were severed limbs and teeth everywhere around the depot... It'll take a month or more to clean. But we survived... we survived an ambush with only one casualty.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/battlesend.png)


16th opal, 201, midwinter
We still can't lower the bridge... The spawn are hangin' around still (bottom left), and in the meantime, there's miasma all around the depot. I've had dwarves workin' fulltime on the corpses and bodyparts, but it's still not done. Not only that...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/miasma.png)
My "genius" refuse stockpile is full. I don't know what to do here. I need to quit... but I can't just abandon everybody. gods, I'm going to lose my mind...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/refuse.png)
There are four dwarves in the hospital still - Draignean, Obok Meatboy, Gemblade, and The Master. Our doc, Simon Tam, is takin' good care of 'em all, though. I hope they don't turn...

28th opal, 201, midwinter
We found Fischer! Turns out I'd locked him in the armory somehow... probably while I was tryin' to keep the soliers from fleeing...

Anyhow, we're goin' to expand the refuse stockpile. We need it a lot larger... we don't really have any way to dump stuff outside anymore. This is the best I can do. Miasma is all through the fortress now... It's a mess, everyone is complaining. Some people are miserable.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/expand.png)

9th obsidian, 201, late winter
Momuz has gone berserk! Our butcher, Momuz, finally decided he had enough, and started trying to kill everyone. Fortunately we managed to get there before he caused any real harm... sad, though... we had to kill him. And Nomia's body is still out there on the hill... that's two dwarves dead from this madness.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/berserk.png)

13th obsidian
Feb's been taken by a fey mood. I begged him to make something useful for us, but he wouldn't talk about what he was doing - he said it wasn't open for discussion.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/febfey.png)

23rd Obsidian
...He made us a mug. A MUG. I swear, I'm tired of mugs. I've seen 'em everywhere, I've seen too many. I cain't take the doggone things anymore! They're ugly, disgusting... (no offense to you, Miss Bombzero) Ugh. Anyhow, Feb proudly bragged that his mug was worth 16800 coppers. However, he was outraged when I suggested we sell it... so, worth a lot or not, it's still worthless. Looks like he just wanted to be able to drink his enemies, maybe?
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/dumbmug.png)
At least the spawn have left...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/spawngone.png)

27th of Obsidian
I cain't take no more. I gotta get me a nice beer and a room to sleep in...my nice cavy room... How I miss my cavies... oh, gods, what if the spawn got to a cavy... oh, gods...

I spoke to Splint and he said if I thought it 'd be best for me to retire, it pro'lly would be. I've given leadership over to Mr. Frog - he seems the most capable here, and he's a mechanic same as me. I'm sure he'll do a great job... I just want me a cavy. I asked him nicely to maybe buy one for me... I dunno if he will, tho'...

Anyhow, I'm givin' him this journal, too.. He deserves to know all that's gone on. I only hope he won't go addleheaded from it all...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/endstats.png)
Oh, and afore I forget, Mr. Frog - Nomia's ghost was seen roamin' around Spearbreakers... ya might wanna watch out for it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 01:31:44 am
I think you just miscounted on the Spawn that got in -- it takes a few months for them to turn, and there's an announcement when it happens.

Welp, body parts everywhere, a possibly Spawn-infected military, a Spawn stuck on a ledge scaring everyone with its icky corpsebreath, what looks to be the beginnings of a minor tantrum spiral... looks like you've left quite the mess for me to clean up ;D

I have a bit of a headache right now, so I probably won't be starting my playthrough straight away (gonna go take some Advil). Good job on the writeup, though :)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 01:44:10 am
Yeah, possibly there were four - I was kind of thinking there were - but I was roleplaying. Talvi has no idea how fast spawn turn - she's only seen it happen once.

Sent you the save file for when you're ready. =) If anybody else wants to take a look at it, message me.

Also, Splint - sorry for taking so long to post it. =P I threw it up as fast as I could - there's still a lot of spelling mistakes. I'm just going to say that I was roleplaying those mistakes in there intentionally... After all, it IS a journal, right? ;)
Title: Re: Spearbreakers - A hopeful epic.
Post by: stormtemplar on February 28, 2012, 02:01:56 am
Can I have a go at this fort please?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 02:12:52 am
Let me put it flat out.
If I die, you, Mr Overseer, will die with me.

EDIT: Just an FYI, since we're officially in the same universe as Headshoots and Syrupleaf, I'd like to point out a GIGANTIC flaw in the logic. In the end of the Syrupleaf story, the world basically became an obsidian boulder in space, as everything was covered in lava. Holistic was destroyed by the god of Treachery(I think that's the name). The gods left the universe. You might want to think of a way around this.

We went back in time and changed the past. Masterwork Dwarven Time Machine Artifact. Menaces with spikes of carbon fiber, aerogel and plutonium. Enjoy.

Also, the guy who you hoped was a dead caravan guard (this is to splint) IS a dead caravan guard - the body (and the spawn) got flung over there when I closed the bridge. They were literally that close to getting inside. The curvy walls outside saved the fort. :\ weird as that sounds.

Can I have a go at this fort please?
I doubt Splint would have a problem with that. =)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 02:16:14 am
Can I have a go at this fort please?

Well, I don't officially have any say in the matter, but it should be fine. Wait till Splint gets back.

I haven't started yet (and probably won't until tomorrow), but I did take a quick look around and holy balls, is this place a pigsty. It *seems* stable for now, though (crosses fingers).

Let me put it flat out.
If I die, you, Mr Overseer, will die with me.

EDIT: Just an FYI, since we're officially in the same universe as Headshoots and Syrupleaf, I'd like to point out a GIGANTIC flaw in the logic. In the end of the Syrupleaf story, the world basically became an obsidian boulder in space, as everything was covered in lava. Holistic was destroyed by the god of Treachery(I think that's the name). The gods left the universe. You might want to think of a way around this.

We went back in time and changed the past. Masterwork Dwarven Time Machine Artifact. Menaces with spikes of carbon fiber, aerogel and plutonium. Enjoy.

Yeah, pretty much the first thing I did during planning was point that little bit of continuity out to Splint. He didn't seem to care much, and it wasn't really a big deal so I didn't make it a big deal.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 03:00:47 am
Can I have a go at this fort please?

Well, I don't officially have any say in the matter, but it should be fine. Wait till Splint gets back.

I haven't started yet (and probably won't until tomorrow), but I did take a quick look around and holy balls, is this place a pigsty. It *seems* stable for now, though (crosses fingers).

Let me put it flat out.
If I die, you, Mr Overseer, will die with me.

EDIT: Just an FYI, since we're officially in the same universe as Headshoots and Syrupleaf, I'd like to point out a GIGANTIC flaw in the logic. In the end of the Syrupleaf story, the world basically became an obsidian boulder in space, as everything was covered in lava. Holistic was destroyed by the god of Treachery(I think that's the name). The gods left the universe. You might want to think of a way around this.

We went back in time and changed the past. Masterwork Dwarven Time Machine Artifact. Menaces with spikes of carbon fiber, aerogel and plutonium. Enjoy.

Yeah, pretty much the first thing I did during planning was point that little bit of continuity out to Splint. He didn't seem to care much, and it wasn't really a big deal so I didn't make it a big deal.

Possibly Spearbreakers is set before Syrupleaf? OR... it was all just myth. After all, how could it have been recorded if nobody was left?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 03:33:08 am
After all, how could it have been recorded if nobody was left?

Through the magic of the omniscient narrator :)

Splint actually floated this theory to me; basically, people did survive, and the reason the story said that the whole world was magma'd was that, to the people telling it, Everoc was the whole world.


Got a *bit* done on the playthrough. A *bit*. Like, did some designations and stuff without leaving the pause screen. I really don't think it's a good idea for me to actually play through any right now, as it's 1:30am, I have a headache (Advil has failed me yet again), and this is clearly a fort that requires its overseers to be firing on all engines (Fun fact: it took me over 5 minutes just to locate the mason's shops).

EDIT: I think I've concocted a suitable handwave for the "oh-but-wasn't-the-world-obsidian-cast" fiasco. Gonna think on it a bit.

EDIT II: Oh damn, just realized that the Spawn attack was already nearly 3 months ago. Gonna have to haul ass on those quarantine chambers...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on February 28, 2012, 04:19:49 am
Journal of Mitch, Galena 201

Holy shit.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 07:33:02 am
After all, how could it have been recorded if nobody was left?

Through the magic of the omniscient narrator :)

Splint actually floated this theory to me; basically, people did survive, and the reason the story said that the whole world was magma'd was that, to the people telling it, Everoc was the whole world.


This was what spawned Spearbreakers in the first place. And if we do this well enough to make a squel, we have something hilariously worse than the spawn to pull out of our asses.

Stormtemplar's got the 14th year. Gonna do a lovely rage filled journal entry when I get home later today.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 11:27:01 am
After all, how could it have been recorded if nobody was left?

Through the magic of the omniscient narrator :)

Splint actually floated this theory to me; basically, people did survive, and the reason the story said that the whole world was magma'd was that, to the people telling it, Everoc was the whole world.

to pull out of our asses.
Excellent choice of words...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 02:00:50 pm
After all, how could it have been recorded if nobody was left?

Through the magic of the omniscient narrator :)

Splint actually floated this theory to me; basically, people did survive, and the reason the story said that the whole world was magma'd was that, to the people telling it, Everoc was the whole world.

to pull out of our asses.
Excellent choice of words...

You think that's an asspull? My handwave involves time travel, planeshifting, a heaping spoonful of A Wizard !!Scientist!! Did It, and gross negligence of safety and environmental regulations.

...

Anyone wanna hear it?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 02:11:30 pm
After all, how could it have been recorded if nobody was left?

Through the magic of the omniscient narrator :)

Splint actually floated this theory to me; basically, people did survive, and the reason the story said that the whole world was magma'd was that, to the people telling it, Everoc was the whole world.

*snip* to pull out of our asses.
Excellent choice of words...

You think that's an asspull? My handwave involves time travel, planeshifting, a heaping spoonful of A Wizard !!Scientist!! Did It, and gross negligence of safety and environmental regulations.

...

Anyone wanna hear it?
Nah, I meant about the hilariously-disturbing-creatures-we-created-that-shall-not-yet-be-named. And sure, I'd love to hear it.

Here's my theory on what happened: Holistic and her crew dug down to the mantle, released the lava, yada yada, everything burns, blah blah blah, BUT! The dwarf narrating everything is trapped in a little (insert magma-safe stone here) tower near Syrupleaf. The magma raises to the top of the tower (fortunately the windows are made out of obsidian cabochons or something), turns to obsidian, and to the narrator it looks like, for all the world, that the world is covered with obsidian. Being locked away in the pitch-black tower for the rest of his miserably short life would more or less make it feel pretty natural to assume that the gods had abandoned the planet for good.

edit:
Journal of Mitch, Galena 201

Holy shit.

Very well said.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on February 28, 2012, 02:57:10 pm
Journal of Ash -

I've heard the stories about Syrupleaf, about the dreaded spawn of holistic, about how they're strong enough to rip a dwarf to pieces, about how freakishly fast they are, and how ridiculously hard they are to kill.

I've never heard about how if they bite you YOU TURN INTO THEM.

Wonder if we can get some marksdwarves to cover us the next time we fight? I mean, bolts are like little spears, right? They'll still work n'stuff?




Oh Armok, what if that blood that's raining down will turn us into spawns too.
[scribbles]
Title: Re: Spearbreakers - A hopeful epic.
Post by: stormtemplar on February 28, 2012, 03:33:26 pm
Journal of Mitch, Galena 201

Holy shit.

That...does not sound good.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Draignean on February 28, 2012, 03:47:22 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 04:03:50 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.

In this situation, you chose life. No-one can even blame you for that. Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 04:12:08 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.

In this situation, you chose life. No-one can even blame you for that. Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.
He's still freaking wielding it - I couldn't get him to get rid of it. lol   And we have plenty of iron ones (no steel, sadly). He did manage to stab the Spawn a few times with it somehow, though...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 04:43:33 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.

In this situation, you chose life. No-one can even blame you for that. Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.
He's still freaking wielding it - I couldn't get him to get rid of it. lol   And we have plenty of iron ones (no steel, sadly). He did manage to stab the Spawn a few times with it somehow, though...
Well if the caravan got butured there should be plenty of flux (or at least enough for a few new pikes) amongst the remains, providing Frog can get rid of that damned spawn
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 05:23:37 pm
26th Obsidian, 201 Interm entry.

They took on our ragtag band of soldiers and we won, but our victory was costly. An entire caravan was lost and nearly all our soldiers were injured. The only light in this was Stova's hammers proved quite effective, killing one of the foul creatures. Momuz decided to flip shit, and that ended as badly for him as you'd expect. If I heard right, Nomia and her cat were killed as well. And the best part? I have a fucking monstrosity sitting outside my gate spooking everyone.
And I hope Frog will put it to good use training support troops, who I shall see if Frog can put together from the spring migrants, if any come at all.

And if anyone doesn't have any business concerning the fortress as a whole comes barging into my office while I collect my thoughts cataloging ores and stones and all the new left overs, I swaer to Ast I will crush thier skulls with one of Stova's hammers. But if they come back I'll be happy to take the fight to them. To destroy them for what they've done.

They took my lover and want my home, and I'll be happy to take thier lives. - A pitcture follows in dimple dye of aglowing pitchblende hammer. Around it is the word vengence ad infinitum across the page.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 05:29:21 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.

In this situation, you chose life. No-one can even blame you for that. Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.
He's still freaking wielding it - I couldn't get him to get rid of it. lol   And we have plenty of iron ones (no steel, sadly). He did manage to stab the Spawn a few times with it somehow, though...
Well if the caravan got butured there should be plenty of flux (or at least enough for a few new pikes) amongst the remains, providing Frog can get rid of that damned spawn
Oh, yeah, now would probably be a good time to mention that the liason "left unhappy"...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 05:30:28 pm
Huh, had no idea this was even up yet.
How very interesting.

Aaand... I'm apparently a pansy a dwarf who understands the value of a tactical retreat.

In this situation, you chose life. No-one can even blame you for that. Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.
He's still freaking wielding it - I couldn't get him to get rid of it. lol   And we have plenty of iron ones (no steel, sadly). He did manage to stab the Spawn a few times with it somehow, though...
Well if the caravan got butured there should be plenty of flux (or at least enough for a few new pikes) amongst the remains, providing Frog can get rid of that damned spawn
Oh, yeah, now would probably be a good time to mention that the liason "left unhappy"...

That implies the expedition leader was dead or  the leader/liason went nuts.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 05:34:07 pm
Doesn't it do that if the expedition leader neglects to speak to the liason, after a while? Also, yeah, I think Talvi did kind of go nuts, huddled in a corner, clutching a stuffed cavy, probably rocking back and forth, wide-eyed... Poor girl.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 05:38:57 pm
Unless it changed, I w- Oh bugger. I was probably incessently catloging all the new knocked out teeth. But.... Oh wait was Momuz one of ours or the liason?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 05:40:05 pm
STATUS UPDATE:

I've gotten to mid-spring now (it's a bit of a delicate situation at the moment, so I've basically been spending 80% of the time paused while I plan the next move). Got the quarantine chambers mostly up and running. Each dorfed militarydwarf -- plus a few others -- has been safely sealed inside one. Time's rapidly running short, so I've walled the remaining military into the dormitory. So far, only two dwarves display symptoms -- neither of them dorfed (unless we have an Ashsaber or Obok Meatboy somewhere). Not sure about the exact timeframe of the Spawn attack, so I'm going to wait until summer to declare an all-clear.

Some of the quarantined dwarves are getting thirsty; I'm going to have to arrange to have drinks dropped in.

My sister's on the computer right now, so I can't go any further at the moment. I'll try to get to summer tonight and then write Part 1.

Question for Splint: Should we count transformed dwarves as deceased even if they're locked up? 'Cuz they won't be turning back anytime soon.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 05:40:19 pm
Unless it changed, I w- Oh bugger. I was probably incessently catloging all the new knocked out teeth. But.... Oh wait was Momuz one of ours or the liason?
I don't know... Are liasons butchers?

edit:
STATUS UPDATE:

I've gotten to mid-spring now (it's a bit of a delicate situation at the moment, so I've basically been spending 80% of the time paused while I plan the next move). Got the quarantine chambers mostly up and running. Each dorfed militarydwarf -- plus a few others -- has been safely sealed inside one. Time's rapidly running short, so I've walled the remaining military into the dormitory. So far, only two dwarves display symptoms -- neither of them dorfed (unless we have an Ashsaber or Obok Meatboy somewhere). Not sure about the exact timeframe of the Spawn attack, so I'm going to wait until summer to declare an all-clear.

Some of the quarantined dwarves are getting thirsty; I'm going to have to arrange to have drinks dropped in.

My sister's on the computer right now, so I can't go any further at the moment. I'll try to get to summer tonight and then write Part 1.

Question for Splint: Should we count transformed dwarves as deceased even if they're locked up? 'Cuz they won't be turning back anytime soon.
Yep, Ashsaber is dwarfed. Obok Meatboy was originally "Obok", and I renamed him with a nod towards Meatgod...

Also, Splint (the dwarf) was perfectly happy about Stova until after she was killed, and then it was the bad thought "....has lost a lover to tragedy recently". If you don't kill them off, no tantrum spirals should occur. :P
Title: Re: Spearbreakers - A hopeful epic.
Post by: Draignean on February 28, 2012, 05:59:51 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 06:00:50 pm
Also, Splint (the dwarf) was perfectly happy about Stova until after she was killed, and then it was the bad thought "....has lost a lover to tragedy recently". If you don't kill them off, no tantrum spirals should occur. lol

"What's that? My girlfriend has transformed into a ravening monster barely capable of sapient thought? Meh, just tie her down."

The reasoning behind my suggestion was more along the lines of the fact that a transformed dwarf is, for all intents and purposes, dead, save for the fact that they're technically still alive and biting anything they can sink their teeth into. They won't turn back, are no longer a functioning member of your fortress, and will continue to endanger other citizens until they are killed. As such, they can probably be safely added to the casualty list in the OP even if they haven't actually been put down at the moment.

I  guess a better term would be "not dead yet".


The dwarves not getting bad thoughts unless the transformed is killed is the basic idea behind the individual quarantine cells -- if a dwarf turns, not only will other dwarves be safe from them, but they'll also be safe from other dwarves.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Loud Whispers on February 28, 2012, 06:01:01 pm
Oh hey guys just found the thread and-

...

...

...

...

Shit.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 06:14:18 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.

First, that sounds wrong... second... you don't know the extent of it. :P

Oh hey guys just found the thread and-

...

...

...

...

Shit.
Yep, that's our war-cry.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 06:21:25 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.

First, that sounds wrong... second... you don't know the extent of it. :P

Oh hey guys just found the thread and-

...

...

...

...

Shit.
Yep, that's our war-cry.

Yes it is. And yeah, count the turned as dead. If they haven't had a turn yet They'll be redorfd as the decesed's cousin or something. And now that I think of it, point wooden thing does make sense, and yes. it does sound horribly wrong.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Draignean on February 28, 2012, 06:22:11 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.

First, that sounds wrong... second... you don't know the extent of it. :P

Heh, you stay around the internet long enough and EVERYTHING starts to sound wrong.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 06:25:47 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.

First, that sounds wrong... second... you don't know the extent of it. :P

Heh, you stay around the internet long enough and EVERYTHING starts to sound wrong.

Rule 34 will also ruin your childhood.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 28, 2012, 06:28:51 pm
Also I set you and The Master up as long time war buddies, and The Master has gone off the deep end and is in love with a wooden training pike.

You set us up as veterans of a Vampiric war. Who can blame The Master for falling in love with a giant piece of pointy wood after spending part of his life fighting vamps? Seriously, it actually makes a weird kind of sense.

First, that sounds wrong... second... you don't know the extent of it. :P

Heh, you stay around the internet long enough and EVERYTHING starts to sound wrong.

Rule 34 will also ruin your childhood.
I dunno, it's off-topic, but should I post a spoiler pic of santa and the mermaids?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 06:32:26 pm
@Talvi

If this is about what I think it is... please don't ._. the only horrors in this thread should be from the Spawn.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 06:32:36 pm
I dunno, it's off-topic, but should I post a spoiler pic of santa and the mermaids?

No... Now a pic of the rather epic fight in the trade depot I imagined would fly though.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 28, 2012, 10:01:35 pm
STATUS UPDATE

I've made it to summer. I'll get started on the first part of the writeup in a bit.

Things seem to have more-or-less stabilized for now. The military needs a serious overhaul, though.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 28, 2012, 10:03:23 pm
STATUS UPDATE

I've made it to summer. I'll get started on the first part of the writeup in a bit.

Things seem to have more-or-less stabilized for now. The military needs a serious overhaul, though.

It looked composed of an ad hoc mix of the intended professionals, one crossbowless marksdwarf, and a hammerdwarf who became such on the spot.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 02:04:36 am
*is very much looking forwards to the first part of the writeup*
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 02:06:37 am
*is very much looking forwards to the first part of the writeup*

The suspense is killing me.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 02:15:23 am
*is very much looking forwards to the first part of the writeup*

The suspense is killing me.
Same here... must... have... update... :o
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 02:24:25 am
*is very much looking forwards to the first part of the writeup*

The suspense is killing me.
Same here... must... have... update... :o

Mooooooooooo :o
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 02:26:21 am
*is very much looking forwards to the first part of the writeup*

The suspense is killing me.
Same here... must... have... update... :o

Mooooooooooo :o

journal of Talvi Diamondknight, unknown date

by the gods... oh, for the sweet lovemaking of cavies... I think th' spawn got to poor Splint! he changed... he's... he's... he's a cow? :\ He's mooin'.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 02:29:04 am
My girlfriend got turned into a demonic killing machine that her friends had to murder. I think it's justified.

If it's any consolation i continued with my save, and instead of Stova dying horribly, she killed two elves an a donkey. And the spawn ever got near the fort as they ran into the elf merchants first.

Also a wild perigriun... however the hell it's spelled falcon got in and was mauled by a dog. And a wood burner punched a raven to death.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 02:39:56 am
My girlfriend got turned into a demonic killing machine that her friends had to murder. I think it's justified.

If it's any consolation i continued with my save, and instead of Stova dying horribly, she killed two elves an a donkey. And the spawn ever got near the fort as they ran into the elf merchants first.

Also a wild perigriun... however the hell it's spelled falcon got in and was mauled by a dog. And a wood burner punched a raven to death.
Hmph... Well, you killed the Elves. I left that for The Master, as per his request. =P Didn't do too much harm, at least, besides turning you into a cow.

This is a stack of 25 masterwork Splint roast. The ingredients are masterwork prepared Splint meat, masterwork prepared Splint meat, masterwork prepared Splint meat, and poison ivy.

edit: also, the spawn attack was while the humans were there.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 02:45:40 am
My girlfriend got turned into a demonic killing machine that her friends had to murder. I think it's justified.

If it's any consolation i continued with my save, and instead of Stova dying horribly, she killed two elves an a donkey. And the spawn ever got near the fort as they ran into the elf merchants first.

Also a wild perigriun... however the hell it's spelled falcon got in and was mauled by a dog. And a wood burner punched a raven to death.
Hmph... Well, you killed the Elves. I left that for The Master, as per his request. =P Didn't do too much harm, at least, besides turning you into a cow.

This is a stack of 25 masterwork Splint roast. The ingredients are masterwork prepared Splint meat, masterwork prepared Splint meat, masterwork prepared Splint meat, and poison ivy.

edit: also, the spawn attack was while the humans were there.

They hit me during elf time. The master also got a kill too, it was the tree humpers' other donkey.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 04:29:14 am
Uuughh... I'm so sorry for the wait. I seriously don't know where the time went -- I have been continuously plugging away at this thing since 9pm, stopping only to grab some Raisin-Bran. Spring-Summer writeup is 80% done, I think. It's been a fairly eventful 3 months, which I hope is the cause of the massive delay. We'll see how next bit goes -- I might have to make this a half-turn just to keep things going at a more-or-less reasonable pace.

I think I'll be going to bed now, because it's officially reached the point where I'm starting to hate it and am just trying to get it over with, and I don't think that's really ideal for either my sanity or the quality of the finished product. Plus, it is now 2am, and I'm having trouble just remembering how to spell "we'll". I'll finish the Spring-Summer part of the writeup tomorrow, start on the Summer-Autumn section of the playthrough, and then see how everyone's patience is holding up then (I am at least getting to autumn though, god damn it. I still have my pride, such as it is).
Title: Re: Spearbreakers - A hopeful epic.
Post by: Sus on February 29, 2012, 11:31:49 am
Uuughh... I'm so sorry for the wait.
It's been a fairly eventful 3 months, which I hope is the cause of the massive delay. We'll see how next bit goes -- I might have to make this a half-turn just to keep things going at a more-or-less reasonable pace.

I think I'll be going to bed now, because it's officially reached the point where I'm starting to hate it and am just trying to get it over with, and I don't think that's really ideal for either my sanity or the quality of the finished product.
Well, you were dropped in the middle of some pretty serious ‼Fun‼ there...



From the journal of 'Sus' Bibandeler, Miner
I did somethin' today that I haven' done in a long time: went to take a look outside. The soldiers are sayin' there's some kind o' ungodly horror trapped right next to the bridge out there... Wanted to see what all that ruckus was about.

By the Gods, I'd completely forgotten how awful it is on the surface. So Armok-damn bright! And the sky... I don' know how the woodcutters stand to look at all that gaping, open void all day. And then there's the infernal howlin' they call "wind". Made me shudder.

As for the ...creature... that was standin' there behind that pit... I don' think I'll be sleepin' anytime soon. It kinda looks like it used to be a 'dorf, but now it's anything but. It had unnaturally long, spindly arms and legs with claws like a bunch of sickles. But the worst... the worst part was the chest. It was torn wide open from neck to groin, gnashing like some kind of unholy maw. The shattered ribs and sternum jutted out from the sides like jagged, coarse teeth. And the wailing... what's with the wailing? No creature born of the Gods can make a noise such as that.

I need me a drink o' some extra strength brandy.
A big drink.
Title: Re: Spearbreakers - A hopeful epic.
Post by: SolPyre on February 29, 2012, 04:37:34 pm
I would like a dorf. (Solpyre) Preferably a male engraver but the engraver part is the part I want more so female engraver is also okay. If i understood the op correctly only new migrants are candidates for dorfing because the oold ones will already have nicknames so the choices ar limited.

In the future I might take a turn but don't put me on the list yet. I dont have enough spare time to be an overseer right now but expect some cotribution in other ways.

It sounds like there is a thread somewhere where this fort was thought up and the mod was designed and people signed up ahead of time. Can someone tell me where that is? (unless it has spoilers)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 04:43:17 pm
It sounds like there is a thread somewhere where this fort was thought up and the mod was designed and people signed up ahead of time. Can someone tell me where that is? (unless it has spoilers)

It was mostly discussed through PMs and a TinyChat meetup. Some of the content in said discussions were extremely disturbing in nature (one word: manamaids), so I'm not sure if you really want to see any of it.


The writeup's all done. I just need to upload and transfer everything.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 04:54:18 pm
If you knew what a horror the Manamaids were you'd want to gouge your own eyes out. And the very start was my wanting to host a game and try to make DF2012's first great epic, hopefully such to warrent a sequel mentioning the above monstrosities. And a few fancy new weapons and potentially a workshop for making them.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 04:58:32 pm
(one word: manamaids)
And so it begins. 8)
...now can I post a pic? :D   (probably not a good idea)

Can't wait to see the update, Mr Frog. :)

If you knew what a horror the Manamaids were you'd want to gouge your own eyes out.
Also, this.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 05:02:16 pm
(one word: manamaids)
And so it begins. 8)
...now can I post a pic? :D   (probably not a good idea)

Can't wait to see the update, Mr Frog. :)

If you knew what a horror the Manamaids were you'd want to gouge your own eyes out.
Also, this.

Don't. Want what they can do to be a suprise if we manage to warrent a sequel.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 05:39:47 pm
(one word: manamaids)
And so it begins. 8)
...now can I post a pic? :D   (probably not a good idea)

Can't wait to see the update, Mr Frog. :)

If you knew what a horror the Manamaids were you'd want to gouge your own eyes out.
Also, this.

Don't. Want what they can do to be a suprise if we manage to warrent a sequel.
Aw. That's such a long way away. (hopefully) I guess I'll have to settle for reading the writeup...

(hint hint ;D )
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 05:43:03 pm
You pick a leather-bound journal up off the ground. From the looks of it, it has seen quite a bit of use. Odd smudges which you can’t quite identify cover its surface. There was something written on it, perhaps the name of its original owner, but it has been hastily smudged out; written next to it in a substance which may or may not be dwarven blood is the name ‘Mr Frog’.

You open the journal...


27 Obsidian 201
Talvieno has apparently decided to entrust the continued operation of Spearbreakers to me for a time. Looking back on her comments in this journal, she appears to think very highly of me for some reason. I can’t help but question her judgement in this regard, but I’m personally not complaining.

In spite of the recent attack by the Spawn of Holistic, things are remarkably calm. Everybody’s reasonably happy and nobody’s died or gone insane for at least a month.
There are some things that could stand to be addressed, though.

For example, with the drawbridge now up, the traders at the depot currently have no way of exiting our fortress. I’m somewhat worried about the state of trading next autumn if they all go insane from extended confinement. Unfortunately, I don’t think it’d be a good idea to open our fort up right now. For reasons that I will explain later, our military likely is going to spend the better part of the next few months forcibly confined indoors, and it wouldn’t really be fair to let the other dwarves look upon the wonders of our corpse-strewn barbarian-bloodbath while they’re cooped up inside, now, would it?

On that note, one of our squads has apparently been set to train next to the depot, with the aforementioned bits and blood and boulders. I don’t really know why, but I’d like to.

(http://img43.imageshack.us/img43/1125/img1vz.png)

Also, I’m a bit worried about our food stores – it seems that the previous overseers had not seen fit to plant anything other than plump helmets. It hasn’t been proven, but it might yet turn out to be possible to become sick of wine.

The greatest tragedy of all, however, is the fact that dear, sweet Talvieno apparently spelled my name wrong on the census sheet! There is no period in my name, imbeciles!

(http://img9.imageshack.us/img9/1143/img2lh.png)

Typically, I would respond to an insult of this calibre by dangling the offending party by their testicles over a pit of angry badgermen; however, as Talvieno is female, I don’t think it would be worth the effort in this case. As such, I’m going to let this blithe attack on my name – my identity – my very SOUL -- slide.
I’m watching you, though, Talvieno.


That aside, there are some other aspects of the construction which confuse me.

(http://img215.imageshack.us/img215/7997/img3q.png)

Sitting here in the dining hall is a lever. I have no idea what it does. I think it operates the bridge, but that’s only because that’s the only thing that it would make sense to be linked to, and I frankly think relying on something to make sense in this crazy three-legged pony rodeo we call life is a bit naïve. I’d love to pull it and find out, but if it does turn out to operate the bridge, then by extension the bridge would be lowered. Again, I’d like to avoid that if at all possible.

(http://img59.imageshack.us/img59/7326/img4an.png)

Our previous overseers apparently decided that we’re too good to be subjected to the indignity of a communal bedroom, and as such had devoted labour and resources towards lovingly carving each dwarf a nice little bedroom of their own. I can’t say I agree with this decision. We’re all brothers (and sisters) here, and said labour and resources would probably have been better spent making armour so that our military would look nice.

On that note, here’s where the military will be staying for the next few months instead of going outside into the sunshine and bloody rain:

(http://img46.imageshack.us/img46/8467/img5c.png)

They’re quarantine cells. They haven’t been dug out yet, obviously, but this is the basic design. The militarydwarves are to be sealed inside in case they end up turning into Spawn. From what Talvieno indicated in her report, almost all of them were injured in the previous attack. They seem to have healed up okay, though, so they should survive to be of service to us for now.

Of course, there will need to be something to prevent the quarantined from escaping; to that end, I have ordered the production of 15 floodgates in 3 sets of 5. Splint will be finalizing the orders shortly:

(http://img4.imageshack.us/img4/9049/img6a.png)

Happily, I have already produced far more mechanisms than is required for this task:

(http://img545.imageshack.us/img545/1677/img7.png)

Though the fact somebody had apparently constructed a mechanism entirely out of pitchblende worries me somewhat.

We have to hurry with this. The attacks happened roughly around mid-winter, and live testing with the Spawn suggested an incubation period of approximately 3.6 months after being bitten – I’m not at liberty to reveal how, exactly, I know that, however.

It took me a ridiculously long time to find the mason’s shops so that I could cancel whatever orders they currently had so that they could focus on making floodgates. In the end, I had to ask a passing dwarf for directions. I did manage to find them, though, and suspended all current operations.

Also, I noticed that one of our miners – i.e. the people who we need to dig out the quarantine chambers which need to be finished as soon as dwarvenly possible – had apparently been assigned to smelt iron. I told him to stop, though I’d like to know why such a critical worker was asked to divide his labour in the first place. I’m sure there was a good reason, but I’m at a loss to think of one right now.

(http://img560.imageshack.us/img560/4616/img8d.png)

I’d also like to point out that our current forge operations are frankly pathetic. Only one wood furnace, smelter, and forge isn’t nearly enough for our needs. I’ll have to make arrangements later; I’ll get it fixed up.

I also went around and told some nonessential workers that they were now masons until further notice. It went fairly well – I only got punched twice.
On that note, I cancelled the planned construction of a siege workshop (not sure what the previous overseers had been thinking, as we have no siege engineers) and ordered the construction of several mason’s shops in its place.

(http://img825.imageshack.us/img825/1778/img9w.png)

Irritatingly, right when we need something to be dug out quickly, half of our mining force decides that now would be an excellent time to not do anything:

(http://img820.imageshack.us/img820/2920/img10x.png)

It is now New Year’s Eve. Spring has begun, and with it, work on the quarantine cells.

2 Granite 202
Once again, I see that important workers have been assigned to perform inane tasks. Talvieno was rendering fat when she could have been helping construct levers for the quarantine cells.

Additionally, Mekkia, the so-called mechanic, had apparently not been set to perform any engineering-related labours:

(http://img32.imageshack.us/img32/5663/img11l.png)

I’m sure that it was just an honest mistake, however -- an easily-corrected mistake at that. I hope I won’t be seeing any other honest mistakes like this anytime soon.

3 Granite 202
The miners are making excellent progress on the cells. Additionally, the first batch of floodgates is now ready to be installed. I’m very happy to see that everybody’s working so quickly.

12 Granite 202
Perhaps I spoke too soon... only one cell of fifteen is operational at the moment. I hope they’re completed in time. I’d hate to end up short on rooms.


Of course, even in the face of potential crisis, one must always take time to relax:

(http://img441.imageshack.us/img441/2641/img12.png)

18 Granite 202
Several quarantine cells are now complete. Draignean, The Master, Feb, HARD, and Shaftirons have been assigned to solo squads and ordered to enter. When they asked me why I had asked them to remove their weapons and armour, I told them that I had arranged for a highly-attractive courtesan of their preferred gender to be delivered directly to their cells, and that them showing up to find their client armed to the teeth would likely leave a bad impression. I don’t think they really bought it, but they certainly seemed more willing to enter their cells afterwards (The Master was still reluctant, but then Talvieno came in and said something about wood polish or something and he went skipping inside).

Also, I’ve spotted some migrants outside using the surveillance devices which I surreptitiously set up when I came. There are about 5 or 6 in all. I’m still not comfortable with lowering the gate – that Spawn stuck up on the ledge is making me nervous – so they’d better get comfortable out there while we get everything sorted out in here.

20 Granite 202
One of the yaks in the trade depot went berserk. Fortunately, the ridiculous amount of doors on the first floor made it very easy to lock the animal out. Apparently, there was another trader and yak still at the depot, but they should be able to sort it out for themselves.

It doesn’t look like the quarantine chambers will be finished in time. As such, I’m going to have begin preparations for my plan B:

(http://img822.imageshack.us/img822/221/img13p.png)

The hospital isn’t getting much use at the moment anyways.

Also:

(http://img713.imageshack.us/img713/5908/img14m.png)

Puppies! :D

22 Granite 202
The other yak is now running around gibbering. No, I don’t know how it’s gibbering when it can’t even speak in the first place. It just is. Also:

(http://img210.imageshack.us/img210/8162/img15.png)

It appears that I may not have sealed the depot doors quite as completely as I had thought.
Fortunately, it appears that the yaks can still be contained. The amount of doors in the upper floor is as amazing as it is disturbing.

24 Granite 202
Interesting... the yaks just went back down through the doors to the trade depot, and I know I locked those behind them. I just ordered the construction of a strategically-placed dwarven-built wall. I’d like to see them circumvent that.


(http://img832.imageshack.us/img832/8526/img16l.png)

All but one of the 5 previously-mentioned dwarves have been locked safely inside their cells. The sound of the floodgates slamming shut behind them could be heard echoing throughout the fortress.

Three more chambers have been completed; Fischer, Obok Meatboy and Ashsaber have been ordered to go inside, where they will be sealed until we know whether it’s safe to let them out.

...I need a drink.

26 Granite 202

(http://img696.imageshack.us/img696/2871/img17h.png)

I appear to have accidentally cut Splint off from the rest of the fortress when I ordered that wall to be built (why his office is there, of all places, is beyond me). Fortunately, he doesn’t appear to be harmed and some miners are coming to dig him out. Once he’s out, I’m going to have to get some masons in to block off that doorway in his private dining room (Why does he get a private dining room? And why is it dug out of soil? Those worms crawling in through the walls almost put me off my wine).

1 Slate 202
I’m getting anxious about the time – I’ve sealed the remaining military inside the hospital. It shouldn’t be too much of a problem – there are beds, and it’s not like they’ll be waiting alone, right? Really, it’s more like a slumber party than a quarantine.

Before I sealed them in, another cell was completed. I ordered Softa to go inside it:

(http://img12.imageshack.us/img12/3368/img18.png)

Again, I’m not allowed to reveal how I know this, but the final phase of the Spawn infection before the victim potentially turns is marked by a rising fever in the victim. If the data we got from the research is correct, Softa has up to about half a month before we know whether she’s safe or not.

Results from the tests had been inconclusive -- some tests showed a 100% rate of transformation, while others suggested that the rate was as low as 10%.

She’ll be okay, I think. It’s probably just a flu or something.

6 Slate 202
Ashsaber has become feverish as well. I let her out of the group confinement just before the wall was put up and assigned her to a cell that was just completed.

I've noticed that Juunya appeared to have escaped confinement, but as she doesn’t appear to have sustained any injuries – Spawn-related or otherwise – I’ve decided to let her remain free.

(http://img17.imageshack.us/img17/3125/img19i.png)

Here she is, drinking to her own health -- a true example of dwarven spirit.

14 Slate 202
Today, I am a witness to an event which I had hoped never to have to have been a part of for the rest of my days.

(http://img27.imageshack.us/img27/6120/img20v.png)

Oh, Armok... I’m having flashbacks...

Fortunately, the floodgates seem to be holding... not that I had any reason to think that they wouldn’t. The tests showed that this new breed of the Spawn were somewhat weaker than their forebearers, and not capable of the acts of wide-scale property destruction that had ravaged the various Syrupleafs. Then again, these Spawn are more clever. I wouldn’t put it past them to figure out a way to work the gates open.

Some of the quarantined are complaining of thirst (also, The Master’s been crying endlessly about his “woody” -- whatever that is), so I’ve arranged for supply shafts to be dug so that we can drop supplies down to them:

(http://img42.imageshack.us/img42/9918/img21.png)

The channels line up with the quarantine cells on the floor below. Now our most important workers won’t die from dehydration.

Also, one of the military imprisoned in the hospital is apparently Very Unhappy. Something about noisy conditions waking her up. I say it’s her own fault for actually trying to sleep at a slumber party.

In much brighter news, it turns out that Talvieno’s reports of the carnage last winter may not have been entirely correct – I just checked the status of the imprisoned, and several of them appear not to have sustained any injuries of any sort. Feb, Shaftirons, Fischer, and HARD have all been released from quarantine, after which the latter three all punched me in the face in sequence – how rude!

Feb, however, had more important things to be doing:

(http://img854.imageshack.us/img854/5169/img22k.png)

Sleeping like a rock. Those cells must be even comfier than I thought.

I’m still seeing various lovely images flashing before my eyes every time I blink... I think more alcohol is in order.

15 Slate 202

I had horrible nightmares last night.

However, they paled in comparison to what I woke up to:

(http://img850.imageshack.us/img850/4897/img23.png)

The two’s screeches reverberate throughout the halls. I think they’re talking to each other, though the tests had been inconclusive on that point.

It’s so nice that they have each other now, at least. I’d hate to be alone in such a situation.

...I think I’m gonna need more wine.


In any case, I want our military to have a better equipment selection when they come out, and our wood-based forges are far too inefficient (besides, wood is for beds, barrels, and jamming under the fingernails of people who misspell my name), so I’ve ordered the miners to dig down and not to stop until either they hit magma or magma hits them:

(http://img708.imageshack.us/img708/7226/img24.png)

21 Slate 202
We have hit the magma sea!

Or, more specifically, we have dug into a section of a cavern with a particularly nice view of the sea through a nearby magma pool.

I quickly had the cavern breach blocked off and ordered the miners to continue digging down. They finally hit the magma sea proper, and discover this:

(http://img441.imageshack.us/img441/9471/img25z.png)

Naturally, several of the miners literally started to drool at this point.

Of course, while I’m fairly certain that there are no Greater Spawn remaining in this iteration (testing this hypothesis empirically had been unanimously vetoed, however, for obvious reasons), I still don’t think it’d be a good idea to disturb the critters underneath. They get very upset whenever someone intrudes on their domain. As pretty as it is, it’s probably best to leave it untouched.

26 Slate 202

(http://img844.imageshack.us/img844/4964/img26i.png)

Work on the new forge level has begun. I’ve ordered the deconstruction of the old forge, as we’ll need that anvil to get the new forges started.

It appears that the berserk yak died at some point – I’m guessing the gibbering yak kicked it in the head in self-defence, or perhaps in an involuntary muscle spasm. This means that we can now safely access the depot. I’ve ordered the wall to be torn down. Once it’s gone, we can start to work on the new entrance, which will not have a Spawn on a ledge screeching at everybody who passes by.


Draignean’s frantic begging for food has become a lot fainter lately:

(http://img441.imageshack.us/img441/5151/img27.png)

So I’ve arranged for a present to be dropped in through the shafts. Because I care.
(Draignean likes dog pancreas, right? I’d hate to have gotten it wrong.)

28 Slate 202
The depot has been unsealed, and so the plans for the new entrance have been drawn up:

(http://img714.imageshack.us/img714/7513/img28e.png)

(http://img803.imageshack.us/img803/3158/img29.png)

The little room coming off from the boneyard in the upper picture is where the security system will be installed. The two rows of channels in the lower picture is where the new drawbridge will go.

(You may have noticed that that I haven’t designated that last bit of soil in the hillside to be dug. Obviously, I’m not going to open our fortress up to the world until we’re completely ready to show it what we’re made of. After all, it’d be fairly embarrassing if a troop of goblins came only to find that our military was all dying of starvation in the quarantine cells.)

The Master has been suffering from lack of food, as well; supplies have been dropped in, so no harm done, right? (PS: He’s still screaming about his “woody”. Just what in the hell is this “woody”!?)

4 Felsite 202

(http://img252.imageshack.us/img252/1451/img30.png)

I’ve ordered the lever in the dining hall to be deconstructed, as I have no idea what it does and I need to put another lever where it is right now (it’s a feng shui thing).

I’m pleased to see that one of our miners has apparently found a hobby:

(http://img715.imageshack.us/img715/6615/img31.png)

Although Obok has been shouting about how he’s “going on vacation, going on vacation, hahahahaha”, which doesn’t make much sense to me seeing as how he’s currently incarcerated:

(http://img705.imageshack.us/img705/7445/img32w.png)

Whatever floats his boat, I guess.

12 Felsite 202
Elves have arrived to trade with us! Unfortunately, we’re still not letting anything in (I’m waiting until the bridge gets done), so they’re just going to have to see the sights; there are a lot of sights to see around here, so I think they should be able to keep themselves occupied.

Meanwhile, Bombzero has selected a suitable location to slice that month-old yak corpse to ribbons:

(http://img818.imageshack.us/img818/6585/img33.png)

Apparently, the gibbering of that yak is “strangely soothing, really”.

14 Felsite 202
Nuri, our surgeon, has been possessed and has claimed a mason’s shop! Hopefully, we’ll be getting a shiny new door out of this.

16 Felsite 202

(http://img31.imageshack.us/img31/4595/img34r.png)

Goblins! One of the waiting migrants is immediately killed – smacked on the head with a mace, I should think. The goblins immediately give chase to the remainder, ignoring the elves for the time being. The chased migrants scatter – one of them is pursued by three goblins at once:

(http://img813.imageshack.us/img813/1622/img35.png)

Another squad of goblins turns up right next to the elves and promptly give chase:

(http://img844.imageshack.us/img844/8451/img36.png)

An animal dissector is cornered by a goblin maceman, who proceeds to kill him very, very slowly:

(http://img705.imageshack.us/img705/2223/img37e.png)

I’m not sure what the goblin is trying to do here. He could easily kill his helpless victim with a simple blow to the head, and the effects of extended blunt-force trauma on the dwarven psyche have already been comprehensively documented. As distasteful as the dissection of live subjects is, I don’t think it merits this grade of abuse on its practitioners.

Meanwhile, a goblin swordsman takes it upon himself to ensure that a nearby baby chicken meets its end:

(http://img688.imageshack.us/img688/5633/img38l.png)

He breaks off from the group and chases the panicked animal over half of our land.

The continued sadism of the goblins is frankly quite disturbing – upon catching up to the chick, he decides that the sword currently in his hand is too good for it, and instead opts to bite the helpless bird’s wing off:
(http://img210.imageshack.us/img210/1618/img39.png)

The poor little chicken dies of blood loss moments later, its innocent blood mingling with the foul, coagulated mess coating the landscape:

(http://img197.imageshack.us/img197/9151/img40.png)

Of the elves that came to Spearbreakers to trade, only one now remains, fleeing in terror from a goblin axeman:

(http://img812.imageshack.us/img812/897/img41.png)

He later escapes off the map. I’m sure nobody will believe his tales of this place, so I’m not worried about trade.

Only two of the stranded migrants yet survive. One is converged upon by a squad of goblins:

(http://img703.imageshack.us/img703/6263/img42.png)

They chase him into Talvieno’s swirly walls, ignoring the other for the time being. Unfortunately, the bridge is down, so it looks like there’s no escape:

(http://img685.imageshack.us/img685/2426/img43.png)

But he manages to outwit his attackers and flee back the way he came:

(http://img23.imageshack.us/img23/8039/img44.png)

Bombzero continues to cheerfully strip down her yak corpse for parts, blissfully unaware of the drama playing out not ten feet away.

The clever gambit was for naught, however. The goblins catch up to the dwarf and quickly end him:

(http://img860.imageshack.us/img860/7401/img45.png)

The last remaining migrant waits on the map edge. There is no-one to save him. He is doomed:

(http://img836.imageshack.us/img836/8499/img46.png)

After a brief intermission in which the goblins club a nearby puppy to death, a maceman – the same one, I believe, who was responsible for the animal dissector’s earlier agonizing death – corners the last dwarf and slowly tortures him:

(http://img844.imageshack.us/img844/3143/img47.png)

Before finally getting bored and finishing him off with a blow to the head:

(http://img577.imageshack.us/img577/7679/img48.png)

And so ends the saga of the Outliers of Spearbreakers.

...Fuck! Why the fuck am I always out of wine!? Fuck...

20 Felsite 202
The goblins are still outside. We’re going to have to wait until our military is out of quarantine and properly-equipped before we can force them out.

Nuri still hasn’t found what she needs for whatever the (suggestively-named, might I add) crazy person living inside her head wants to do:

(http://img195.imageshack.us/img195/3185/img49.png)

Unfortunately, we don’t have any cloth – I tried scavenging the depot, but it seems that the traders hadn’t brought any, either – and, again, none of the previous overseers had seen fit to grow anything other than plump helmets, so making our own isn’t an option. And pig tails won’t be in season for over a week, and even then they’ll take time to grow...

...I wonder if it’s possible to brew liquor from cave moss? This calls for scientific inquiry...

Also, one of our woodworkers just told me that she had gone down to get something from the forge level (I have no idea what or why, because there isn’t actually anything down there yet) and found this:

(http://img685.imageshack.us/img685/3851/img50k.png)

As fascinating as this phenomenon is to me, a forge level that inexplicably fills with puddles of magma is far too hazardous to be of any use to us, so I’ve ordered the construction of a new forging room elsewhere:

(http://img138.imageshack.us/img138/8158/img51.png)

That piece of adamantine showing through the sea’s inner wall is tempting, but I’d very much like to avoid poking at that particular hornet’s nest for now.

The solstice is nearly upon us. Soon, it will be time to release the imprisoned military.
I’ll feel a lot safer once they’re out, I think.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 06:04:51 pm
My sister needs the computer, so I won't be able to start the next leg of my playthrough for a bit.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 06:12:49 pm
Excellent progress! lol   Every bit of it was awesome - very well written. hate that you're not going to finish my entrance, though. :-\ Now it's all for nothing. So's the tower... unless you'd like to get the marksdwarves up there and shoot the trapped spawn full of arrows as target practice (would be a good idea to do at some point). Still, I guess it makes sense, there wasn't really room for a F.R.O.G. above the original entrance.

also, why haven't you set yourself as expedition leader?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Loud Whispers on February 29, 2012, 06:18:22 pm
I stopped reading the moment I saw "turned into mutant spawn."

Going into this blind.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Rodge on February 29, 2012, 06:22:43 pm
Wow, I hadn't even known this started.

Double Wow. Splint, you wanted to make an epic. Man, did you succeed. Holy crap.

Is Rodge still alive? What's his mood like in all this horror?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 06:32:20 pm
8th Slate, 202. Interm entry.

I'm becoming wary of this Mr Frog fellow. Honestly even I thought it strange when he ordered the troopers locked into containment cells - I am no fool. I see how those things are used by that damnable corperation - rather than just have them patched up and sent back to training.
He questioned why I had Fischer training the others out by the depot, when the reason to have an imediate response handy to agressors while the bridge is down should have been obvious.

I was also going through the records and found that pitchblende mechanism Mr Frog brought to my attention; Who the fuck thought using our hammerstones for a mechanisim would be a good idea!? If I find out who made that I may well beat them myself and save Mr Frog the hassel of selecting a hammerer.

15th Slate, 202. Interm entry.
These losses are starting to become unacceptable. How am I to gather an army to fight these invaders if they insist on dying or turning into said invaders!? If my instructor end up dead I'll have to insist upon leading the army myself.

I've also been hearing the voices again. Maybe Stova's death is starting to wear me down, or it could be I heard The Master yelling for wood polish again. I swear, if it were legal he'd marry that stupid pole. I'm beginning to regret ever having it commisioned for him.


- On the following page is an image of crossed pikes behind a winged skull. (http://img831.imageshack.us/img831/213/cotc.png)

Rodge is one of the legendary miners. I don't know about his mood, but he's still alive.

why haven't you set yourself as expedition leader?

As far as I know, there's no choice in the matter with the expedition leader. It's usually it's the dorf with the most admin/social skills thta gets selected.
Title: Re: Spearbreakers - A hopeful epic.
Post by: codyorr on February 29, 2012, 06:38:50 pm
Great so far. Keep up the great work. Dwarf me as a loser or something if you feel like it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 06:43:43 pm
Is Rodge still alive? What's his mood like in all this horror?

Aside from being a lazy fuck, he's fine. Predictably, the residents of the fort don't give a single shit between them about the migrants who got massacred. I was hoping/fearing that maybe one of the deceased would turn out to be related to our dwarves, but nope.

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 06:47:25 pm
Don't worry -- it still makes no sense whatsoever.

And not making sense is what great epics are all about!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 06:51:03 pm
Surprised nobody even considered my idea for the continuation issue, but oh well. I didn't spend long on it, though it did make sense, for the most part. (after all, when the narrator goes stark raving mad, anything goes)

Also,
I stopped reading the moment I saw "turned into mutant spawn."

Going into this blind.
In my opinion, very bad idea.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Draignean on February 29, 2012, 06:52:13 pm
Is Rodge still alive? What's his mood like in all this horror?

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.

Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:02:01 pm
Is Rodge still alive? What's his mood like in all this horror?

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.

Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?
Yes, more or less. UNLESS the narrator was stark raving mad, or had no clue what he was talking about! :D :D :D OR unless a civilization of the future came and screwed everything up, leaping back and forth through space and time several times, yada yada, leaving giant paradoxes in its wake, leaving people frozen in stasis loops, but everything's ok. :D   OR...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:03:00 pm
Is Rodge still alive? What's his mood like in all this horror?

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.

Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?

Yup. This is something I more or less handwaved by more or less buturing that one and only aspect of the canon. The spawn are how they are now due to conflicting AI of thieves and building destroyers. But if you have a good idea please share.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:04:30 pm
Is Rodge still alive? What's his mood like in all this horror?

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.
Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?

Yup. This is something I more or less handwaved by more or less buturing that one and only aspect of the canon. The spawn are how they are now due to conflicting AI of thieves and building destroyers. But if you have a good idea please share.
Occam's razor. "from among competing hypotheses, selecting the one that makes the fewest new assumptions usually provides the correct one, and that the simplest explanation will be the most plausible until evidence is presented to prove it false." - wikipedia

it makes sense. Having the narrator go loony is a lot simpler than what the narrator came up with.

*continues blissful snarling*
Title: Re: Spearbreakers - A hopeful epic.
Post by: Draignean on February 29, 2012, 07:05:21 pm
Is Rodge still alive? What's his mood like in all this horror?

I've come up with a solution for the Syrupleaf XK-Class Apocalypse continuity snarl. I'm trying to build up to it organically, but I might have to infodump it if I end up making this a half-turn. Don't worry -- it still makes no sense whatsoever.

Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?
Yes, more or less. UNLESS the narrator was stark raving mad, or had no clue what he was talking about! :D :D :D OR unless a civilization of the future came and screwed everything up, leaping back and forth through space and time several times, yada yada, leaving giant paradoxes in its wake, leaving people frozen in stasis loops, but everything's ok. :D   OR...

Or a forgotten beast made of water crashed into the planet, muddying the obsidian and allowing plants to grow again. Skip to a thousand years later and tectonic activity has rearranged the obsidian so that it is no longer a contiguous sheet, and the great, great, grandchildren of those that dug their way out of their sealed fortresses and castles have reclaimed the surface.

Well, that's my K.I.S.S theory.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:06:18 pm
and thus a whol eheap of brainfuck was born, trying to figure out how the fuck anything lives on the world anymore.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:10:52 pm
Eh, we could vote on it. Since this screwup was caused by the community, it might as well be fixed by it. Right? (I'm not totally for this one)

On a related note, did it make sense to anyone that there were records of people visiting Syrupleaf in the exact same thread that they claimed Syrupleaf was immediately destroyed by the gods after it fell? I mean, even in the original story there were two completely different timelines.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:12:41 pm
Eh, we could vote on it. Since this screwup was caused by the community, it might as well be fixed by it. Right? (I'm not totally for this one)

On a related note, did it make sense to anyone that there were records of people visiting Syrupleaf in the exact same thread that they claimed Syrupleaf was immediately destroyed by the gods after it fell? I mean, even in the original story there were two completely different timelines.

This is true. Very true. Including arguments about Sirrocco's gazeebo actually being a gazeebo among archeologists.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:16:40 pm
So... clearly the world split into multiple timelines (though a cataclysmic clash of corrupted creators' crafts) or the narrator went insane (literally lost it, leaving for ludicrously loony land).
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 07:19:07 pm
Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?

Pretty much.

----

From a small bedroom in the heart of Spearbreakers, a message is sent. Both the medium of the message and the means of sending it are unlike anything which would be discovered by the dwarven race for at least 10 millenia (the exact timescale varies somewhat between iterations).

The following is a rough transcription of that message...



(Take the above as canon if you like -- I'm really just writing it because I'm bored.)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:21:48 pm
Just to help me get this straight, the continuity snarl is primarily caused by the fact that the surface of this realm should be solid obsidian, right?

Pretty much.

----

From a small bedroom in the heart of Spearbreakers, a message is sent. Both the medium of the message and the means of sending it are unlike anything which would be discovered by the dwarven race for at least 10 millenia (the exact timescale varies somewhat between iterations).

The following is a rough transcription of that message...



(Take the above as canon if you like -- I'm really just writing it because I'm bored.)
Oh, wow, fantasy + sci-fi... And a Dwarven secret agent? :\ From the future?

ARE YOU TELLING ME TALVI'S BEST MECHANIC WAS CHEATING WHEN HE MADE HIS MECHANISMS?!?! D=
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:23:32 pm
This... This just opens up all kinds of batshit crazy town options doesn't it....
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:24:40 pm
This... This just opens up all kinds of batshit crazy town options doesn't it....
Welp... Skip the railguns, Splint, ol' boy, we're gonna need blasters.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:26:24 pm
This... This just opens up all kinds of batshit crazy town options doesn't it....
Welp... Skip the railguns, Splint, ol' boy, we're gonna need blasters.

If you can figure out how to make a gun shoot non-solid ammo in this game be my guest. I like the railgun Idea more. it breaks things.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 07:30:00 pm
Plus, I'm pretty sure a laser-based weapon would only be good for torture. A weapon that instantly cauterizes any wounds it inflicts would only really be lethal after an extended headshot.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:35:59 pm
Plus, I'm pretty sure a laser-based weapon would only be good for torture. A weapon that instantly cauterizes any wounds it inflicts would only really be lethal after an extended headshot.

Actually only the point of impact would be cauterized. The area around it would likely be a bloody mess from the water evaporating all at once, causing cell membranes to burst, in turn destroying surounding blood vessels, although depnding on the power output of the laser and the crap in the atmosphere it might not even do either and just make a really nasty sunburn. Or cook you alive in your armor.

Am I the only one thinking it's odd we 're discussing dwarves killing things with laser guns and time travel?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:37:26 pm
Plus, I'm pretty sure a laser-based weapon would only be good for torture. A weapon that instantly cauterizes any wounds it inflicts would only really be lethal after an extended headshot.

Actually only the point of impact would be cauterized. The area around it would likely be a bloody mess from the water evaporating all at once, causing cell membranes to burst, in turn destroying surounding blood vessels, although depnding on the power output of the laser and the crap in the atmosphere it might not even do either and just make a really nasty sunburn. Or cook you alive in your armor.

Am I the only one thinking it's odd we 're discussing dwarves killing things with laser guns and time travel?
Apparently I'm the only one understanding that I was making a joke... or attempting to... blasters kind of fit in a little better with sci-fi dwarves, don't you think?

And yes, I thought the time travel idea was a little over the top too... lol   Cool, maybe, but still.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 07:38:10 pm
edit: serious lag issues, sorry about the double post.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 07:46:41 pm
edit: serious lag issues, sorry about the double post.

No harm done.
It seems like we're setting up one hell of a jacked up setting now.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 07:58:25 pm
Honestly, I was just trying to come up with an explanation for the whole But-Holistic-Pwned-The-Whole-World,-It-Said-So-Right-There fiasco that doesn't leave me banging my head against the wall. Of course, there's still a 99% chance that one or all of everybody else will now be banging their heads against the wall, but I have entirely too little empathy to really care.

I also put a list of links to the fortress posts in my first post in this thread, because the thread's kind of getting clogged with banter.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 29, 2012, 08:00:29 pm
It seems my character is degrading a little mentally... butchering yaks for a hobby, and choosing one in particular because of its gibbering...

i may just continue this trend on my turn.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 08:04:04 pm
It seems my character is degrading a little mentally... butchering yaks for a hobby, and choosing one in particular because of its gibbering...

No, no, you misunderstand. You weren't butchering the gibbering yak. You were butchering the berserk yak, who got its skull caved in over half a month before.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 08:06:15 pm
Honestly, I was just trying to come up with an explanation for the whole But-Holistic-Pwned-The-Whole-World,-It-Said-So-Right-There fiasco that doesn't leave me banging my head against the wall. Of course, there's still a 99% chance that one or all of everybody else will now be banging their heads against the wall, but I have entirely too little empathy to really care.

I also put a list of links to the fortress posts in my first post in this thread, because the thread's kind of getting clogged with banter.

Good call. The only reason this is happening is cause the updates are so damn far apart we end up babbiling like a stark raving mad pack of chickens.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on February 29, 2012, 08:08:38 pm
Ash cancels living: Interrupted by Holistic urges.

"Liveeeeeeeeeeer..."
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 08:10:18 pm
Ash cancels living: Interrupted by Holistic urges.

"Liveeeeeeeeeeer..."

Yup. And congratz buddy, you got ot be the first community member killed in action (You may as well be dead upon transformation.)
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 29, 2012, 08:16:27 pm
So, this fort is turning out... well enough. but umm... why didn't you plant pig tails? they are a brewable, edible, weavable plant!
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 08:17:38 pm
So, this fort is turning out... well enough. but umm... why didn't you plant pig tails? they are a brewable, edible, weavable plant!

I meant to get planting started, but ran out of time. So that kinda blew up in my face....

And just for the record, my office is close to the surface so the liason can just get in and out.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 08:18:02 pm
Ash is still in her cell, BTW (same w/ Softa). I'm thinking it'd be fun to drop goblins in for her to snack on.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 08:19:13 pm
Ash is still in her cell, BTW (same w/ Softa). I'm thinking it'd be fun to drop goblins in for her to snack on.

YOu said it, so that means you must wanna do it! DO IT! -devolves into incoherent string of obsceneties and nonsense-
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 08:20:22 pm
Okay, sorry about that, my connection keeps cutting out on me for some reason.

Seriously.
This ---> "Urist McNarrator #2 cancels Tell Correct History: went insane"   <--- This
Everything makes sense. If the second narrator (the one who said the world turned into a block of obsidian) was crazy, it doesn't matter what he said - all of it's irrelevant.

Also, I'll put the links in my first post - it's closer to the front than Mr Frog's is.

18th Felsite, 502 - Talvi's journal
I'm feelin' better now, 'n I was afore. Mr Frog got one of th' nice craftsdwarves to make me a stuffed cavy! I drew a picshur o' her - here she is:
(http://i894.photobucket.com/albums/ac145/JsnBllrd/mahcavy.png)
she's all cute and such, and she has a nice pretty lil' hairbow in her hair, 'cuz she's goin' a courtin'. She's gonna find a nice, strong cavy man an' they're gon' get married, and live happ'ly e'er after. =D

Mr Frog's been givin' me work, same as I used to do - I'm learnin' to build stuff! he says I'll get better if I have things to get my mind off of other things... I dunno what he means, though.

People come 'round to see me every now and then, but mainly I talk to Joseph. He's tall, and nobody else can see him 'cuz he's so fast and good at hiding. He tells me that there were people outside, and they alls got slaughtered. Well. I think they were stupid not to come in. Anyone can climb a vert'cal bridge - he says so. Oh, and 'fore I ferget - Mr Frog never did get around to sayin' if he took care of Nomia for me. Poor girl... I hope she doesn't mind sleepin' on the grass so much. I'm jus' happy I have my cavy room.
Title: Re: Spearbreakers - A hopeful epic.
Post by: SolPyre on February 29, 2012, 08:38:17 pm
Here's my theory on what happened: Holistic and her crew dug down to the mantle, released the lava, yada yada, everything burns, blah blah blah, BUT! The dwarf narrating everything is trapped in a little (insert magma-safe stone here) tower near Syrupleaf. The magma raises to the top of the tower (fortunately the windows are made out of obsidian cabochons or something), turns to obsidian, and to the narrator it looks like, for all the world, that the world is covered with obsidian. Being locked away in the pitch-black tower for the rest of his miserably short life would more or less make it feel pretty natural to assume that the gods had abandoned the planet for good.

"ARMOK WHY HAVE YOU FORSAKEN ME"
(http://i43.tinypic.com/12330vs.png)

sorry about the huge size
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 08:39:13 pm
I don't really like the idea of discrediting the narrator. It feels kind of cheap.
Title: Re: Spearbreakers - A hopeful epic.
Post by: SolPyre on February 29, 2012, 08:40:15 pm
I don't really like the idea of discrediting the narrator. It feels kind of cheap.

aww even after the pic...
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 08:41:21 pm
I don't really like the idea of discrediting the narrator. It feels kind of cheap.
Well, yeah... But you have to admit - what the last narrator was saying didn't even match the rest of the story. So either that narrator was incorrect, or the other ones were...

Also, SolPyre, that was gold. lol   :D  +9000 Internets for you, my good sir.


LATE EDIT: This is because Tinypic destroyed SolPyre's art, which was originally not a dragonponyllamadog. This is the original:
(http://i1079.photobucket.com/albums/w513/SolPyre/uristmcnarrator.png)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 08:46:06 pm
That pic was made of win.
Title: Re: Spearbreakers - A hopeful epic.
Post by: SolPyre on February 29, 2012, 09:02:32 pm
I don't really like the idea of discrediting the narrator. It feels kind of cheap.
To clarify I liked the ending the last narrator wrote, there was a poetic finality to it, but for the purposes of this fort the narrator trapped in/on a tower workaround is my favorite.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on February 29, 2012, 09:06:17 pm
I don't really like the idea of discrediting the narrator. It feels kind of cheap.
To clarify I liked the ending the last narrator wrote, there was a poetic finality to it, but for the purposes of this fort the narrator trapped in/on a tower workaround is my favorite.
I'm the exact same way - I'd rather we not have to have a workaround at all... but we're kind of driven to it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 09:09:57 pm
We'll work around it. We're already discussing some omnipotent and deranged multidimensional company and maddorfs trapped in towers watching massive clusterfucks.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on February 29, 2012, 10:10:01 pm
As long as I get enough Liver to snack on I'm happy.

And considering the whole "world is flooded with magma and is now obsidian" deal...
It's kind of hard to travel around the world and confirm that, indeed, the world is now obsidianized, isn't it?

As I Chinese man, I feel compelled to say... just because we call our country "Center country" doesn't mean it's, y'know, all that important.

oh. and. requesting dorfage as Ash II once Ash I dies. :D it'll be fun to see how many times I die/turn before I stop dying/turning.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on February 29, 2012, 10:17:08 pm
As long as I get enough Liver to snack on I'm happy.

And considering the whole "world is flooded with magma and is now obsidian" deal...
It's kind of hard to travel around the world and confirm that, indeed, the world is now obsidianized, isn't it?

As I Chinese man, I feel compelled to say... just because we call our country "Center country" doesn't mean it's, y'know, all that important.

oh. and. requesting dorfage as Ash II once Ash I dies. :D it'll be fun to see how many times I die/turn before I stop dying/turning.
Alrighty. I'll stick you on the awaiting dorfs list then. Same occupation?
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on February 29, 2012, 11:26:44 pm
speaking of which, we should keep that trend for everyone who gets named, but new people should get dorfed before 2nds and such come around.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on February 29, 2012, 11:59:07 pm
STATUS UPDATE

Made it to autumn. It's been pretty uneventful. Military's getting set up, though it's been slow due to lack of skilled labour. codyorr has been dorfed (used a random dwarf somewhere that hasn't been mentioned in any of the writeups).

Gonna wait until tomorrow to start the writeup. The last 2 days have been almost entirely Spearbreakers round-the-clock and I desperately need to do something -- anything -- else for a bit.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 01, 2012, 12:05:29 am
I was going to drop a ceiling on the stranded Spawn, but then I realized that I had better things to be doing, such as making sure our military won't die.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 12:06:41 am
I was going to drop a ceiling on the stranded Spawn, but then I realized that I had better things to be doing, such as making sure our military won't die.

If the goblins have left, just do it anyway.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 01, 2012, 12:09:01 am
I was going to drop a ceiling on the stranded Spawn, but then I realized that I had better things to be doing, such as making sure our military won't die.

If the goblins have left, just do it anyway.

The goblins are gone. I just needed the extra workers (managing labours in this fortress is a nightmare; I have no idea what anyone is set to be doing, so 90% of the time I just draft whoever's nearby).
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 12:26:24 am
I was going to drop a ceiling on the stranded Spawn, but then I realized that I had better things to be doing, such as making sure our military won't die.

If the goblins have left, just do it anyway.

The goblins are gone. I just needed the extra workers (managing labours in this fortress is a nightmare; I have no idea what anyone is set to be doing, so 90% of the time I just draft whoever's nearby).

Just grab who ever isn't doing something. That's what I always do.
And dear god, it's only been 2 and a half years and this place is already going to hell. Although building something or even causing the cave in may be impossible due to dwarven skitishness.
Title: Re: Spearbreakers - A hopeful epic.
Post by: SolPyre on March 01, 2012, 12:53:38 am
On the way to Breakspears there is a boulder that sits by the path, if it can be called a path. The boulder is oddly smoothed and upon its broadest face is carved this scene.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on March 01, 2012, 12:56:10 am
if we can get some steel pikes and sheilds we should be able to manage a bit better, as long as the fort is sealed up, and we have cavern access i would suggest trying for a more stable metal industry first, cant reclaim the outdoors without a better military.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on March 01, 2012, 01:16:28 am
Journal of Mitch, Obsidian 202

The Spawn, oh it had to be the Spawn.

There have been many questions passed across the dining room table. 'What are the Spawn?' 'If the fables are true, why does our planet exist?'. They think that perhaps the world didn't collapse, or that the great tome explaining the downfall of the world was a lie, conceived by false gods. Perhaps the Spawn have succeed in separating the Dwarven race, just as they did in the black, decaying scar on the world that was Headshoots. But I know.

My pappy used to be a priest and philosopher. He told me many stories about the Spawn; about Headshoots and the downfall of the world. They must be made to see that Armok isn't just a God, he is the god of Gods. The... lesser Gods can affect our world, yes. Curses, abominations, life and death. They are the overseers of our world. But Armok... Armok is different. He isn't interested in our praise, he is interested in schadenfreude.  His '!!Fun!!', as the great oracles of the world tell us. And when a world loses its interest, its '!!Fun!!', it is reforged in his Great Smithy. Not just the world though, the Glorious Pantheon of Gods too. All are at the whim of Armok. They are all a game for him to watch. The planet that Headshoots occupied (the name has been lost to history), was burnt to a crisp; a desolate husk of a planet. And Armok wiped the slate clean in his Smithy of the stars, and a new world was forged. Our world. The world of Spearbreakers, as it seems. The world of Headshoots is long gone, and like a phoenix ours rises from its ashes.

But what are the Spawn? The malevolence of Armok? Or perhaps the soul of the wicked Holistic, twisted by demonic influence, was strong enough to duel Armok in control of the universe? There are many theories, but no one knows the answer. But what we do know is they are the enemy of life. And where there is conflict, there is shadenfreude, there is !!Fun!!

But a plague of Spawn? This is new. Unprecedented. Perhaps Holistic is getting stronger through the conquest of Headshoots' world. All we can do is try not to get bitten.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 01, 2012, 04:42:29 am
Journal of Mitch, Obsidian 202

The Spawn, oh it had to be the Spawn.

There have been many questions passed across the dining room table. 'What are the Spawn?' 'If the fables are true, why does our planet exist?'. They think that perhaps the world didn't collapse, or that the great tome explaining the downfall of the world was a lie, conceived by false gods. Perhaps the Spawn have succeed in separating the Dwarven race, just as they did in the black, decaying scar on the world that was Headshoots. But I know.

My pappy used to be a priest and philosopher. He told me many stories about the Spawn; about Headshoots and the downfall of the world. They must be made to see that Armok isn't just a God, he is the god of Gods. The... lesser Gods can affect our world, yes. Curses, abominations, life and death. They are the overseers of our world. But Armok... Armok is different. He isn't interested in our praise, he is interested in schadenfreude.  His '!!Fun!!', as the great oracles of the world tell us. And when a world loses its interest, its '!!Fun!!', it is reforged in his Great Smithy. Not just the world though, the Glorious Pantheon of Gods too. All are at the whim of Armok. They are all a game for him to watch. The planet that Headshoots occupied (the name has been lost to history), was burnt to a crisp; a desolate husk of a planet. And Armok wiped the slate clean in his Smithy of the stars, and a new world was forged. Our world. The world of Spearbreakers, as it seems. The world of Headshoots is long gone, and like a phoenix ours rises from its ashes.

But what are the Spawn? The malevolence of Armok? Or perhaps the soul of the wicked Holistic, twisted by demonic influence, was strong enough to duel Armok in control of the universe? There are many theories, but no one knows the answer. But what we do know is they are the enemy of life. And where there is conflict, there is shadenfreude, there is !!Fun!!

But a plague of Spawn? This is new. Unprecedented. Perhaps Holistic is getting stronger through the conquest of Headshoots' world. All we can do is try not to get bitten.


+1 for subtle-yet-effective meta-game integration.


Anyways, I've gotten started on the writeup. I've gotten into the rhythm of it now, I think. I won't promise that this next one will be up any faster, but I at least won't end up driving myself insane trying to force myself to work now.

I'm going to try to get at least one up a day. Just so I know, what would you say is the absolute longest acceptable gap between updates? Two days? Three days? A century?

Suggestion for Splint:

We are not allowed to make any direct statements on the cosmology of the game world re: The Great Syrupleaf Ending Fuck-Up in the main write-ups. Those will be put into side posts so that readers can decide for themselves which version they prefer. Now that Talvi's handling the main posts, I may be able to work on compiling these side posts for easier reading.

(If you take this suggestion, it may be best to put it into the first post with an explanation so that it's all "official" and stuff.)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 05:04:46 am
I acknowlege this suggestion, but you'll have to tell me what you mean exactly, so just PM me.
As far as I'm concerned this can all be filed under a historical event called "The Great Fuck-up."

Ok, so I looked at Talvieno''s save.
I was right in what i said. Barely 3 years in and this place is going to hell in a hand basket.
I applaud the whole lott of you, cause I don't even know what some of what he did was for.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 01, 2012, 07:06:51 am
1. Yes, you can choose the expedition leader manually.
2. SolPyre, I'll get that in with the story art. =)
3. Mitchewawa, that was awesome. *applauds*
4. Mr Frog - I'd say about two days... But... That's Splint's decision, not mine, lol   Also, I second that suggestion.
5. Splint - what exactly couldn't you figure out that I did? :\
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 07:16:04 am
1. Yes, you can choose the expedition leader manually.
2. SolPyre, I'll get that in with the story art. =)
3. Mitchewawa, that was awesome. *slow claps*
4. Mr Frog - I'd say about two days... But... That's Splint's decision, not mine, lol   Also, I second that suggestion.
5. Splint - what exactly couldn't you figure out that I did? :\

For starters, I could never assign them manually so I used my manager/broker as my expedition leader so I could force them to go to thier office and meet liasons via stockpilekeeping. Sometimes naming that dorf after me, I sometimes got myself as a crossdressing overseer.
2, Just the general look of the place after you took over looks confusing.
3, At least I managed to keep everyone alive when i kept going with my save, although the tree humpers spotting the thieves worked to my advantage.
4, I think 3 days is more acceptable. That way if they happened to be busy with a test or something the player still has a chance to update.

edit: Also, talvi, you just mauled a Mountain barbarian with a battleaxe and piece of wood in my little alternate continuity.
Title: Re: Spearbreakers - A hopeful epic.
Post by: magikmw on March 01, 2012, 10:55:57 am
Posting to watch, as it seems it's going to be a bit tragic. So far I've read the 2 year, and catching up :]
Interesting race you have modded there, nice work.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on March 01, 2012, 01:45:30 pm
Same job, yeah.

I don't have to be dorfed until Ash 1 actually dies, so as long as he's still in quarantine and demanding liver, we're good to go.  :D
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 04:42:07 pm
Same job, yeah.

I don't have to be dorfed until Ash 1 actually dies, so as long as he's still in quarantine and demanding liver, we're good to go.  :D

You may as well be considered dead. So any new people will get dorf'd first then you'll get your replacement.

Cause of death: Mutation.

Alternate continuity- Intead of an FB, I got elk birds.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on March 01, 2012, 04:58:49 pm
I find it amusing that i got lucky by being a miner, otherwise id probably be dead.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 01, 2012, 05:02:41 pm
1. Yes, you can choose the expedition leader manually.
2. SolPyre, I'll get that in with the story art. =)
3. Mitchewawa, that was awesome. *slow claps*
4. Mr Frog - I'd say about two days... But... That's Splint's decision, not mine, lol   Also, I second that suggestion.
5. Splint - what exactly couldn't you figure out that I did? :\

For starters, I could never assign them manually so I used my manager/broker as my expedition leader so I could force them to go to thier office and meet liasons via stockpilekeeping. Sometimes naming that dorf after me, I sometimes got myself as a crossdressing overseer.
2, Just the general look of the place after you took over looks confusing.
3, At least I managed to keep everyone alive when i kept going with my save, although the tree humpers spotting the thieves worked to my advantage.
4, I think 3 days is more acceptable. That way if they happened to be busy with a test or something the player still has a chance to update.

edit: Also, talvi, you just mauled a Mountain barbarian with a battleaxe and piece of wood in my little alternate continuity.
It's easy... But now I feel totally wrong for making Talvi the expedition leader at the start of my turn... I thought it was mainly for RP purposes, the expedition leader doesn't really do much.
2. The way it was when you left it was confusing. =P
3. You have it easier.
4. Sounds good to me.

*snip*
Alternate continuity- Intead of an FB, I got elk birds.
Yep... See 3.

I find it amusing that i got lucky by being a miner, otherwise id probably be dead.
Welcome to the one fortress where it's a bad thing to be dwarfed into the army.
Title: Re: Spearbreakers - A hopeful epic.
Post by: bombzero on March 01, 2012, 05:05:04 pm
I find it amusing that i got lucky by being a miner, otherwise id probably be dead.
Welcome to the one fortress where it's a bad thing to be dwarfed into the army.

true, though it also occured to me that im one step above the completely useless on military panic recruitment, so ill be called in when the fort it *almost* fucked.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 05:11:23 pm
I must be doing something wrong/rioght, because three successive goblins attacks just neded with a ton of prisoners out of whoever was not killed by a combination of pikedwarves and marksdwarves.

Also, Stova is the first weaponmaster I have ever gotten.
She's a pikemaster.

Seriously. A single goblin escaped and that's only because a barbarian inturrupted Stova's persuit. All his friends are dead or POWs.

Edit: I built a F.R.O.G. above the main entrance but replaced the turkey with a stray kitten, as I had no turkeys. It proved instumental in above slaughter.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 01, 2012, 05:12:57 pm
I must be doing something wrong/rioght, because three successive goblins attacks just neded with a ton of prisoners out of whoever was not killed by a combination of pikedwarves and marksdwarves.

Also, Stova is the first weaponmaster I have ever gotten.
She's a pikemaster.

Seriously. A single goblin escaped and that's only because a barbarian inturrupted Stova's persuit. All his friends are dead or POWs.
You got goblins instead of spawn? Oh, so not fair. My turn sent me through hell and back, and you get to play with the gobbos.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 05:16:18 pm
I must be doing something wrong/rioght, because three successive goblins attacks just neded with a ton of prisoners out of whoever was not killed by a combination of pikedwarves and marksdwarves.

Also, Stova is the first weaponmaster I have ever gotten.
She's a pikemaster.

Seriously. A single goblin escaped and that's only because a barbarian inturrupted Stova's persuit. All his friends are dead or POWs.
You got goblins instead of spawn? Oh, so not fair. My turn sent me through hell and back, and you get to play with the gobbos.

The spawn got spooked by the tree humpers.

So far I have a small horde of prisoners, an elk bird herd, and a captured minotaur, and a veteranarian who one shotted an elk bird. Oh, and a wounded shearer who attacked a gobbo swordsman when they jumped him.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 01, 2012, 05:45:34 pm
[...] as long as he's still in quarantine and demanding liver, we're good to go.  :D

Don't worry -- I already threw down Spawn!Ash a little snack to make sure she's happy.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 01, 2012, 05:55:32 pm
[...] as long as he's still in quarantine and demanding liver, we're good to go.  :D

Don't worry -- I already threw down Spawn!Ash a little snack to make sure she's happy.
She?? I thought it was a he. :\ How did he become a she?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 06:03:26 pm
[...] as long as he's still in quarantine and demanding liver, we're good to go.  :D

Don't worry -- I already threw down Spawn!Ash a little snack to make sure she's happy.
She?? I thought it was a he. :\ How did he become a she?

When dorfing as they arrive, these things happen.

Alt. Con. - Begun throwing goblins to the minotaur. It's beating the ever loving shit out of a disarmed spearman.
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on March 01, 2012, 08:14:20 pm
I've got it! WE CARVE A PEDO-FACE ON TO THE VISIBLE SIDE OF THE MOON, CHANGE THE NAME OF THE WORLD TO TERMINA, THEN DROP THE MOON ON TO THE FORTRESS AFTER THREE DAYS AND SIX HOURS AND BLOW UP THE WORLD!

Semi-seriously though...Parasol has access to time-control technology, so why not say that right before the world ended in flames and magma, an emergency fail-safe device located in Parasol headquarters activated, reverting time to a specific date. Maybe it would also bring the current members of Parasol including the chairman(?) to a secure Outside-Of-Time facility, allowing Parasol to continue it's research undisturbed.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 01, 2012, 08:25:53 pm
I've got it! WE CARVE A PEDO-FACE ON TO THE VISIBLE SIDE OF THE MOON, CHANGE THE NAME OF THE WORLD TO TERMINA, THEN DROP THE MOON ON TO THE FORTRESS AFTER THREE DAYS AND SIX HOURS AND BLOW UP THE WORLD!

Semi-seriously though...Parasol has access to time-control technology, so why not say that right before the world ended in flames and magma, an emergency fail-safe device located in Parasol headquarters activated, reverting time to a specific date. Maybe it would also bring the current members of Parasol including the chairman(?) to a secure Outside-Of-Time facility, allowing Parasol to continue it's research undisturbed.

That's actually not a bad idea. But this is litarally taking place roughly 50 years after the shit hit the fan in Syrupleaf.
Title: Re: Spearbreakers - A hopeful epic.
Post by: The Master on March 01, 2012, 09:07:09 pm
Maybe Parasol also has a device akin to the G.E.C.K. in the Fallout franchise?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 01, 2012, 11:38:56 pm
1 Hematite 202
The cave moss experiment was a failure. I’m still tasting sounds and have only recently started to regain feeling in my extremities.
On the plus side, the potent neurotoxic and psychoactive effects give me hope that, once I’ve isolated the active compound, we’ll be able to make millions selling the stuff for military and recreational purposes.

I’ve decided to lock Nuri in the masonry area until we can get the needed supplies:

(http://img138.imageshack.us/img138/7329/img1i.png)

On that note, I’ve designated some new farm plots so that we’ll have more pig tails in the future:

(http://img7.imageshack.us/img7/9830/img2uu.png)

Side Note: My little misadventure with the cave moss has given me a healthy dose of perspective. Wine is quite nice, actually. In fact, I could really go for a keg or two of the stuff right about now.


The order for the quarantined dwarves to be released has finally been given. The floodgates are being opened and the walls blocking off the hospital have been marked for tearing down:

(http://img607.imageshack.us/img607/4027/img3qn.png)

(http://img27.imageshack.us/img27/149/img4ux.png)

I imagine that this must be a joyous occasion for all, especially The Master, who is apparently in desperate need of some alcohol to calm his spirits:

(http://img204.imageshack.us/img204/791/img5qk.png)

I must say, he burned through his wine rations awfully quickly. I wholeheartedly approve.

4 Hematite 202
The new forge room has been completely dug out, so I’ve ordered the construction of the new forges:

(http://img713.imageshack.us/img713/6576/img6ti.png)

As well, I’ve ordered the digging of a second room above the forges to store supplies in:

(http://img444.imageshack.us/img444/6467/img7u.png)

Of course, we’ll have to wait a bit before any of this is actually built, as our entire labour force is currently dedicating its efforts towards scavenging the late trade caravan’s goods from the depot as quickly as possible:

(http://img39.imageshack.us/img39/6536/img8l.png)

I must say, their sheer focus and determination in completing this task is truly admirable.

7 Hematite 202

I have begun my reorganization of our military arrangements. All current squads have been disbanded so that we may have a clean slate to start from. In addition, I have marked three new sets of uniform specifications, all identical except for the weapon. This should greatly simplify equipment regulation:

(http://img822.imageshack.us/img822/9597/img9z.png)

I am deeply concerned by the fact that this civilization apparently lacks the quite-basic technological know-how required to produce something as simple as a high boot. Between this and the pitchblende lever, I am frankly depressed by the apparently-quite-primitive state of these dwarves’ science.

In happier news, the (patent-pending) Fiend-Revealing Observation Garrison has been completed:

(http://img577.imageshack.us/img577/5497/img10e.png)

This room pictured here is situated directly over our nascent entrance, which can be more-or-less clearly seen through the floor grates. Upon detecting an unannounced guest, the Avian Detection and Alert System affixed to the center will -- through means which I am not permitted to disclose -- remotely alert every dwarf in the fortress to their presence.

I also tried to teach it to sing little welcome songs, but both it and the other dwarves objected quite violently, so I sadly was forced to abort that operation.

10 Hematite 202
I’ve marked off a dumping area in the new magma forges:

(http://img440.imageshack.us/img440/389/img11f.png)

This should help us keep things a little tidier around here.

I’ve divided the military into several squads of three for easier training. Each squad uses a different weapon. The equipment is all there in the uniform specs for each squad, so we won’t have to worry about that as much.

The division of labour in this fortress continues to baffle me, but from what I can tell we don’t have enough furnace operators or smiths to meet our needs. I’ve assigned some nonessential workers to perform these tasks; they aren’t skilled, and they’re rather irritated at being asked to divert their live’s paths away from their dream careers as fish cleaners/tanners/etc., but I’m sure they’ll pick up skill as they go.

 19 Hematite 202

(http://img341.imageshack.us/img341/7088/img12y.png)

The clearing of rubble from the forge stockpile is now mostly complete. I have designated stockpiles for hematite, magnetite, and various bars. Having the materials all nearby should greatly increase the rate of production.

I’ve ordered the new smelters to begin smelting iron ores:

(http://img690.imageshack.us/img690/191/img13v.png)

We’ll be ready to start forging armour once they’ve produced enough bars. Happily, it seems that the deceased traders had brought several anvils with them, so I’ve ordered the construction of another forge.

22 Hematite 202

(http://img254.imageshack.us/img254/8994/img14n.png)

I’ve ordered our new entrance hall to be floored over entirely. Should look a bit nicer once it’s complete.


Bombzero’s sheer focus on butchering her yak corpses is truly exemplary:

(http://img545.imageshack.us/img545/8162/img15.png)

I’m sure her determination will be a go a long way towards inspiring the rest of our workforce to a similarly-high level of dedication.

1 Malachite 202
I was confused by the fact that the dwarves all seemed to be dumping bars onto the floor of the new bar stockpile instead of placing them in bins as I had expected.

I at first worried that the previous overseers had been too busy to produce bins, but I soon found the true reason:

(http://img827.imageshack.us/img827/2024/img16e.png)

Mugs. Hundreds and hundreds of mugs. Big mugs. Little mugs. Mugs with things like “#1 Dad” engraved on the side. Mugs that smell as though they have been recently used to prepare certain illicit substances. I cannot imagine any earthly reason to have so many mugs, but that hardly changes the fact that there are in fact hundreds of mugs in here, overflowing out of bins and littering the floors and piled to the ceiling around every crafts shop like little mug mountains. I am actually deeply, deeply disturbed by the sheer number of mugs in this fortress. My most basic assumptions about the nature of the dwarven psyche have been completely shattered by all of these innumerable mugs.

...Wine. I need more wine. That should fix it.

In any case, I was going to have more bins produced, but then I realized that all of our wood supplies were locked inside the masonry room with Nuri.

Fortunately, I located a bar stockpile which presumably had been in use for the old forging operations, and there were some spare bins there. I’ve cancelled the stockpile designation, so we now have some bins.

I noticed that we don’t have enough axes to equip our new axedwarf force, so I’ve ordered some to be produced:

(http://img651.imageshack.us/img651/140/img17a.png)


4 Malachite 202
I’ve noticed two more architectural oddities while surveying the fortress:

(http://img809.imageshack.us/img809/3368/img18.png)

Some sort of odd half-finished cloverleaf structure located down near the level of the first cavern layer. The left “leaf” appears to be in use for burial purposes, but if the other three had any intended purpose then there’s no indication of it.

(http://img21.imageshack.us/img21/2681/img19e.png)

A similarly-unfinished tower located a bit away from the old entrance. Judging from the fortifications on top, I assume that it was originally intended for use as a protected location for archers to shoot from, though both the placement and sharp firing angle are less-than-ideal. Happily, I may have figured out a way to repurpose this.


The voices in Nuri’s head seem to have finally gotten the better of her:

(http://img94.imageshack.us/img94/1060/img20.png)

She seems fairly harmless, so I’ve ordered the reopening of the masonry room. Now we can produce some more bins.

17 Malachite 202
Our stock of iron bars has increased to 45. Soon, we will have enough to fuel round-the-clock armour forging for a time. I have ordered the construction of a third smelter to further increase the rate of iron production.

20 Malachite 202

(http://img820.imageshack.us/img820/858/img21b.png)

Ashsaber still remains confined to his cell, his monstrous screeching echoing through the halls.

Happily, I think I’ve figured out a way to make him useful.

23 Malachite 202

Our crop of pig tails is starting to come in. I just need to get a work area set up and we should have textile productions going.


28 Malachite 202

(http://img198.imageshack.us/img198/2142/img22.png)

Disappointing. Fortunately, the small fortune in armour we’re about to produce should soon send visitors swarming to this place.

In other news, construction on the additions to the Mysterious Tower of Mystery has begun:

(http://img171.imageshack.us/img171/4897/img23.png)

I’ve cancelled the flooring of the entrance hall, as it was taking far too long and tying up our entire masonry force. We can get back to that later.

3 Galena 202
I’ve decided that, even if we won’t be putting a proper floor in quite yet, we might as well make our entrance look presentable, so I’ve ordered the floor to be furrowed:

(http://img191.imageshack.us/img191/7226/img24.png)


5 Galena 202

(http://img209.imageshack.us/img209/4651/img25.png)

I’ve ordered another hole to be channelled above Ashsaber’s cell, this one high enough so that he won’t be able to reach anyone standing next to the channel. I think that this’ll allow him to be useful in some respect.

Meanwhile, construction on the tower addition continues:

(http://img694.imageshack.us/img694/1936/img26.png)


9 Galena 202
The additional drop shaft into Ashsaber’s cell has been completed. This one is of a slightly different nature than the others:

(http://img408.imageshack.us/img408/5151/img27.png)

Now all I need is a suitable test subject...


11 Galena 202

(http://img197.imageshack.us/img197/7338/img28x.png)

On my orders, The Master has grabbed a stray cavy boar and is escorting it to the shaft. It does not appear to belong to anyone, and cavies are too small to be an effective meat source in any case, so I doubt that it will be missed. He throws the subject into the shaft...

(http://img138.imageshack.us/img138/3158/img29.png)

I am delighted to report that the test execution was a complete success on all counts. The subject landed in Ashsaber’s cell more-or-less unharmed, after which the subject was immediately torn to shreds by the crazed ex-dwarf while I watched in interest through the surveillance devices I had set up:

(http://img408.imageshack.us/img408/3470/img30f.png)

Before the subject expired due to severe hemorrhaging, Ashsaber somehow managed to bite off a single toe, a feat of precision made all the more astounding by the size and accompanying unwieldiness of the Spawn’s mouthparts:

(http://img690.imageshack.us/img690/7830/img31u.png)

Until now, I was not aware that the Spawn possessed such dexterity. I believe this merits further testing, perhaps with a larger subject to prolong the observation period.
(Hypothesis: The great degree of manual precision demonstrated in this experiment is related to the fact that the Spawn in question was once biologically a dwarf -- a species widely renowned for having well-tuned fine-motor skills even when heavily drunk.)

The subject’s carcass is still in the cell, lying on top of Ashsaber’s discarded clothing:

(http://img718.imageshack.us/img718/6137/img32.png)

Perhaps next I’ll test how the Spawn react to a large quantity of mugs being dropped on them from above.


13 Galena 202
A human caravan arrived today to find a sealed-off fortress in the middle of a corpse-strewn woodland, the better part of which was covered with a thick, stinking coating of coagulated blood. We still aren’t ready to open back up, though, so they’d better get comfortable. They weren’t immediately killed on arrival, which means that the goblins are now gone, so that’s good.

Also good is the fact that our iron supplies are now large enough for us to begin forging armour full-time:

(http://img210.imageshack.us/img210/6585/img33.png)

We have enough weapons now, so I’ve set our military to train at the barracks:

(http://img9.imageshack.us/img9/8371/img34q.png)

 Many of the troops are still fairly green, despite their readily-visible emotional trauma, but we should have an effective fighting force built up reasonably quickly.

17 Galena 202
Today, I learned something that horrified me. Every piece of wood in the fortress has now been converted into bins -- that isn’t what’s distressing me at the moment, however:

(http://img826.imageshack.us/img826/1622/img35.png)

The mugs. The mugs. We still haven’t managed to pack away all the fucking mugs. Even after completely exhausting our wood supplies, we still have piles and piles of mugs lying everywhere, flooding bins and stockpiles and burying helpless crafts shops through sheer force of numbers.

I need a drink.


19 Galena 202
It seems that the dwarves have taken notice of the cavy’s absence:

(http://img708.imageshack.us/img708/8451/img36.png)

There are now roughly 3,000 posters plastered over various parts of the fortress, each inscribed with something along the lines of “Have You Seen This Animal?” along with what appears to be a crude drawing of a cavy. Apparently, Talvieno has been solely responsible both for producing and distributing said posters. Her work ethic should be taken as an example by the other labourers.


22 Galena 202
It appears that one of the deceased would-be migrants still isn’t quite finished with the mortal coil:
(http://img217.imageshack.us/img217/2888/img37f.png)

Fortunately, I’ve compared the apparition’s behaviour with current documentation on spectral phenomena and confirmed that it does not pose a significant threat to the fortress’s operation.

The equinox is nearly upon us. Soon, it will be autumn.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 02, 2012, 12:09:45 am
*applauds* absolutely awesome summer.

This:
Quote
I am actually deeply, deeply disturbed by the sheer number of mugs in this fortress.
is gold. lol    As is the fact that you chose to execute the cavy, and Talvi's reaction. :P Love it. It sounds like everything's beginning to shape up there - like we're recovering from the previous attack. Three things, though. First - you didn't mention two of the geographical oddities - namely, the dwarf in stone, and... well, perhaps you've not discovered #2 yet...
Second, what are you doing with the tower? :\ I'm guessing it's a plan to drop something on the spawn - what a wonderful use for my archer tower. Make sure you turn it into a middle finger. Or maybe that could be someone else's job...
Also, are you going to be putting a bridge/moat in/at the start of that tunnel?
 
All that aside, awesome update. :D
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mitchewawa on March 02, 2012, 12:11:57 am
Great work, very smart. A few things;

1. What texture pack is that? Looks damn awesome.
2. Don't have forge armour on repeat, use the manager screen to create certain numbers of things. All repeat is going to do is create iron mail shirts until you run out of iron.
3. If you want you can remove all the mugs out of the bins and use the bins elsewhere. Just change the mug stockpile to not accept bins, and all the mugs will be tipped out where they are and the bins will be moved to the bar stockpile.
4. Bar bins aren't that good anyway, all they do is increase smelting speed. Mug bins have the benefit of being able to be taken to trade far easier.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 02, 2012, 01:03:12 am
Honestly, after the hectic nightmare of clusterfuckery that was Spring of '02, this season honestly felt kind of boring (resulting in the cavy being sacrificed to ease my carnage withdrawal).

Great work, very smart. A few things;

1. What texture pack is that? Looks damn awesome.
2. Don't have forge armour on repeat, use the manager screen to create certain numbers of things. All repeat is going to do is create iron mail shirts until you run out of iron.
3. If you want you can remove all the mugs out of the bins and use the bins elsewhere. Just change the mug stockpile to not accept bins, and all the mugs will be tipped out where they are and the bins will be moved to the bar stockpile.
4. Bar bins aren't that good anyway, all they do is increase smelting speed. Mug bins have the benefit of being able to be taken to trade far easier.

1. It's... actually my own. :-[ I didn't like any of the 16x16 fonts on the wiki, 'cuz they were all either crappy blowups of the default curses, straight rips of Times New Roman or some such (which does NOT look good when put in a square grid), used too many weird shading/blurring effects, or were trying to be a poor man's graphics mode (i.e. commas and periods replaced by grass and similar bullshittery). So I got annoyed, bellowed unto the heavens "WELL THEN I'LL JUST DO IT MYSELF GODDAMMIT" and, over the course of a few months, developed a font which was none of those things.

There are two versions of the tileset -- one with subtle-ish coloring and texturing effects (which I'm using here) and another that's just plain text (the actual lettering is the same in both sets). I'll have to figure out how to put them on the wiki if you like it that much.

2. I'm not sure what you're talking about -- I used this method in my Spawn test fort and my entire 29-man military is equipped just fine. My immunity to micromanagement burnout likely helped there.

3. I honestly wasn't aware you could do that. (Been playing since '09 :-[)

4. I don't think even the elves deserve to have the Mug Hoard of Spearbreakers inflicted on them :-\ This is our own private muggy hell for us to suffer through.

(Also, what exactly do you mean by "smart"?)

Anyways, thank you so much for the compliments. I'm glad to hear that the updates have been worth the wait :)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Sus on March 02, 2012, 01:07:47 am
The mugs. The mugs. We still haven’t managed to pack away all the fucking mugs. Even after completely exhausting our wood supplies, we still have piles and piles of mugs lying everywhere, flooding bins and stockpiles and burying helpless crafts shops through sheer force of numbers.
Spearbreakers:
Mischief.
Mayhem.
Mugs.

The madness inherent in succession games is starting to show up... :D
...
Do we have any low-value metals? 'cuz lead or silver bins are fine too.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 02, 2012, 01:34:51 am
Do we have any low-value metals? 'cuz lead or silver bins are fine too.

I think we have a tetrahedrite vein somewhere, though I am tempted by the idea of packing the Mug Hoard into solid gold bins which will then be dumped into the magma sea, thus vanquishing the Hoard once and for all.

I didn't actually check the stocks, but just judging from the size of the stockpile and the quantity of bins needed we have to have something like 200-300 of the stupid things lying around.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 02, 2012, 03:22:26 am
The mugs. The mugs. We still haven’t managed to pack away all the fucking mugs. Even after completely exhausting our wood supplies, we still have piles and piles of mugs lying everywhere, flooding bins and stockpiles and burying helpless crafts shops through sheer force of numbers.
Spearbreakers:
Mortifying.
Maniacal.
Mugs.

The madness inherent in succession games is starting to show up... :D
...
Do we have any low-value metals? 'cuz lead or silver bins are fine too.
ftfy

my questions to Mr.Mr Frog got skipped over. :(
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 02, 2012, 03:47:32 am
25th Malachite, 203. Interm entry.

Dear god. I had negelcted the inventory coming out of the crafts shop, and Mr Frog has recently brought it to my attention that there are ungoddly amounts of mugs. MUGS. MUGS EVERYWHERE. How the hell did I even miss this!? My office is practically on top of the damn shops, and I even worked in there for a time! How did I miss this!? I went down after Mr Frog told me and while I love having a tankard to toss at annoying visitors, this is just rediculous.

If we could make a weapon that fires mugs we'd at least have a purpose for the damned mountains of them. I wish I could remember where that tetrhedrite vein was that Sus found the first year.... At least with some copper and silver bins we could get the damn things sorted.

I'll have to inquire about any flux the caravan should have brought. I had intended to make steel pikes for Fischer's original group, a a sort of prestige weapon, maybe have them decorated with bone and such, to make them feel appreciated. And if anyone is using my pitchblende for anything OTHER than bashing sticks I'll use one of Stova's to beat the offending party into a catatonic state. The pitchblende lever to the old gate was bad enough.

And all the mugs have me wondering if we should have named this place  Spearbreakers, The mountain of mugs.


[I felt the need to make my own mug related entry. Cause I honestly forgot I had them set to repeat. But we may have our motif: MUGS. EVERYWHERE.  Good work Mr Frog. Loving the cavy sacrifice you did. Back to the mugs, My continuation has them stacked to the cieling along with instruments and toy axes, and I have unwanted visitors camping outside who slaughtered a migrant wave, which had a pikedwarf and two metalworkers among them. On the plus side they did kill the tree humpers for me. And I seriously don't remember where the hell the terahedrite vein is, but there should be a sphalerite vien somewhere. That's a tin ore right?]
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 02, 2012, 04:01:57 am
25th Malachite, 203. Interm entry.

Dear god. I had negelcted the inventory coming out of the crafts shop, and Mr Frog has recently brought it to my attention that there are ungoddly amounts of mugs. MUGS. MUGS EVERYWHERE. How the hell did I even miss this!? My office is practically on top of the damn shops, and I even worked in there for a time! How did I miss this!? I went down after Mr Frog told me and while I love having a tankard to toss at annoying visitors, this is just rediculous.

If we could make a weapon that fires mugs we'd at least have a purpose for the damned mountains of them. I wish I could remember where that tetrhedrite vein was that Sus found the first year.... At least with some copper and silver bins we could get the damn things sorted.

I'll have to inquire about any flux the caravan should have brought. I had intended to make steel pikes for Fischer's original group, a a sort of prestige weapon, maybe have them decorated with bone and such, to make them feel appreciated. And if anyone is using my pitchblende for anything OTHER than bashing sticks I'll use one of Stova's to beat the offending party into a catatonic state. The pitchblende lever to the old gate was bad enough.

And all the mugs have me wondering if we should have named this place  Spearbreakers, The mountain of mugs.


[I felt the need to make my own mug related entry. Cause I honestly forgot I had them set to repeat. But we may have our motif: MUGS. EVERYWHERE.  Good work Mr Frog. Loving the cavy sacrifice you did. Back to the mugs, My continuation has them stacked to the cieling along with instruments and toy axes, and I have unwanted visitors camping outside who slaughtered a migrant wave, which had a pikedwarf and two metalworkers among them. On the plus side they did kill the tree humpers for me. And I seriously don't remember where the hell the terahedrite vein is, but there should be a sphalerite vien somewhere. That's a tin ore right?]
Lol - you didn't discover the tetrahedrite, that was during my turn. =P You didn't miss it, you didn't forget. If you remember, you didn't dig down more than five z-levels...

I'm going to have to have Talvi make an entry (thanks, Mr Frog), but as it's late, and I don't particularly feel like making a cavy poster atm, I think I'll wait til tomorrow.

Also, most of the mugs were made during your turn and the first half of mine - I had the mugs switched off for the majority of mine. =P I dumped a ton of them on the elves AND humans, but there were too many - they couldn't carry them all!   (no, seriously, I just didn't feel the need to take a ton of worthless garbage from them, and didn't buy their large iron armor, or their wooden longswords.)
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 02, 2012, 04:08:18 am
I dug down enough to hit limonite and such, and I dug though a tiny patch of a vein, nore more than maybe 4-5 stones worth, so I didn't think anything of it, wanting iron more than anything, so I just smoothed it over and ignored it.

Also, when and where did you guys find magma? I wanna find the crap so i don't need to rely on the shrinking pile of coke I have.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 02, 2012, 04:16:46 am
I dug down enough to hit limonite and such, and I dug though a tiny patch of a vein, nore more than maybe 4-5 stones worth, so I didn't think anything of it, wanting iron more than anything, so I just smoothed it over and ignored it.

Also, when and where did you guys find magma? I wanna find the crap so i don't need to rely on the shrinking pile of coke I have.
That was Mr Frog, not me. I was more concerned about the top areas of the fortress. We had our first minor (and moderate) spawn attacks during my turn, anyway. If we get somebody in here playing blind and a siege happens, Spearbreakers is doomed... lol
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 02, 2012, 05:15:12 am
Loud Whispers, you better fucking read the updates.
No blind flight here. D:<
Title: Re: Spearbreakers - A hopeful epic.
Post by: codyorr on March 02, 2012, 09:14:40 am
I'm not sure where you guys live but it's great reading a bunch of updates that happened while I was getting up and going to work at 3AM.  :D
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on March 02, 2012, 11:50:15 am
We're approaching the point where mugs will be used for currency instead of dorfbucks.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 02, 2012, 01:26:26 pm
Oh, yes, because I forgot... I did, in fact, **** up Ash's gender, AshSpawn is, in fact, male, and I have no idea why I thought otherwise.

@Splint:
Considering the mayhem that went down in Talvieno's turn despite both him and you being fully aware of exactly which flavour of shit was about to hit the fan, I shudder to think of what LW's reign will end up doing to the fort ._.;
I predict that our humble fortress's population will drop by at least 40%.



It will be hilarious.

@Talvi:
I found the dwarven graffiti but couldn't think of anything to say about them.
I was going to use the tower for a ceiling drop on the stranded Spawn, but I've grown sorta attached to the creepy bastard for some reason :-\ I'll think of a use for it at some point.
I already have a drawbridge in the new entrance. A spike moat would be cool, but I have better things to be doing than making pointy objects to stick into the ground, such as making pointy objects to stick into the Spawn.


The Spawn turned up ridiculously early in my test fort as well, but I decided it was both funny and still-manageable, so I didn't bother trying to fix it. FWIW, the goblins are also sending ambushes earlier than I thought they would, so perhaps it's more of an overall behaviour change in 34.01.

EDIT: Oh wow, I just now realized that every single entry in Part 1 lists the year as 502 for some stupid reason :-[ I'll fix it at some point.

EDIT II:
Wait a second... I just reread Splint's in-character post...

If there is a pitchblende lever somewhere... and that lever is what operates the drawbridge...

THEN WHAT IN THE HELL DID THE LEVER WHICH I DECONSTRUCTED DO!?!? D:
Title: Re: Spearbreakers - A hopeful epic.
Post by: Ashsaber on March 02, 2012, 02:48:45 pm
It's just a lever to reality, don't worry about it.
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on March 02, 2012, 03:12:30 pm
I'm not sure where you guys live but it's great reading a bunch of updates that happened while I was getting up and going to work at 3AM.  :D

Same here, 3AM :P I think Mr Frog, Splint and I are all nocturnal.

Oh, yes, because I forgot... I did, in fact, **** up Ash's gender, AshSpawn is, in fact, male, and I have no idea why I thought otherwise.

@Splint:
Considering the mayhem that went down in Talvieno's turn despite both him and you being fully aware of exactly which flavour of shit was about to hit the fan, I shudder to think of what LW's reign will end up doing to the fort ._.;
I predict that our humble fortress's population will drop by at least 40%.



It will be hilarious.

@Talvi:
I found the dwarven graffiti but couldn't think of anything to say about them.
I was going to use the tower for a ceiling drop on the stranded Spawn, but I've grown sorta attached to the creepy bastard for some reason :-\ I'll think of a use for it at some point.
I already have a drawbridge in the new entrance. A spike moat would be cool, but I have better things to be doing than making pointy objects to stick into the ground, such as making pointy objects to stick into the Spawn.


The Spawn turned up ridiculously early in my test fort as well, but I decided it was both funny and still-manageable, so I didn't bother trying to fix it. FWIW, the goblins are also sending ambushes earlier than I thought they would, so perhaps it's more of an overall behaviour change in 34.01.

EDIT: Oh wow, I just now realized that every single entry in Part 1 lists the year as 502 for some stupid reason :-[ I'll fix it at some point.

EDIT II:
Wait a second... I just reread Splint's in-character post...

If there is a pitchblende lever somewhere... and that lever is what operates the drawbridge...

THEN WHAT IN THE HELL DID THE LEVER WHICH I DECONSTRUCTED DO!?!? D:
1. Yayyyy, I didn't screw up Ashsaber.
2. Read Incestchained. :(  (yes, that was @ splint, but still)

3. It's fine, maybe somebody else will try to carve the graffiti out, who knows.
4. Spike moat cool, yes, but somehow I think the Spawn would survive it. We already know they can survive freefalls of incredible height... But yeah. Also, maybe goblins will get rid of the spawn for us at some point with arrows.

5. The lever at the top of the dining room is what controls the bridge! I hope you didn't destroy it. X|
Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 02, 2012, 04:16:23 pm
Pitchblende lever should be by where the siege machine shop was supposed to be. I put it there cause the area was high traffic.
I either go to sleep late or wake up absurdly early, so nocturnal might be a good description.

On an unrelated note, I'm considering making pitchblende a reaction component for my rail guns: And at long last, depleted uranium ammo will be a reality. And it will be absurdly lethal and the rail guns stupidly difficult to mass produce.

Also, the thread name shall be changed, AND I DEMAND MOAR MUGS
Title: Re: Spearbreakers - A hopeful epic.
Post by: Mr Frog on March 02, 2012, 04:24:53 pm
The lever at the top of the dining room is what controls the bridge!

But... Splint said... and... but... THIS PLACE MAKES NO SENSE.

----

Title: Re: Spearbreakers - A hopeful epic.
Post by: Splint on March 02, 2012, 04:27:17 pm
The lever at the top of the dining room is what controls the bridge!

But... Splint said... and... but... THIS PLACE MAKES NO SENSE.


He probably didnn't know where the bridge lever was either. Purple blends surprisingly well into clay.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 05:06:46 pm
Journal of Talvi Diamondknight, 19th Galena 202
Tessa's been missin for well-on nigh a week now, an I don't have no idea wher she could be! I've been lookin everwher for 'er, but she just ain't nowhere to be seen... I'm awful worried about her, and I'm gonna do somethin. I've had enough of my sweet lil cavies disappearin, I won't stand for none of this no more! Joseph sez I oughter make a picshur, so everbody would know who to look for, so I did - I had a nice dwarf make a drawing here of one of my engravings - he's a right nice dwarf, he is, and a darn good artist, too. Wish I could remember his name... but anyhow:
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/haveyouseenme.png)
I imagine that's bout how she looks right now... poor lil Tessa. I'm hopeful someones'll find her and bring her safe back home... I'm postin tons o' these all over, so everybody knows she's missin. I figger about 3,000 of the engravings will be good enough to let 50 or so dwarves know she's missing... Hopefully they'll all see.

I miss my Tessa...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 05:10:08 pm
Aww come on man.... That's a dick move. Now I feel bad xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 02, 2012, 05:29:24 pm
Why is it that I find shoggoths adorable yet am actually somewhat scarred by that thing? O__o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 05:32:07 pm
Nah, we know you think it's cute, Mr Frog, but don't worry, your secret's safe. ;)

Lol, Splint. :P It was fun to draw, though. Mr Frog made Talvi draw something, I wanted to illustrate it. :P In a bit of an evil way...

Anyway, I knew where the original lever was (you made it out of pitchblende, lol), but I put one in the dining hall - makes more sense to have it around idle dwarves than up top where nobody idle can reach it. Plus, if enemies got in, they'd have to run right next to the open gate in order to close it - it would be pointless, and would never get closed. :P So I built a second one. I even wrote about it in one of my posts:

Continued from the journal of Talvi Diamondknight
...
On another note, the bridge is up. I'm putting the lever for it at the northern end of the dining room - hopefully the next overseer won't neglect to read my journal. yes, I did just say that... I don't know how much more my poor nerves can take. I'm only a mechanic, after all...
...

Whoa, whoa whoa... Let's zoom in, here.
hopefully the next overseer won't neglect to read my journal.
:D :D :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 02, 2012, 05:56:46 pm
nice...

anyhow, about my turn coming up in a while. i decided that ill model my posts language and such after my char's personality. dont post a picture of the screen though, i want something to look forward to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 02, 2012, 07:55:12 pm
If my dwarf turns, then I'd like my replacement to be named Sirocco II in honor of the great and epic Sirocco.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 09:16:23 pm
If my dwarf turns, then I'd like my replacement to be named Sirocco II in honor of the great and epic Sirocco.

Ah you're fine from what I can tell. I think Mr Frog let you out of quarentine.
So you've been mauled and stabbed and become psychoticly attached to a wooden pole.
You sir are batting a hundred.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on March 02, 2012, 09:30:14 pm
That pole of his has spawn resilient properties.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 09:41:05 pm
That pole of his has spawn resilient properties.

Perhaps so. And I demand mugs. OUR CURRENCY SHALL BE MUGS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 09:43:12 pm
That pole of his has spawn resilient properties.

Perhaps so. And I demand mugs. OUR CURRENCY SHALL BE MUGS.
Well... I did find gold... :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 09:55:26 pm
That pole of his has spawn resilient properties.

Perhaps so. And I demand mugs. OUR CURRENCY SHALL BE MUGS.
Well... I did find gold... :D

As did I. there was a tiny ass patch in the mess hall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 10:08:01 pm
That pole of his has spawn resilient properties.

Perhaps so. And I demand mugs. OUR CURRENCY SHALL BE MUGS.
Well... I did find gold... :D

As did I. there was a tiny ass patch in the mess hall.
Well, awesome, I use my two patches, you use your one patch, and we'll see who becomes the richest dwarf in Spearbreakers. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 02, 2012, 10:19:18 pm
I just got my fourth artifact mug in my current masterworkDF fort... i have four artifacts....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 10:31:51 pm
I just got my fourth artifact mug in my current masterworkDF fort... i have four artifacts....
Nothing but artifact mugs? You, sir, are extremely lucky. I would give kingdoms for such a treasure. As it is, all Spearbreakers has is the following:

23rd Obsidian
...He made us a mug. A MUG. I swear, I'm tired of mugs. I've seen 'em everywhere, I've seen too many. I cain't take the doggone things anymore! They're ugly, disgusting... (no offense to you, Miss Bombzero) Ugh. Anyhow, Feb proudly bragged that his mug was worth 16800 coppers. However, he was outraged when I suggested we sell it... (editor's note: he's a good dwarf) so, worth a lot or not, it's still worthless. Looks like he wanted to be able to drink his enemies, maybe?
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/dumbmug.png)
This is a gypsum mug. All craftsdwarfship is of the highest quality. It is encrusted with round gypsum cabochons, studded with iron, decorated with holistic spawn bone and encircled with bands of oval gypsum cabochons. This object menaces with spikes of win.


... we need more. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 02, 2012, 11:04:47 pm
Shitty news, guys. My grandma's visiting this weekend, which means that it'll be really noisy and busy around here, which means that my work rate will likely drop from 'slow' to 'glacial'.

Y'all have two choices now:

{A} Wait up to 3 days for things to settle down a bit here

{B} Demand that I hand over the save now

The choice is entirely yours, Spearheads. In this, I am your puppet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 11:06:55 pm
Well, how far along are you? if it's nearly new years in game then you may as well pass it along with an update if you can.

However, it's up to the Overseers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 02, 2012, 11:17:50 pm
This is a gypsum mug. All craftsdwarfship is of the highest quality. It is encrusted with round gypsum cabochons, studded with iron, decorated with holistic spawn bone and encircled with bands of oval gypsum cabochons. This object menaces with spikes of win.


... we need more. :(
Wait, it's made of gypsum, of all things?
How does it even... I mean, gypsum in water... Buh... huh...
> Sus has gone stark raving mad!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 02, 2012, 11:19:39 pm
Honestly, I haven't even started playing again yet :-[ It's been a reasonably busy day today.

I'd be more than happy to resume once things quiet down a bit; I'm just not sure if this thread will survive 3+ days with no updates :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 02, 2012, 11:27:13 pm
Well... We have mugs... We have beer.
Spoiler (click to show/hide)
We'll have a party while you're gone, maybe?

And yes, it's made of gypsum, Sus... I have a feeling it's far from being unique in that. =P

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 02, 2012, 11:35:27 pm
my favorite is artifact lead buckets/mugs/barrels etc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 02, 2012, 11:44:54 pm
I'd like to see 10 depleted uranium hammers tested....

Also, show of hand. Who woulda though that humans were good at killing spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 02, 2012, 11:59:13 pm
Also, show of hand. Who woulda though that humans were good at killing spawn?

what? size advantage?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 03, 2012, 12:11:55 am
Also, show of hand. Who woulda though that humans were good at killing spawn?

what? size advantage?
We need manamaids.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 03, 2012, 12:21:40 am
Also, show of hand. Who woulda though that humans were good at killing spawn?

what? size advantage?

No idea. But Humans came to my little running of it the third year. The wagons bypassed, but three merchants hell bent on getting to the fort led thier pack animals up with 4 guards. One maceman died, and a 14 spawn attack, PLUS reinforcments and three thieves fell to a swordsman, hammerman and another maceman.

Honestly it seems everything going wrong in the offical game is going the opposite for me. Which is unusal.

Stova didn't die (Tough an unfortunatly timed migrant wave did, resulting in a pair of stolen socks and some pants) I got attacked not by an FB but elk birds who got domesticated, I had an untrained inexpierienced marksdwarf oneshot another elk bird, and humans cleared out a spawn attack for me, after I fed 5 goblin POWs, who were the survivors of a massacre at the hands of Stova, to a captured minotaur. I also have a tree farm underground, and more crap left over from slaughtered caravans than I know what to do with. Can't really melt the human armor cause I don't have magma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 03, 2012, 12:53:51 am
Okay, I've got a solution. My game's set to seasonal autobackup, so I have a backup from the start of autumn. I'll try to chip away at it over the weekend; if y'all start getting sick of waiting, I'll just post the backup and the next guy will continue from there. Sound good?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 03, 2012, 12:55:22 am
Okay, I've got a solution. My game's set to seasonal autobackup, so I have a backup from the start of autumn. I'll try to chip away at it over the weekend; if y'all start getting sick of waiting, I'll just post the backup and the next guy will continue from there. Sound good?

That works. Give it your best man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 03, 2012, 01:17:37 pm
Eh, so bad i forgot about this topic :D anyw time to catch up with u and rp some.

HARD's Journal:

(http://img571.imageshack.us/img571/8180/dwarfspear1.jpg)

Unknown Date
Last few months were hard i still have nightmares which do not allow me to sleep, i'll be calm only if i kill all of these monsters... ALLL OFFF THEEEEM!

when i was isolated, GODDAMNIT MR FROG THAT WAS HORRIBLE!!... but necessary, i was visited by the holiest Armok himself!! THAT WAS A MIRACLE! beautiful, white rat talking to me, he said:YOU ARE THE CHOOSEN ONE WHO MUST RID THE WORLD OF EVIL! and then he disappeared, he also told me to change my name to "Wynz" so i'll be blessed in the battle against Spawns. I MUST DO IT I MUST KILL ALL THE EVIL ARRRRRRRGHHH...

ok it's time to inform administration about changing the name in my papers.

PRAY THE ARMOK!

ps. i drew the spawns from my nightmares, i'm gonna watch it all the time i have to get used to their look so i won't be scared in the battle, NO FEAR! NO MERCY!

(http://img848.imageshack.us/img848/9408/spawns.jpg)








Okey so then please change my dwarf name to Wynz :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on March 03, 2012, 03:31:10 pm
Just -had- to see that while I'm eating, thanks. thanks a lot. :'(

On a related note...

Imagine how the spawn get that speed of theirs and attack while just on their hands.

Even though I'm turned...
-Scratched on the floor-
Had Cavy Boar. Tasty.
Not enough Liver.
Want more Liver.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 03, 2012, 03:52:08 pm
STATUS UPDATE

I'm 2/3's of the way through the autumn playthrough. It's been pretty boring so far, save for a brief incident in which I may or may not have nearly caused the entire fortress to go up in flames. Fortunately, nothing came of it except for a small cloud of smoke engulfing the forge area. I probably shouldn't get cocky, seeing as how most !!FUN!! in DF tends to arrive towards the end of the season.

The military is now entirely-equipped except for breastplates. We could definitely stand to have more troops, but it seems that having multiple caravans be annihilated can make a fortress seem rather unattractive to potential immigrants; I'm working on that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 03, 2012, 04:45:31 pm
-snip-

It's 8:40am, and now you ruined my chances of going back to sleep  :(

Gonna have morning nightmares.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 03, 2012, 05:16:32 pm
If nothing else, HARD  the dorf is using logic to conquer his fear of the enemy. kinda.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 03, 2012, 06:32:11 pm
Okay, made it to Winter. Going to start on the writeup soon-ish.

EDIT:
Corrected the year in Part 1 of my turn.
Also, I'm going to be a diva and ask that Dwarf!Mr Frog's clandestine transmissions be added to the list of side stories in Talvi's index.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 03, 2012, 09:03:12 pm
HARD - Creepy, but nice. +1 for giving your character such a solid personality, which actually fits, considering you were our spawn-killing champ in the double ambush. For a champion, anything goes. (also, did you draw that first pic? If you did, that's going in the front, no question - lol)

Ashsaber - Spawn can leap at you even when they don't have any limbs remaining. How's that for nightmare-worthy?
Mitchewawa - (see above) ;)

Mr Frog, you're doing a great job so far, especially considering how busy it is - can't wait to hear the write-up. Also, as to the sidestory, normally I'd want someone else to nominate the post, but... Seeing as you're the creator of the Spawn, I'll make an exception... >.> But, next time, see if you can persuade somebody else to nominate you. ;D lol

edit: also:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on March 03, 2012, 10:07:05 pm
Weeeell...isn't so much that they can leap without legs.

It's that they can move fast AND tear off limbs without legs.

It's the mental image of them running quickly on their arms, chestmouth wide open...

...falling over due to going too fast. Dammit, stupid logic, ruining the scary.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 03, 2012, 11:49:13 pm
Perhaps they use their chest teeth as little spindly legs. Like centipedes. Dwarf centipedes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 01:55:41 am
Allow me to explain.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/spawnattack.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 04, 2012, 02:20:01 am
I coulda sworn thier maw started at the once-dorf's actual mouth and went down to about where the belly button would be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 02:22:20 am
I coulda sworn thier maw started at the once-dorf's actual mouth and went down to about where the belly button would be.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 04, 2012, 02:24:42 am
I was thinking of a drawing someone did. Rather unpleasent to look at but nowhere near as horrible as what HARD had drawn in his journal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 02:25:55 am
I was thinking of a drawing someone did. Rather unpleasent to look at but nowhere near as horrible as what HARD had drawn in his journal.
Hmm... True.
I think it looked kinda tame. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 04, 2012, 02:29:24 am
I was thinking of a drawing someone did. Rather unpleasent to look at but nowhere near as horrible as what HARD had drawn in his journal.
Hmm... True.
I think it looked kinda tame. :D

I can only imagine the kinds of nightmares those poor bastards are having.

Urist McConscript slept uneaasily due to nightmares of spawn recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 02:31:30 am
I was thinking of a drawing someone did. Rather unpleasent to look at but nowhere near as horrible as what HARD had drawn in his journal.
Hmm... True.
I think it looked kinda tame. :D

I can only imagine the kinds of nightmares those poor bastards are having.

Urist McConscript slept uneaasily due to nightmares of spawn recently.
Yeah, no kidding... lol     I wish Toady would put in settings in the interactions that would allow you to give someone a memory... I want that "doesn't really care about anything anymore" tag.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 04, 2012, 02:32:39 am
Yeah, no kidding... lol     I wish Toady would put in settings in the interactions that would allow you to give someone a memory... I want that "doesn't really care about anything anymore" tag.

That would mean one fight with the Manamaids is all we'd need for a near tantrum proof fortress army.

Afterall, they won't care if thier friends die so long as they never see that sight again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 02:37:22 am
Urist McHammerdwarf: "Oh, by Armok and all things bloody holy! Those... oh, they're so... so... so hideous! Words don't even begin -"
Urist McMacedwarf: <vomits buckets>
Urist McHammerdwarf: "By Armok, we need to repel those things somehow. I have it! The catapults!"
Urist McWorthless: "But sir! We're out of boulders!"
Urist McHammerdwarf: "We don't need any boulders..." *goes and gets own son, stuffs into catapult* "REMEMBER, CATTEN! DON'T LOOK DIRECTLY AT THEM OR YOU'LL WISH YOU TURNED TO STONE!!!!!" *pulls lever*



catten has collided with the manamaid!
catten bounces backwards!



Urist McWorthless: "Why didn't you just use mugs?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 04, 2012, 02:57:54 am
I made a bit of progress on the writeup.

If it makes y'all feel any better, I would probably have already finished it by now were it not for a bit of IRL ‼FUN‼ which left me pretty much completely out of commission for about 4 hours.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 04, 2012, 03:21:08 am
Not a problem man. Things come up. And as long as you made sure to let us know we'll be content to wait and make up witty banter and stories about children being used as ammo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 04, 2012, 07:39:03 am
Imagine how the spawn get that speed of theirs and attack while just on their hands.


It's simple, it's not the swing speed that makes them fast, it's their range! if the creature has few meters long hands he can move on them few meters forward with one move, so basicly distance that dwarves have to run in xx moves creatures can go with one move.

illustration
(http://img10.imageshack.us/img10/5219/ilustration.jpg)

if spawns have no limb maby they just jump? like this little twat
http://www.youtube.com/watch?feature=player_detailpage&v=zcsJEsRWPnI

(also, did you draw that first pic? If you did, that's going in the front, no question - lol)

Nah i didnt, just found it on google  :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 11:04:42 am
Hmm... It's a bit unrealistic... It was about four seconds before the would-be spawn leaped, then a whopping eight seconds before the would-be dwarf thought to even move her hands, and then all the would-be dwarf was doing for the next four whole seconds was simply flailing about purposelessly. Also, a dwarf would've been likely to have bitten down, but this wannabe didn't even think of it.

Also, that thing had arms... I was talking about if they didn't. =P If they head arms, yeah, they'd definitely be using them just as well as if they were legs... And still be faster than a dwarf. :P Nice clip, btw, very funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 04, 2012, 07:19:50 pm
Sorry, guys, but I think I'm gonna make this next update my last. My sluggish update pace seems to be slowly sucking the life from the thread, so I think's it's crucial that we get things moving again.

It's still somewhat busy around here, but I should be able to get the Autumn-Winter section finished and posted along with the save sometime tonight. I'll leave it up to Draignean to decide if he'll do an extra season or if we'll just go winter to winter from here on out.

EDIT: Don't you just hate it when you somehow manage to type a completely different word than what you intended without noticing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 04, 2012, 11:10:26 pm
Allow me to explain.
GAAH!  :o

Oh well, sleeping is overrated anyway...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 04, 2012, 11:30:08 pm
Sorry, guys, but I think I'm gonna make this last update my last. My sluggish update pace seems to be slowly sucking the life from the thread, so I think's it's crucial that we get things moving again.

It's still somewhat busy around here, but I should be able to get the Autumn-Winter section finished and posted along with the save sometime tonight. I'll leave it up to Draignean to decide if he'll do an extra season or if we'll just go winter to winter from here on out.
Aw. =( I simply haven't been on today - the whole of the forums seems to be going a bit slower than usual. Maybe you could reconsider? I don't know, we'll have to wait to see what Splint says, but you're still under a week, as far as I know.

Allow me to explain.
GAAH!  :o

Oh well, sleeping is overrated anyway...
Heh heh heh. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 12:31:04 am
@Talvi
I dunno... this thread was on the brink of slipping to the second page before I resuscitated it with my above post. If it weren't for your little off-topic side conversations, it'd probably have died a long time ago :-\

I'm not done the writeup just yet, but I suppose I could hold off on posting until Splint says whether or not it's okay for me to finish my turn.

Currently, the idea is that Dorf!Mr Frog becomes too freaked-out to handle the strain of running the fortress due to the stranded and captured Spawns' constant screeching dredging up all sorts of nasty memories (and being fairly disturbing by itself, for that matter), but he could just as easily keep it together long enough to make it through another season.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 05, 2012, 12:52:56 am
We can wait, Unless Draignean wants to take over the extra season. I haven't said anything cause this was a situation I felt didn't need offical intervention.

Also because I don't know what's happened I can't make another semi-madness/vengence addled journal entry.

If it maeks anyone feel better, my alternat version is going nicely. I now have more shit than I know what to do with thanks to 2 slaughtered caravans, and now both Stova and Fischer are pikemasters with Draignean and The Master really close behind. Stova is now training a second squad, and an architect happened to be a good marksdwarf and is training suppor troops.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 02:53:29 am
I'll finish my turn, then.

My grandma's going back home tomorrow (it makes me feel so awful to be saying that as though it's a good thing :-\), so things should be a bit saner chez Mr Frog. I'd love to say that the next update will come a lot sooner, but the last time I said that saw me getting irony'd up the nose immediately afterwards, so from now on, I make no promises :p

I'm finished the autumn writeup. I just need to get everything uploaded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 05, 2012, 02:59:21 am
*applauds* Yayyyyy
Really, I would've hated it if you lost part of your turn. :-\ And just a couple days isn't too bad in the scheme of things - some of the best (or longest) succession games can approach (or go over) a year in length - a few days is just 1% of the whole thing.

Also, I will attempt to get interest going in this thread again by posting this image!!!

PRESENTING...
MANAMAIDS!!!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 05, 2012, 03:05:16 am
*applauds* Yayyyyy
Really, I would've hated it if you lost part of your turn. :-\ And just a couple days isn't too bad in the scheme of things - some of the best (or longest) succession games can approach (or go over) a year in length - a few days is just 1% of the whole thing.

Also, I will attempt to get interest going in this thread again by posting this image!!!

PRESENTING...
MANAMAIDS!!!

Spoiler (click to show/hide)

Post the bottom part of the result of its ability.

It will give the rest an idea of what to expect if we can manage an epicness worthy of a sequel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 05, 2012, 03:13:21 am
Ahhh, all right. It takes some of the hilarity out of it, but...

Spoiler (click to show/hide)

As an aside, we didn't have to make the spawn thieves in order to make them want to kill all sentient life... Setting their ethics appropriately, and their religion spheres, is more than enough to start wars. :P Found that out through trying to keep Gondor from attempting to wipe out Lothlorien. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 03:24:47 am
1 Limestone 202
I finally got around to having that embarrassing error on the census data corrected:

(http://img534.imageshack.us/img534/9274/img1gl.png)

Also, I’ve ordered the mining of a gold vein so that we can make sparkly things so that we can attract migrants:

(http://img802.imageshack.us/img802/5527/img2v.png)

Finally, out of curiosity, I checked our stock records and:

(http://img708.imageshack.us/img708/8475/img3h.png)

Booze time!


3 Limestone 202

(http://img585.imageshack.us/img585/94/img4g.png)

Rodge clearly understands the benefits of regular recreation time.

Our smiths are busy with making armour, so I’m going to have the nuggets cut into cabochons to decorate things with. We’re a bit short on labourers, so I’ve ordered some fishery worker to assist with cutting gems.


6 Limestone 202
This is a very sad day for all of us. Nuri apparently dropped dead from dehydration while she was trying to navigate a doorway:

(http://img851.imageshack.us/img851/462/img5z.png)

Fortunately -- as was previously touched upon -- one of the previous overseers had thoughtfully installed a respectable number of spare burial receptacles in the cloverleaf, so we’ll be able to get the corpse put away before it starts to smell.


9 Limestone 202
We seem to have finished mining that particular gold vein, so I’ve ordered the miners to dig out a dedicated work space for the jewellers:

(http://img38.imageshack.us/img38/756/img6s.png)

I expect we’ll be able to get the still-unfinished textiles room to the left completed once some skilled labour comes in.


13 Limestone 202
I’ve designated a shale stockpile near the entrance hall so that our masons can spend less time hauling materials. I hope to see the entrance properly floored in a timely fashion.


17 Limestone 202
The human caravan has left. Fascinating... while I do commend their tenacity, I should think that it’d take far less than a month of waiting in the bloody rain looking at piles and piles of corpses to realise that we aren’t likely to be carving an entryway anytime soon.

Incidentally, I received a very cheerful letter from Talvieno today. She largely rambled through it without really settling on a specific topic, but it mainly concerned cavies and an individual by the name of Joseph (why do I recognize that name...?). Enclosed were what going from the text are seven of Talvieno’s toenail clippings and a piece of her lip-skin. I don’t recall anybody by the name of Joseph living in this site; I’ll have to double-check the census records.


19 Limestone 202
We seem to have enough chainmail now, so I’ve ordered the forges to slow production somewhat. We still need much more of everything else before our military will be fully-equipped.

Also, I’ve just now noticed a completely-empty room on the upper floor:

(http://img195.imageshack.us/img195/6260/img7h.png)

I have absolutely no idea as to what whoever ordered this built was intending to do with it; I can really only guess.


I was confused to find that we apparently do not have anybody by the name of Joseph living in this fortress. Perhaps I misread Talvieno’s letter?


24 Limestone 202
The stranded Spawn still remains up on its ledge:

(http://img862.imageshack.us/img862/7186/img8.png)

I’ve tried to soundproof my bedroom, but the blasted thing’s shrieking seems to be able to penetrate undampened through any substance. The nightmares are becoming unbearable.
I’d really like some absinthe right about now, but I don’t think the stuff’s been invented here. Blasted dwarves and their blasted obsession with mushrooms.


28 Limestone 202
I was somewhat confused about the moniker of “Forgotten Beast” given to many of the subterranean caverns’ odder and more vicious inhabitants, considering that the vast majority of them have had both their physical and behavioural traits comprehensively documented, but I believe that I finally understand it now:

(http://img444.imageshack.us/img444/4751/img9y.png)

I confess that the presence of our dear Stumeb here had completely slipped my mind. I would have small holes carved in the cavern wall, that our dwarves may view this unique creature in its natural habitat, but apparently this one shoots webbing, and that stuff’s a bitch to clean up.


4 Sandstone 202

(http://img59.imageshack.us/img59/3163/img10dc.png)

Our jewellers’ area is now complete, so I’ve ordered the cutting of native gold nuggets into cabochons. We’ll start getting migrants again once our stock of sparkly crap reaches a sufficient number.


8 Sandstone 202

The sheer distance that our soldiers have been running back and forth across to get equipment and store equipment and whatnot have been greatly irritating to me lately:

(http://img843.imageshack.us/img843/6672/img11r.png) (http://img853.imageshack.us/img853/9760/img12z.png)

So I’ve ordered that a new room be dug out next to the barracks so that we can store equipment in that instead:

(http://img52.imageshack.us/img52/4853/img13q.png)


11 Sandstone 202
I’ve noticed lately that various important workers have been wasting precious dwarf-hours hauling stones and chamberpots and shit back and forth between stockpiles and dumping grounds and whatnot when they really should be doing useful things instead. We’re short-staffed enough as it is and our workers constantly interrupting their tasks to drag crap everywhere is completely unacceptable. I’ve told these workers in no uncertain terms that if they don’t get their priorities in gear then both the things I will do to them and the implements I will use to do those things with will be far beyond anything their cretinous stone-age backwater imaginations could possibly hope to entertain. The lazy bastards were far from happy about this – quite a few of the blasted rustics even went to far as to express their ire through actual physical violence against my person -- but I frankly think I was completely justified in my anger. In any case, they should stop now.

I now haven’t slept for two days because of that damned screeching. I believe the nightmares have had a Pavlovian conditioning effect so strong that it has actually managed to override my natural sleep cycle. I’ll look through the data on local subterranean fungi I’ve received; with any luck I’ll be able to cook something up, though the appalling state of scientific affairs in this iteration means that my tools will be limited to whatever I can fashion out of slate rocks and discarded Spawn bones.

In the meantime, I’m going to have a little chat with the brewers and see if we can’t come up with something a little stronger than this plump helmet crap. I’m sure nobody will mind if I prematurely introduce a few alcohol-related technological secrets. I don’t think booze ever fucked up history. Not by itself, at least.


14 Sandstone 202
Slightly alarming situation in the forge today:

(http://img861.imageshack.us/img861/1631/img14y.png)

(http://img839.imageshack.us/img839/5759/img15w.png)

It appears that, while clearing out stone for a gem stockpile below the jewelers’ room, I had mistakenly assigned some lignite to be dumped. It is now sitting at the bottom of the forge’s magma duct, burning and releasing a massive cloud of smoke. While I am extremely intrigued by the fact that it appears to be burning without any discernible oxygen source, it’s probably safer to just stay away from burning things. To that end, I’ve deactivated the garbage dump area and put in an order for the section to be walled off.

I’ve noticed a large amount of unused furniture lying around in a stockpile:

(http://img822.imageshack.us/img822/3092/img16o.png)

Hopefully we’ll be able to find a home for it all.


I had initially attempted to concoct a tranquilizer to aid sleep, but I abandoned it after the first use of it resulted in an extremely-unpleasant incident of sleep paralysis in which the socks on my floor appeared to turn into screaming dwarves being attacked by Spawn.

Fortunately, I managed to create a different compound that deadened sensory input, most notably hearing. The side-effects are extremely unpleasant and I won’t go into them here, and it unfortunately metabolizes too quickly to last an entire night, but I appear to be sleeping more soundly now that I can’t hear that blasted screeching so clearly.

I’ve toyed with the idea of using it in daylight – that screeching never fucking stops -- but I’m not sure how I’d explain it if one of the other dwarves notices something’s off.

I’ll just have to keep at the booze like always, I guess.


16 Sandstone 202
(http://img641.imageshack.us/img641/858/img17.png)

Clearly, we need far more sparkly crap.


20 Sandstone 202
We don’t have much use for mechanics at the moment. As such, I’ve ordered Mekkia to assist with gem-cutting operations:

(http://img809.imageshack.us/img809/905/img18h.png)

She questioned why I wasn’t also helping as well. Really, I’m more suited to a supervisory role, I think.

Also, I’ve noticed that we seem to have a truly ridiculous amount of caged giant emus. I’m not sure why they’re here, but they’re more useful to us free, so I’ve ordered that the cages be set up so that the birds can be released:

(http://img694.imageshack.us/img694/7959/img19g.png)

Our military is now fully-equipped, so I’ve suspended armour production temporarily so that our bar stocks can recover. Once they get back up to an acceptable number, we can start forging some spare armour sets for any additional troops that we recruit in the future.

Our old garbage disposal has been blocked off – the lignite is somehow still burning – and I’ve ordered the digging of a new garbage shaft. This one goes straight into the magma sea, so it should be a bit safer:

(http://img19.imageshack.us/img19/2834/img20m.png)

24 Sandstone 202

(http://img171.imageshack.us/img171/9918/img21.png)

At least you’re pretty.


4 Timber 202
The dwarven caravan is scheduled to arrive soon. As our military is now at least somewhat combat-ready, I’ve ordered that the last bit of hillside be dug out so that the caravanners can access our depot:

(http://img708.imageshack.us/img708/2531/img22c.png)

There has been some mumbling amongst the other dwarves about how I’ve doomed the fort with this little act of magnanimity, but I have absolute faith in the combined forces of the F.R.O.G., our military, and the sturdy drawbridge in our entrance. We’ll be safe.


7 Timber 202

(http://img259.imageshack.us/img259/4897/img23.png)

No sooner is our entrance completely opened than does one of our idiot workers go sprinting out into the wilderness to pilfer some socks from a corpse. I quickly issued a blanket-forbidding of all items outside, so no harm done, but I’m curious as to why our esteemed overseers didn’t order them to be forbidden to start with.


11 Timber 202
A dwarven caravan came today – slightly ahead of schedule, in fact. I’m impressed:

(http://img638.imageshack.us/img638/7226/img24.png)

They also brought a diplomat, as expected:

(http://img849.imageshack.us/img849/4651/img25.png)

My policy for diplomats arriving to ask potentially-uncomfortable questions regarding the grisly fate of their last caravan is one of truth, openness, and mild amnesiacs slipped into said diplomat’s drink. Unfortunately, we don’t have any amnesiacs (again, the state of science here is just appalling), so we’re just going to have to lie slightly.

I’m sure Splint will be able to smooth this over, in any case.

17 Timber 202

(http://img710.imageshack.us/img710/6519/img26w.png)

Mekkia appears to have gone into a strange mood. I put in a request for a phonograph. We could use some tunes in here, and The Master’s serenades floating out from the barracks aren’t quite doing it for me. Plus, it almost seems as though they’re addressed to a wooden pike, though of course the very thought is ridiculous.


A kobold ambush is sighted by the caravan guards:

(http://img52.imageshack.us/img52/1839/img27o.png)

I send for the military to ward them off. While they’re on their way, a lone axe-wielding guard bravely runs in and attempts to take them down on his lonesome:

(http://img59.imageshack.us/img59/6330/img28n.png)



(http://img824.imageshack.us/img824/3158/img29.png)

The military is promptly told to return to their training, as their services apparently weren’t needed after all.


20 Timber 202
I am very pleased to report that the F.R.O.G. is working exactly as intended, earning a much-needed victory for science in this backwater dump:

(http://img443.imageshack.us/img443/1451/img30.png)

It then goes on to catch no fewer than three other thieves:

(http://img812.imageshack.us/img812/6615/img31.png)

The abnormal intensity of the kobold invasion this season is intriguing. They’ve already been kind enough to definitively prove that they aren’t a threat, however, so I’m not worried.


Shortly after the thieves escaped, I caught Bombzero attempting to run outside to satisfy her lust for carcasses:

(http://img6.imageshack.us/img6/7562/img32z.png)

Fortunately, I quickly located the horse skeleton that she’s apparently after and forbade it – it was at the bottom of the pit below the old drawbridge, so I had missed it. Unfortunately:

(http://img824.imageshack.us/img824/2569/img33q.png)

She decides to keep going after it anyways. Again, her single-minded dedication to her task is inspiring, though I am now somewhat questioning her intelligence.
She had just about gotten up to the drawbridge pit when she decided that the Spawn on the ledge was too scary and went back inside to get a drink. I suppose even those horrid Spawn are not entirely without merit.

I wasn’t sure what we needed from the caravan, so I had Splint order some cloth.


22 Timber 202
I traded a staggering amount of mugs to the caravan in exchange for some booze and wood. We haven’t even come close to getting rid of them all. Between the Spawn and these accursed mugs, this place will be the death of me.

I need a drink. I think I’ll select something from the caravan. I’m sure they brought something stronger than what we have here.


25 Timber 202

It appears that Mekkia’s finished gathering materials for her little project:

(http://img256.imageshack.us/img256/2761/img34.png)

I’m still hoping for a phonograph, though I’d settle for an electric generator.

Bombzero just ran up to me, crying about how there’s no more corpses left for her to butcher:

(http://img535.imageshack.us/img535/1401/img35j.png)

I hadn’t realized that this was so important to her. I could definitely arrange to have some more corpses produced if it keeps one of our best workers happy and productive.


Finally, it appears the Mountainhomes are suffering from a grievous shortage of drinking containers:

(http://img717.imageshack.us/img717/8451/img36.png)

Now I really need a drink.
(Oh, and the stuff the traders brought is also crap.)

The winter solstice is approaching. The year is rapidly drawing to a close.

I understand that the tradition is for the current Overseer to hand over their power to another around New Year’s. I must admit, this seems somewhat appealing to me at the moment. The drug I concocted is helping, but I’m still having terrible nightmares... and not always when I’m asleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 05, 2012, 03:40:05 am
Since Solpyre the dorf is still travelling towards the fort (as far as I know) here is something I made to discribe his ongoing journey.

On the way to Spearbreakers there is a cave. Engraved on the wall of the cave is an image of Solpyre the engraver and bogeymen by Solpyre. Solpyre is running. The bogeymen are cackling. The artwork relates to the nighttime adventures of the dwarf Solpyre in the week before he found this nice safe cave to sleep in.
(http://i41.tinypic.com/v80mlg.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 04:14:18 am
I imagine that when he finally arrives and sees Spearbreakers in all its mug-ridden, corpse-strewn glory, he'll look back on those happy times with the bogeymen and cry wistfully.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 05, 2012, 04:48:31 am
Hooo boy will that poor bastard regret his choice of relocation.

9th Limestone, 202. Interm entry.
Mr Frog was insistent on some alleged error in the census records be corrected. I have abided by his request, even if it was a nonsensical one for such a silly slight. Why he's decided to cut the gold nuggets in decorations is beyond me when he knows damn well they'll likly end up on those mugs we have stacked to the ceiling. At this point we may as well have them made our official currency.

He also keeps muttering something about an iteration under his breath when ever the matters of our tools come up. He sould really invest in a new room further from the spawn if that thing screeching is keeping him up, as sleep depreviation may be getting to him. Or he's gone mad. Then again, I sleep on the same floor maybe a hundred to two hundred feet from it and it bothers me little, so perhaps I'm the mad one.


9th Sandstone, 202. Interm entry.
Mr Frog said something about the soldiers having to go too far from thier training areas to fetch thier weaponry, and had me pass along the orders for a new armory to be dug. If anyone had paid any attention, the soldiers were supposed to train by the depot so as to respond to threats to caravans quickly. In hindsight, what with Stova dying and all I admit that wasn't the absolute best plan ever, but I stand by it for rapid reaction sake.

11th Timber, 202. Interm entry.
The caravan arrived today, and according to Frog they got here ahead of schedual. How the hell would he know when they'd arrive? No matter. He wants me to put in an order for cloth, and evidently the capital needs, and Mr Frog will love this, mugs. Fucking mugs.

It's official. Mugs are now our currency. I'll see if I can get Mr Frog to ratify that.

- Following is an image of a dwarf and mugs in dimple dye. The dwarf is surrounded by the mugs and is cowering. The artwork relates to the sheer number of mugs accidently produced by Speabreakers in the years 200 -201.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 05, 2012, 05:12:20 am
I imagine that when he finally arrives and sees Spearbreakers in all its mug-ridden, corpse-strewn glory, he'll look back on those happy times with the bogeymen and cry wistfully.
:D that is an excelent idea for an engraving as soon as my dorf finaly gets there.

Engraving:
Solpyre dorf and Mr Frog dorf sitting at table surronded with used and empty mugs drinking from mugs. Solpyre dorf has thought bubble over his head showing a picture of him runing from bogeymen but he must be drunk because in the thought bubble he is grining and the bogeymen are bright pink. Solpyre dorf is flicking away a single tear with a finger and mumbling 'good timesh was sum good timesh back then'. Mr Frog dorf is hunched over his drink and is sprinkling an unknown perception altering powder into it. Standing on Mr Frog dorf's shoulder are two socks, one of the socks has a jagged ripp in the middle and is chasing the other sock.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 05, 2012, 06:01:20 am
   Mitch's entry to the overseer suggestion box
                            5th Timber


As much as I know you love your mugs, rock mechanisms are a much more efficient trading option. Not only do mechanisms have an ulterior function (high-quality ones make for better traps!), but are also not made in threes. Equal total value to three mugs (and three mugs per rock), the mechanism needs only a third of the storage. And a third of the hauling.

However, considering the shortage of goblets in the Mountainhome, continue making mugs until this is not the case. Keep up the 'good' work!
Signed, Mitch
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 05, 2012, 06:39:15 am
The caravan arrived today, and according to Frog they got here ahead of schedual. How the hell would he know when they'd arrive? No matter. He wants me to put in an order for cloth, and evidently the capital needs, and Mr Frog will love this, mugs. Fucking mugs.

It's official. Mugs are now our currency. I'll see if I can get Mr Frog to ratify that.

- Following is an image of a dwarf and mugs in dimple dye. The dwarf is surrounded by the mugs and is cowering. The artwork relates to the sheer number of mugs accidently produced by Speabreakers in the years 200 -201.
"Accidently?"

Exactly as planned!
Spoiler (click to show/hide)

P. S. Regarding an earlier idea...

> Urist McArtillerist cancels Load catapult: no ammo.

Spawn: "GRYAAAAARRRR!"
Udib McGunnerySargeant: "F███ing IMPROVISE! "
Urist McArtilleist: " 'kay..."
Dwarven catapult: *MUGSHOT!*

> The flying {-shale mug-} strikes the Spawn of holistic in third finger, left hand, shattering the nail!
> The flying {chalk mug} strikes the Spawn of Holistic in the right eye, bruising it!
> The Spawn of Holistic dodges the flying {+shale mug+}.
> The flying {*pitchblende mug*} strikes the Spawn of Holistic in the head, shattering the skull, driving the skull through the brain and tearing apart the brain!
> The {*pitchblende mug*} has lodged firmly in the wound!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 05, 2012, 10:57:20 am
Mr Frog - Lol about Joseph. =P And the toenail clippings, I didn't quite see that coming. You're also very good at writing "start" and "goal" in the perfect humorous font... An art I didn't even realize was an art until today.

The barracks, as you mentioned them, aren't good for much besides archery practicing, for a good reason - they're very, very far from the entrance, but right next to the tower.

I'm surprised the caravan didn't have loads and loads of limestone - it's one of the few things I'm absolutely sure I remembered ordering. :\
(also, the sock nightmare was awesome. What better way to induce sympathy for the "dwarves" being slaughtered than having them be socks? lol)


SolPyre - your dwarf is drunk in the engraving?? :o That can't be a dwarf... Elf! Elf! Elf! Elf! :D Lol about the hallucinationns.


Mitchewawa - THIS! I even mentioned trading mechanisms during my turn. They're what I always trade. But yeah, looks like it'll be more productive to make more mugs... :-\


And finally, Sus - That last mug, the pitchblende one, might've torn through the brain, but it wouldn't have killed the spawn... not even close. :( Awesome idea, though... Lol



On a side note... nobody mentioned the manamaids... I knew I should've posted the full pic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 05, 2012, 12:09:51 pm
Mechanisms as trade goods at this point would ruin the way this place is going. WE. RUN. ON. MUGS. It's kinda our thing now. And it helps keep things nice and messy, since we can produce mugs faster than mechanisms, what with those workers probably being close to legendary or if nothing else accomplished. Compared to my best mechanics, who I need making mechanisms for home (Wells, unfortunate accidents, traps, atom smasherpults) and I intend to make them a part of the overly complicated railgun production. But the main deal is mugs. MOAR MUGS. They is our thing now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 01:57:03 pm
@Mitch:
Me trading mugs instead of mechanisms wasn't so much a matter of me thinking mugs were more efficient as a trade good as it was a matter of us having over 600 mugs.

@Talvi:
I've pretty much decided that Dorf!Talvi is now Dorf!Mr Frog's crazy stalker :p As you can no doubt see, the last few seasons have been reasonably uneventful, so I've had to make up character-based drama to keep it interesting.

I'm a bit iffy about Dorf!Mr Frog's blowup on 11 Sandstone; in retrospect, it seems a bit out-of-the-blue :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 05, 2012, 05:53:45 pm
been reading the battlefailed series for entertainment while waiting for my turn, yup were right on par with awesome succession forts for first few years.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 05, 2012, 07:07:54 pm
@Talvi:
I've pretty much decided that Dorf!Talvi is now Dorf!Mr Frog's crazy stalker :p As you can no doubt see, the last few seasons have been reasonably uneventful, so I've had to make up character-based drama to keep it interesting.

I'm a bit iffy about Dorf!Mr Frog's blowup on 11 Sandstone; in retrospect, it seems a bit out-of-the-blue :-\
Oh, god... Talvi is crushing on Mr Frog now?? o.O   Ehhh, I suppose it makes sense, in a way... she did think he was awesomeness personified. (also, refer to her as Talvi from now on, if that's all right - maybe change her name, I don't know, to make it easier - she's a girl, it'd be better if her name ended with an "i" - sounds more natural of a female name.) Now I'm going to make a journal entry to that effect...

been reading the battlefailed series for entertainment while waiting for my turn, yup were right on par with awesome succession forts for first few years.
Battlefailed is epicness. Pure epicness. If we could match that or come close, then this thread is a success. Ours isn't quite as doomed-from-the-start, but we're doomed, nevertheless... We can't defeat the spawn, only hold them off. Not even a fully candy-coated spearman would stand a chance against an ambush, I think. Our strength is in numbers and training. And mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 05, 2012, 08:55:55 pm
STATUS UPDATE

Made it to spring. Pretty boring winter. Going to start on the writeup at some point tonight.

Got a goblin ambush right at the end; I raised the drawbridge so that the next overseer can decide how to deal with them.

We're pretty stable now; our military's fully-equipped, if unskilled and only training sporadically. We're going to be in deep trouble if we don't get some more migrants soon, however.

I'd like to stress the fact that the Spawn are evil horror-monsters and that, until our military is much larger and more skilled, we should probably just turtle whenever they attack.

EDIT:
Since the potential for game-ending !!FUN!! is a lot higher for this fortress than most, I think it'd be a good idea if I (and others) put a link to their saves in the thread itself as well as PMing it directly to the next in line. That way, if one of the overseers ends up flat-out killing the fort due to their own undercompetence, we can just pass them over and use the most recently-posted save to continue.

----

After sending this transmission, the author dug an object out from under his bed; the object was small, square, and contained more textual information than a necromancer's entire library. Bringing up his personal journal, he added the following entry:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 05, 2012, 11:53:47 pm
loving the deranged corporation angle. Also, I had an idea for a new weapon: Mug rifle. It shoots mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 05, 2012, 11:54:09 pm
Then it begins... The beginning of the end. The last of the great champions of the Spawn Wars have fallen from the throne - it is now up to their successors, as brilliant as they may be, to pick up the torch, and continue onwards in the bold name of Spearbreakers! Undaunted by the devilry that the demons disseminate dwarfwards, the daring dissidents of danger dare not to die, daintily dodging darts, deliberately digging downwards desperately towards death's door, distracting death itself with double doses of delicate devices, daring not to dreamily doze, distraught by dementia's deeds!

This is Spearbreakers, which the dastardly devils shall not, from dawn to dusk, destroy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 12:01:46 am
Then it begins... The beginning of the end. The last of the great champions of the Spawn Wars have fallen from the throne - it is now up to their successors, as brilliant as they may be, to pick up the torch, and continue onwards in the bold name of Spearbreakers! Undaunted by the devilry that the dastardly demons disseminate dwarfwards, the daring dissidents of dawn, daring to die, desperately digging downwards in the end, distracting death with double doses of delicate devices, daring not to dreamily doze, distraught by dementia's deeds!

This is Spearbreakers, which the demons do not destroy.

Epic.

And this crossed my mind, a sort of odd version of the Thermopylae epitaph:
"Tell the world,
merchants passing by,
that in accordance to our fortress' laws,
with our broken spears we lie."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 12:13:45 am
Well, Splint, are we putting the saves in the thread, like Mr Frog said? I think I suggested that before, but you didn't like the idea. (also, I'm starting to feel weird using any words that contain the letter "d"... D-shock, if you will.)

Also, that's a pretty good poem... But Spearbreakers hasn't fallen yet. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 12:15:33 am
might as well. If you don't mind Frog, you shall be the save keeper.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 01:47:39 am
loving the deranged corporation angle. Also, I had an idea for a new weapon: Mug rifle. It shoots mugs.
This.



Somehow I missed this. What is it, a sniper rifle that shoots mugs?

"Okay, now, I'm going to blink the musk ox's lights three times and drive it around the corner to in front of the depot. The blinking is your signal that we need to get out. By that point I want you, Umol and Suglik already done with getting the human's goods into bags, and anything made of candy you can grab."
"Uhhhh... Do we need to take hostages?"
"We've been over this, and yes!!! Take one per person, dwarves only (elves if available), use them as living shields. It'll help keep us safe from the pikesdwa-"
CLUNK
-thud-
"Huhhhh, I guess that means no hostages. duh... okay, let's do this!"

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 03:55:07 am
Sure. Either way, it'd make making mugs both economical tradwise and make the mountains of the damn things useful!

I can just imagine every dwarf having a huge pile of mugs littered about thier rooms.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 06, 2012, 04:03:53 am
Pretty sure we could make some sweet instruments using mugs. Just imagine 50 idlers banging their mugs down on tables in symphony!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 04:16:38 am
Pretty sure we could make some sweet instruments using mugs. Just imagine 50 idlers banging their mugs down on tables in symphony!
Spearbreakers: Defying convention the following ways
1. Mug Orchestra
2. Mug-based artillary.
3. Mug-based currency.
4. Mug rifles.
5. Mug-based trade.
6. Mugs. Mugs EVERYWHERE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 05:20:19 am
I'd probably have to wait a bit before compiling saves, seeing as how I desperately need to step away from this thing for a bit after I'm done (the last 2+ weeks of my life have been entirely DF and Spawn and Spearbreakers with the occasional brief Tales of the Abyss break). I'll probably just need a few days, but a few days is all I need to flake and then "a few days" will probably end up turning into "a few weeks" :p


I was sort of picturing something like a mughammer.

You mug the manamaid in the head with the mug of your *slade mughammer*, shattering the skull, jamming the skull through the brain and tearing apart the brain!
A tendon in the skull has been severed!
The manamaid has been knocked unconscious!
The manamaid has been struck down.


I've gotten a bit done on the writeup (wow, I've said that a lot). I swear to Armok, I will get this last update finished and put up tomorrow even if I have to alter time to make it so >:(

'ω'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 05:30:12 am
Hrmm......
Ok, Talvieno, you up for Save keeper?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 05:38:17 am
Hrmm......
Ok, Talvieno, you up for Save keeper?

If he does, I'll be happy to take over for him when I get back. It's not really fair to make him keep a list for everything :p

BTW, I'd like to nominate Talvieno's little 'D' alliteration thingy for the quotes section. And point out that Dorf!Mr Frog's 3rd transmission still hasn't been added to the stories list (although I suppose that could be on purpose; I did have to whine a bit to get the first two added :p).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 05:46:05 am
Hrmm......
Ok, Talvieno, you up for Save keeper?

If he does, I'll be happy to take over for him when I get back. It's not really fair to make him keep a list for everything :p

BTW, I'd like to nominate Talvieno's little 'D' alliteration thingy for the quotes section. And point out that Dorf!Mr Frog's 3rd transmission still hasn't been added to the stories list (although I suppose that could be on purpose; I did have to whine a bit to get the first two added :p).

If he's keeping tabs on things he probably hasn't gotten around to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 12:24:25 pm
Pretty sure we could make some sweet instruments using mugs. Just imagine 50 idlers banging their mugs down on tables in symphony!
Spearbreakers: Defying convention the following ways
1. Mug Orchestra
2. Mug-based artillary.
3. Mug-based currency.
4. Mug rifles.
5. Mug-based trade.
6. Mugs. Mugs EVERYWHERE.
There's a few different things you both forgot.

Mr Frog (I remembered the lack of a period, don't stick wooden splinters under my fingernails again, please), the slade mug warhammer might work... If you could get close enough to use it.  ;)

Hrmm......
Ok, Talvieno, you up for Save keeper?
Will do. I'll put the save at the end of each line. I'll need Mr Frog's, and I'll have to dig through my PMs a bit til I find the other two. No sense in not keeping a running record for those who follow it.

'D' alliteration thingy will be in the quotes shortly, and I'll get your #3 up there, as I promised... But anything after this has to be nominated. :P

Can't wait to read the update, and to have it passed on to Draignean. Draignean, I hope you're ready... It's going to be a bumpy ride.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 06, 2012, 03:37:41 pm
There's a few different things you both forgot.
  • Engravings of depictions of mugs (very artistic)
I wouldn't be surprised if these occurred naturally. There's bound to be more than a few masterworks in that goddamn 600+ mug pile.
Besides, the poor sod who's been making nothin' but mugs for years on end is probably traumatized enough to engrave a billion pictures of himself making mugs.
Quote
Can't wait to read the update, and to have it passed on to Draignean. Draignean, I hope you're ready... It's going to be a bumpy ride.
...so, business as usual at Spearbreakers? :P After all, we already have not one but two Spawn mascots. And mugs. Over six hundred mugs.
This is going to be epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 04:05:28 pm
But anything [...] has to be nominated.

I think you should probably emphasize that you're only going to put up things if people tell you to; there's been plenty of cool stuff posted, but nobody's spoken up :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 04:59:29 pm
But anything [...] has to be nominated.

I think you should probably emphasize that you're only going to put up things if people tell you to; there's been plenty of cool stuff posted, but nobody's spoken up :-\
Taken care of... Hopefully. We just need nominations and people who are willing to dig through the awesome pages of this thread. :D (assuming we're going after the "plenty of cool stuff posted" that you spoke of.)
Also, as keeper of the records, I'm going to attempt to refrain from nominating people, myself... Just to be fair.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 06, 2012, 05:15:56 pm
wasn't i the one who made all the mugs?

anyways, this thread is going slow due to Mr. Frog's RL stuff, no big deal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 06:33:15 pm
Also, as keeper of the records, I'm going to attempt to refrain from nominating people, myself... Just to be fair.

No, I think that you should use your own discretion on this, as well. You probably shouldn't just put something up just because you like it, but it'd probably be fine if you asked for input from the others first.

I'm done the writeup. Going to get everything uploaded and posted straight away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 07:20:35 pm
1 Moonstone 202
It seems that Mekkia has finished her project:

(http://img24.imageshack.us/img24/1204/img1hzq.png)

(http://img441.imageshack.us/img441/5821/img2mn.png)

I guess a phonograph was too much to hope for, considering that the greatest technological achievement for the past two centuries for this iteration is apparently the mug.

On top of the fact that the thing is nigh-on-infinitely recursive (it has an image of itself on it, and close examination on a microscopic level revealed that the image is perfectly-detailed possibly to the atomic level), I am also questioning whether it’s really necessary for a mechanism to be so ornate -- the thing would be more suited to the inside of an art museum than the inside of a machine.

It is worth well over 70,000 of whatever unit of currency these dwarves use, so it should at least be useful for luring in migrants.


6 Moonstone 202
The screeching of our various trapped Spawn is getting on my last nerve. I’ve ordered construction on the addition to Talvieno’s tower to resume so that we can at least do away with the one on the ledge:

(http://img9.imageshack.us/img9/417/img3ng.png)

I swear to absinthe, I will shut that blasted thing up even if I have to drop ten entire fortresses on it to do so.


8 Moonstone 202

(http://img811.imageshack.us/img811/4784/img4o.png)

Unbelievable. It seems that Fischer took a horse lung into his bedroom and then just left it there to rot. Absolutely disgusting. I understand that these dwarves are relatively-primitive – I’ve had that fact beaten into me over the course of the last year -- but I’ve really come to expect more from them than this. Fortunately, the doors here are reasonably airtight, so we at least don’t have to smell the mess.


13 Moonstone 202
ARRRRGH!

(http://img269.imageshack.us/img269/9513/img5h.png)

Apparently, I’ll have to keep on listening to that stupid thing, because – even though it has literally no means of accessing anyone – it’s just too scary for our poor little cretins to come within a mile of without completely losing their meagre wits out of fear.

It seems any construction done must occur far enough away from the abomination for our little dwarves to not see it. I’ll think of something.

In other news, I’ve ordered a new hospital area dug around the well so that our injured can have their wounds cleaned in a timely fashion:

(http://img845.imageshack.us/img845/9425/img6d.png)


15 Moonstone 202
It think I’ve come up with a new solution for the stranded Spawn. First, we’ll need to clear some land so that our miners can dig channels:

(http://img692.imageshack.us/img692/7773/img7o.png)


20 Moonstone 202
When I woke up early this morning, I could almost swear that I saw Talvieno peeking through the door at me. I was still half-asleep, so I’m not really sure.


25 Moonstone 202

(http://img59.imageshack.us/img59/2462/img8z.png)

The land has been cleared and the channels has been dug. We now have a safe location from which to open fire at the Spawn.
Talvieno’s swirly walls are in the way, however, so I’ve ordered our engravers to carve some fortifications into it.

While I do engrave for a hobby and have a fair amount of skill, I won’t be assisting in this endeavour. There are some vital tasks that need my attention at the moment:

(http://img33.imageshack.us/img33/1678/img9e.png)


27 Moonstone 202

(http://img18.imageshack.us/img18/250/img10n.png)

I give up. I fucking give up. I have tried to explain to these little morons, slowly and carefully, that there’s nothing to be afraid of, that the Spawn using black magic to transform dwarves who look at them directly is an urban legend, and that the Spawn transformation is a well-documented viral effect transmitted through direct contact between the Spawn’s mouthparts and the victim’s bloodstream, but they don’t believe my “fairy tales”, as they call them. These damned rustics will be the death of me. I can’t wait to get out of here.


1 Opal 202
I've realized that we have no form of antiseptic anywhere in this fortress. While these rednecks obviously haven’t developed any refined means of sterilization, we should at least be able to produce soap. I’ve assigned two medical dwarves to potash and lye production, Sus to actually produce the soap, and Talvieno to press rock nuts into oil (she, at least, seemed more than happy to assist in this operation).

I’ve issued some work orders to Splint. While he fills out the paperwork, we’ll work on getting the needed facilities set up:

(http://img607.imageshack.us/img607/7691/img11x.png)


7 Opal 202
I can’t get away from the sound of Ashsaber’s and Softa’s screeches coming up from the quarantine cells. I think that I hate it even more than the noises from the damned Spawn up on the ledge (as nice as Talvieno is, I don’t think I’ll ever forgive her for getting the stupid thing stuck there, accidentally or not).

To my knowledge, the transformation is completely-irreversible – the infection permanently alters the victim's biological makeup.
Attempts at developing a cure had been made... some things, I think, should not be explained in detail. I think it’s telling that the reason for the research into finding a cure being called off was fear of the researchers suffering permanent emotional and psychological damage.

There’s still hope, I suppose. Not much. But it’s there.


15 Opal 202
Slightly embarrassing thing today – I had not considered that we would need jugs to store the rock nut oil in. I’m not sure why we can’t just use some of the hundreds of mugs around here instead, but in any case I’ve ordered some stone jugs to be produced.


17 Opal 202
I’ve ordered that our new hospital area be smoothed:

(http://img15.imageshack.us/img15/1123/img12w.png)

It’s a bit frivolous, but it’s best to communicate to our patients that our healthcare facilities are of the highest quality possible with the means that are available to us.

While, again, I am perfectly capable of assisting in this task, I really feel that it’s best that I take some time off:

(http://img804.imageshack.us/img804/8701/img13.png)

The strain of being the Overseer combined with the horrible living conditions here are taking a very real toll on me, I feel. Fortunately, I only have to keep at this for another month.


19 Opal 202
Sus has been running back and forth upstairs through the halls to the main wood stockpile even though there’s a smaller pile located right next to the wood furnace.

I can’t even guess at his motives, but I’ve ordered the offending stockpile to be sealed-off for now:

(http://img543.imageshack.us/img543/876/img14.png)

He seems to be using the closer pile now, so that’s sorted out.

Our iron stocks have already been refilled to an acceptable level (whatever I may say about the dwarves here, they at least work quickly), so I’ve ordered our forges to resume full equipment production for now. I’m also having them begin production of proper breastplates.

In military matters, I seem to have mistakenly assigned Zuglarr to a hammer squad even though he has a great deal of skill with a pike. This has been rectified.
The slow pace of our recruits’ training is somewhat worrying, but we should be able to get by.


26 Opal 202
I apparently don’t know the first thing about how they make soap here.
I was receiving complaints from Talvieno about how she didn’t have anything to press oil out of. I got a bit angry with her and told her that we have over 180 rock nuts and that she should probably try using those.
Apparently, you have to first have the nuts ground into a paste at a quern before they can be pressed.
I’ve ordered a quern to be produced at the mason’s and assigned Kannan to milling duty.

I find my complete ignorance regarding the workings of these dwarves’ more-primitive technology to be both extremely embarrassing and slightly poetic. I suppose I've been a bit harsh in my judgment of them, though their lack of magnetic accelerators to blast these stupid Spawn into oblivion will always be a mark against them in my eyes.


3 Obsidian 202
The slow pace of work in the hospital is irritating me, so I’ve decided to pitch in, potential nervous breakdowns be damned:

(http://img195.imageshack.us/img195/8162/img15.png)


9 Obsidian 202
I must admit to being fascinated by the frequent bloody rains around here, though it is well outside of my field of expertise and in any case I won’t be able to get any work done what with all the bloody noise around here. I’ll have to see about organizing a formal scientific inquiry when I get back.


17 Obsidian 202
We seem to have gotten the mug situation more-or-less under control:

(http://img190.imageshack.us/img190/9488/img16m.png)

While we admittedly still have hundreds of the vile things, they’re at least tucked away into bins where I don’t have to look at them.


19 Obsidian 202
Another fallen dwarf has risen from the grave:

(http://img191.imageshack.us/img191/7518/img17e.png)

This one certainly took its time – from what I understand, this dwarf was among those that died in the Spawn attack over a year ago, during Talvieno’s reign.


I’ve arranged for another animal to be thrown into Ashsaber’s cell:

(http://img20.imageshack.us/img20/282/img18y.png)

This one is far larger than the previous test subject, so it should hopefully keep him occupied long enough to give me something of a reprieve from the Spawn’s awful cries.

The animal is apprehended and dragged to the pit, after which it is thrown in:

(http://img831.imageshack.us/img831/8846/img19y.png)

I was concerned that the greater mass of the animal would cause it to become grievously injured upon impact, but it was only briefly stunned:

(http://img24.imageshack.us/img24/1060/img20.png)

Ashsaber tears into his prey immediately, biting its neck and leg before engaging in a manoeuvre which will be burned into my mind for all eternity:

(http://img809.imageshack.us/img809/9918/img21.png)

Despite the fact that the animal is unconscious and thus unable to defend itself, its great size and accompanying cranial thickness appears to be making it difficult for Ashsaber to land a killing strike:

(http://img534.imageshack.us/img534/2142/img22.png)

It was a long, grisly fight – though I suppose “fight” isn’t quite the right word for it. The animal sustained every sort of injury imaginable save for that one crucial strike to the brain:

(http://img820.imageshack.us/img820/3530/img23j.png)

After having all of the soft tissue in its body thoroughly pulped, the animal finally dies from blood loss:

(http://img36.imageshack.us/img36/7226/img24.png)

Ashsaber seems to have quieted down for now, though I’m not sure it was worth having to witness all of that carnage.


26 Obsidian 202
The F.R.O.G has detected a squad of concealed goblins coming in to ambush:

(http://img851.imageshack.us/img851/4651/img25.png)

As my term as Overseer here is almost up, I’ve ordered the bridge to be raised so that my successor can deal with them on their own terms:

(http://img825.imageshack.us/img825/6786/img26l.png)

The bridge goes up long before the goblins can get in. Again, I’ll leave it up to the next overseer to deal with them, whoever they turn out to be. I don’t really know any of the dwarves here well enough to distinguish which would be the best candidate, and I really wouldn’t leave any of them in charge of anything more important than a rock nut, so I’ll just draw a name out of a hat.

Our hospital isn’t yet furnished or even officially designated as such, but that’ll be simple enough for the next overseer to see to themself. We're not done with soap production either, though I set it up so that it should continue along by itself without need for further management.

I can’t say I’ll really miss being in charge of this hellpit. Perhaps now I’ll finally be able to relax somewhat. I’m now fairly certain that I will not be called back out of here anytime soon, so I suppose I’ll just have to make myself comfortable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 07:21:15 pm
Bombzero - your dwarf was actually one of three people making mugs that Splint left on their jobs. =P

Good advice, Sir Frog. I shall taketh these words to heart. Can't wait for the writeup. =)
edit: I'm late.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 07:36:23 pm
The save is here (http://dffd.wimbli.com/file.php?id=5798). I'll PM the link to Draig right away.

EDIT: PM sent. Here's hoping he responds; it's been a while :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 09:38:18 pm
He's got 3 days, so we may as well make up witty comments on the ending of your reign.

And Perhaps Dwarf Mr Frog will be pleased about the magnetic accelerator deal should this scale to sequel worthiness.

Draignean's got the save.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 10:38:54 pm
Well, I've had a bit of a busy day, but here I am again. =P Absolutely awesome, Frog, and I was thinking that you wouldn't be able to collapse something on top of the stranded Spawn... hence why I suggested arrows... In any case, an excellent end.

Is it just me, or is Spearbreakers always in peril when overseers end their turns?

Journal of Ms Talvi Diamondknight, unknown date
I saw Mr Frog again today (he don't like it when I say a period, so I been careful to watch how I speaks to him in public)... Hes so dreamy... And so smart, too. Why, sometimes, gazin at him from across the room while we make mechanisms... I start to think he might almost be from another world... He's so head and shoulder 'bove everybody else and all...

Couple nights back, I was watchin him like I always do, an' he almost saw me. not sure if he did... he don't know it yet, but I made him a spot to sleep in my cavy room... in my bed next to me... I cain't find a way t' tell im, but I'll thinka somethin'... my gods, he's so strong... mmm... I mean, Joseph and I have had some pretty rough fun usselves at night in m' bed, but Mr Frog, now...

I had a dream, bout a week back... Mr Frog was comin over the hill, just come back from killin over eleventy-seven barbarians... with his bare hands, muscles bulgin' and all... anyhow, he was comin' over the hill, riding an ox... he had a cloak made out of socks... my gods, it was gorgeous! Oh, but Mr Frog outshone them all... And he stopped by me and looked down, sayin', "Hey there, lil' lady. I got somethin' for you." And he took out a cavy out of his pack! It was so cute! But I put it down, cause he picked me up in his arms... and as the blood rained down before us, we kissed... gods, it was so romantic... and then... we went to my cavy room... and...

the text ends here in a mess of scribbles overdrawn with a large heart symbol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 10:45:18 pm
That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 10:56:47 pm
That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.

I wouldn't go so far as 'nutjob'. I'd use 'accomplished self-medicator'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 11:06:49 pm
That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.

I wouldn't go so far as 'nutjob'. I'd use 'accomplished self-medicator'.
.... So a stoner with license to make drugs so long as he isn't fiddling with his own world.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 11:11:18 pm
That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.

Oh, really? Nahhhh, impossible! She couldn't possibly be crazy! (seriously, am I that bad of a writer? she was supposed to go from kind of intelligent to semi-intelligent to pre-child intellect. :P )

That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.

I wouldn't go so far as 'nutjob'. I'd use 'accomplished self-medicator'.
.... So a stoner with license to make drugs so long as he isn't fiddling with his own world.
He was exiled, for fooling with cave fungus and turning it into horrible threats to all sentient life (intelligent threats, I might add). They sent him back in time on the pretenses of a "grand mission which no one else could properly fulfill". Of course, he accepted, with fame, fortune and glory in the back of his mind as he stepped into the Tardis (or whatever else the Agency uses).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 06, 2012, 11:12:50 pm
That is unbelievably disturbing. Methinks Talvi is a little.... Crazy.

But then I sleep 200 feet from a screeching monstrosity in a worm ridden hole near the old depot, and Mr Frog has shown to be a transdimensional nutjob trying to make drugs from various cave fungi.

I wouldn't go so far as 'nutjob'. I'd use 'accomplished self-medicator'.
.... So a stoner with license to make drugs so long as he isn't fiddling with his own world.

That's pretty much the characterization I was using. An angry stoner with a cheerful mask carefully maintained through measured use of selected psychoactive substances, along with good old-fashioned denial.

------

Spoiler (click to show/hide)

-------

EDIT:
Oh, really? Nahhhh, impossible! She couldn't possibly be crazy! (seriously, am I that bad of a writer? she was supposed to go from kind of intelligent to semi-intelligent to pre-child intellect. :P )

If toddlers had sexually-charged dreams about people who or or may not be of their species.

In any case... don't worry about it; characterization is hard :p

He was exiled, for fooling with cave fungus and turning it into horrible threats to all sentient life (intelligent threats, I might add). They sent him back in time on the pretenses of a "grand mission which no one else could properly fulfill". Of course, he accepted, with fame, fortune and glory in the back of his mind as he stepped into the Tardis (or whatever else the Agency uses).

I was going for more that upmanage got irritated with him constantly whining about the corporation's ethics and sent him in just so that they could watch him suffer and die, but if this turns out to be more popular then I can totally get behind that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 06, 2012, 11:32:00 pm
Oh god. Manamaids were his fault. The result of some failed incedent involving manatee blubber as a base and some algae.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 06, 2012, 11:33:32 pm
Well, I figured he was your typical "mad scientist", although drunk on wine and a bit of a more respectable sort of psychopath. Also, the drug addict angle sounds intriguing.

ninja'd:
Oh god. Manamaids were his fault. The result of some failed incedent involving manatee blubber as a base and some algae.
He found Santa! And mermaids! And he.. and he... and the fungus... and the mermaids... and the fungus.. and Santa... and the fungus... o.o aaaaaahhhhhhhh my eyes!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 07, 2012, 01:21:13 am
Okay so im having problems opening the save file but im pretty sure the problem is on my end. SO could someone post a pic of Mr Frog's discription page, it's for the drawing I mentioned earlier of him and me at a table with mugs and more mugs.

On that subject Mr Frog do you want to look a certain way? maybe youd like a hat or green cloths or something. Also if you perfer you could be a different race im not sure if your dorf is a dwarf or not (or maybe youd like to be in a sadow and keep your race a secret for narrative purposes) let me know by pm or post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 07, 2012, 01:48:37 am
Oh god. Manamaids were his fault. The result of some failed incedent involving manatee blubber as a base and some algae.

Yes. YES! YESZ!!! It's Frog-Canon now, motherfucker. (Maybe not the bit with the algae. And I doubt he was working alone.)

@SolPyre:
Go nuts. I don't really see Dorf!Mr Frog as my avatar (I don't even drink, for one) :p Just draw him as you saw him.

Just be aware that if I get bored and do sketches of the Overseers' dwarves (unlikely, and I'm not sure how I'd do it 'cuz I don't have a scanner, but it's an idea I've been toying with), whatever I draw likely won't be remotely close to whatever you draw :p

For the sake of answering your question... I wasn't thinking much about what he looked like, and I never really look at the descriptions, but now I'm thinking of a spindly person -- bit too tall and skinny for a dwarf, yet too short to be human -- with a short brown beard, a friendly smile, dead eyes, and both a black bumbershoot and a small hip-flask somewhere on his person. He's wearing a grimy white suit with equally-filthy black pants.

...Of course, that's just my opinion. Again, feel free to go nuts :p

PS: You've been using Paint for your drawings, yes? Have you tried GIMP? It's free; Google it. There's a bit of a learning curve, but once you get the hang of it you will never go back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 07, 2012, 02:06:57 am
good ol' Gimp, all the function of photoshop, none of the price.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 07, 2012, 03:13:05 am
  Journal of Mitch, 27th of Moonstone

I saw a Spawn in the flesh today, while carving out fortifications. And it saw me. Its' eyes peered into my soul. The saliva covering its maw glimmered in the sun, and in the flash of light I saw horrible things. An army of Holistic, rising from silt, seething with foul energies that poison the sky. Our fortress under a black sun, raining blood up to our ankles. Great bone claws clashing with iron, steel and stone. The death of hundreds in a matter of days, screaming of both dwarven and not.

I dropped my chisel and ran, of course. So did others, who wont speak of what they saw. Maybe they did not see anything? If I were in Frogs' shoes, I would have called us, 'Dipshit dissident elves' instead of 'morons and cowards'. But he didn't see the Spawn, nor did he see a vision.

I've been doing some asking around, and they seem to be able to withstand terrible blows. Even missing limbs, they appear to be able to hop using only the projection of their jaws. The overseers sought spears to counter them; but for what use are piercing their organs, of which spears are so proficient, when they can live without them? Nay, blunt weapons are the way to victory. Nothing can move with a shattered spine.

Methinks we need to build a proper defence, but they simply crush weapon-traps beneath their feet of bone. Perhaps we should breach the caverns, and Armok willing, capture a giant cave spider to tie them down on top of rows and rows of masterwork blunt rock weaponry?

PS. Heard a lot of mention about 'manamaids'. I don't know what the hell that is, but I get the feeling I don't want to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 07, 2012, 12:00:32 pm
Mitchewawa, that was awesome. If I could nominate something, it'd be that - anybody else want to second it? That was perfect.

A couple things, though:
In my second post, I gave a hint (in a pic) as to the spawn's weakness... Really, there's only one way they can die, and shattering the spine isn't really one of them. (as far as I know, but Feb did manage to get that one kill... I might be wrong.) I haven't known them to be capable of being decapitated, either.

you're very right... dwarf Mitchewawa probably doesn't want to know anything about manamaids... the legends, if you believe them, say that they're literally living nightmares. evil creatures from across the seas, children of the blighted isles - hideous beasts, such that they can all but kill you with nothing but a glance. Think medusas... but far worse. The medusas at least turned you to stone so you wouldn't have to live forever in unbearable mental agony at what you'd witnessed. The medusas were a kind folk, not as heartless as the manamaids... and nor were they as strong.



A suggestion to Splint - perhaps you could spoiler the starting seven in the original post? It's far enough along now that we don't really need it anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 07, 2012, 12:28:50 pm

EDIT: Seconding Talvi's nomination. Because I care.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 07, 2012, 12:35:50 pm
Awww, spoilers. Well, might as well post the full picture now, right?    (also, I've been working on them on and off in my spare time... they're a bit worse than you think, now...)

ACTUAL SPOILER:
Spoiler (click to show/hide)

EDIT: I thought they were manatees with the upper body of a woman? (although terribly, terribly obese to the point of manatee-similar weight)

EDIT EDIT: Although deeply apologetic to the world for what we have done... I wouldn't be opposed to another TinyChat meetup to see what else we could come up with... ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 07, 2012, 01:29:22 pm
Reports on the manamaids' appearance are conflicting; of those that have had the misfortune to observe one directly, very few are now in any condition to adequately describe exactly what it was they saw that literally caused their eyes to bleed.

Also, this is incredibly off-topic in the worst possible way :p

Draignean, if you're reading this (and haven't already fled in disgust/horror), how are you doing on the fortress?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 07, 2012, 02:25:48 pm
Reports on the manamaids' appearance are conflicting; of those that have had the misfortune to observe one directly, very few are now in any condition to adequately describe exactly what it was they saw that literally caused their eyes to bleed.

Also, this is incredibly off-topic in the worst possible way :p

Draignean, if you're reading this (and haven't already fled in disgust/horror), how are you doing on the fortress?
Excellent explanation. Though it's true, the blood... even from the eyes of vampires, their essence drips away at the first sight of such horrors.

How is this off topic? These beasts are finally what drove away the spawn in the end. Or, perhaps they joined the spawn. Or, perhaps they simply invaded. Or... :D

But no, how's it going, Draignean?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 07, 2012, 03:59:15 pm
Pff, that isn't that horrific to imagine. But maybe because the internet has caused me to 'not care about anything anymore'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 07, 2012, 05:36:01 pm
Pff, that isn't that horrific to imagine. But maybe because the internet has caused me to 'not care about anything anymore'.
All righty then, Mitchewawa... :D

First, (seriously, viewer discretion is advised - not kidding here)
Spoiler (click to show/hide)

Second, imagine fighting these things... Imagine being all happy and carefree, rushing out with your soldiers and then discovering they fall unconscious at the mere sight of these beasts, and then discovering that the manamaids like to lay atop of your slowly-awakening dwarves (in a somewhat suggestive manner), crushing them to death.
Imagine trying to survive a siege - or worse, an ambush.

Still not horrific? :)

Now also imagine that Splint's leaning towards putting these into whatever succession game comes after Spearbreakers... because he is. They almost got put into this one.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 07, 2012, 05:49:15 pm
The ultimate challenge.
The Ultimate showdown.
Railgun and blade vs blubbery monstrosity. And that picture was absolutly hideous, but lakick the chainmail bikini they wear.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 07, 2012, 06:31:40 pm
I have an idea. STICK TO THE THREAD AND QUIT DERAILING.

that is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on March 07, 2012, 06:46:15 pm
I second that motion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 07, 2012, 07:20:03 pm
@The Master, codyorr:
For what it's worth, I'm very very sorry ;_;

@Talvieno:
I'm a little dodgy about having that image posted here... there's off-topic, and then there's AUUUGGGH MY EYES.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 07, 2012, 08:45:16 pm
Sorry about that. I'll stay strictly on-topic henceforth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 07, 2012, 09:10:13 pm
Draignean, if you're reading this (and haven't already fled in disgust/horror), how are you doing on the fortress?

Let's see... First of all, my DF eyes are weak. :( I've been relying on graphics packs for far too long.

Now, to the actual business of the fortress.

1. Why in Armok's sanguine name is good, farm quality land being used for workshops? These must be relocated.
2. Farming is rather weak at the moment, will have to be bulked up.
3. Gypsum in the finished areas is intolerable, this must be moved.
4. WHY THE HELL ARE THE ANIMALS RUNNING AROUND? All puppy's will be caged until they are old enough to train. All war dogs will be assigned to squadrons. All the bloody Emu's will be pastured or otherwise dealt with.
5. We're running dangerously short on mugs.

Actual achievements to date,
1. Removed troublesome spawn from ledge. Failed to kill it, but it is now in a position to be weaponized.
2. Minor re-org prior to the massive staff changes pending.
3. Managed not to kill us all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 08, 2012, 12:44:43 am
@Draig

1+2. I wasn't really concerned about farming -- the dead caravans left us with well over 500 units of booze :p
3. No pertinent comments here, but I read that entire line in the voice of Sean Connery for some reason.
4. Do what you will with the dogs (hint: Ashsaber likes liver), but for the love of all that is easily-munched by Spawn, leave the emu which is tied in the box above the entrance there :p
5. (deep breath) AAAAAUUUUUUUUGH!!!


1. How!? :o BTW, If anybody got bit... well, you know where the quarantine cells are :p
3. PIX OR DIDN'T HAPPEN
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 08, 2012, 12:49:21 am
3. PIX OR DIDN'T HAPPEN

for once, i actually deem that phrase as necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 08, 2012, 01:01:05 am
1. How!? :o BTW, If anybody got bit... well, you know where the quarantine cells are :p

I dug through the wall immediately behind it, save for the last tile, then stationed our entire military force in the little tunnel. After that it was a simple thing to get some foolish miner to tear down the last stretch of wall and let the battle commence. The attack knocked the spawn backwards, throwing it off the ledge and into the drawbridge ditch.

The only casualty was the left front paw of a war dog, the paw was clawed off rather than bitten off. The spawn has now, unfortunately (I had hoped to trap it), wandered off the edge of the map.

New developments.

Two dwarves have been KIA, but the fort is now open for business again.

3. PIX OR DIDN'T HAPPEN

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 08, 2012, 01:23:23 am
The Giant Emu are war animals, but in my expierence you may need to cancel and then reassign the train duty to get them to actually start training in a timely fashion. Regular sized emu are intended for egg production, as are the hordes of chickens. And if we're running low on mugs.... MAKE MOAR.

Did Dwarf!Draignean just kill a bunch of goblins solo? Or did he just reach them first?

Thread derailment is due to updates being few and far between (But oh so satisfying when they do occur.) And as I have no problem with it since Talvieno's been kind enough to index the main posts, I wouldn't think our entertaining ourselves and trying to mentally scar you all for life isn't an issue.

Besides, it seems like maybe four of us are contributing other stuff, so come guys, feel free to throw in random entries and whatnot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 08, 2012, 01:28:35 am
@Draig:
Oh noes! Who died? Meh, guess we'll find out shortly enough :p

Don't worry, the Spawn syndrome only affects dwarves. Anything other than a vanilla dwarf will be unaffected :p

It's kind of weird to see the stuff I built displayed in the standard curses font :o

Would you hate me if I told you that I was planning on packing my tileset in with the save as a present after Mitch said he liked it, but forgot to do so? :p

@Splint:
Well, we should probably try to keep the side conversations pertinent to the fortress and events therein :p the stuff with the manamaids was particularly ridiculous, considering that they're basically just an inside joke :p


:p :p :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 08, 2012, 01:33:17 am
Aww come on, nothing wrong with causing the future overseers to not give two fucks about thier lives or those around them after that hideous mess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on March 08, 2012, 04:49:49 pm
Liver and tongues, the proper breakfast of any self respecting spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 08, 2012, 04:53:00 pm
What a waste of a good giant emu though.

Those were meant as fighting animals (A nasty supplement to the dogs) not spawn feed D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 08, 2012, 05:49:56 pm
contribute to thread...
heres one.

Journal of Bombzero, Miner and mug maker.

I think i heard muttering that we were low on mugs, obviously the overseer is incompetent, as mugs are very, very, very, very, very, VERY important to our economy.

on a less horrific note, a dog was nearly killed when the military risked their life to get that abomination away from our old front gate.


(yes, it sucks, but there i contributed. don't worry ill try harder for my writeup on my turn  :) )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 08, 2012, 07:51:18 pm
New progress...

1. EVERYONE has undergone a job/skill audit to increase efficiency.
2. A massive wood harvest run has been pulled off successfully thanks to troops picketed at regular intervals.
3. Farms have been somewhat expanded, pending the relocation of the primary workshops.
4. Excavation of the new workshop level is coming along nicely.
5. 29 pieces of Adamantium have been mined.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 08, 2012, 09:11:19 pm
Well, its nowhere near finished but since I feel like ive been quiet for too long and not much is happening on the thread here's what im working on. That's Mr Frog on the left.
Spoiler (click to show/hide)
(DONT put this in story art)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 08, 2012, 09:29:35 pm
@Draignean:
4. Is this building off the jeweler's/clothier's area I built? Or do we now have 3 different work areas? :p
5. I swear to green tea ice cream, if you release the clowns I will send my imaginary ninja slugs after you. After which we'll savescum.

@bombzero:
For some reason, I imagined Bombzero's journal to read something like this:

Journal of Bombzero
20 Obsidian 202

I'm out of corpses. i wish we still had some. i like corpses, they're fun to take apart and you get meat after you're done. some days i want to sit at the butcher's shop and cut things up all day long. I like peeling the skin off, it reminds me of when mama gave me that pretty box on the solstice and when I took its clothes off there was another box inside. i get the tingling in my insides whenever i slice through the tough things tying the soft stuff to the bones. it feels so nice. Sometimes when the corpse is really ripe i can poke its tummy with my pickaxe and the guts shoot out and it's like they're streamers and i'm at a birthday party, also sometimes there's little white crawlies and it makes me so happy that they're having fun too and we're all having a corpse party together.

the white crawlies and me are best friends. I like to show them the mugs i made so they can see that I'm working hard. they get very sad when i'm not working so i make sure i'm always doing something. sometimes I get tired, but i try not to sleep because i don't want them to be sad.

I think i'm gonna ask Mr Frog to make some more corpses so that the crawlies won't get upset. i guess I could take something apart while it's alive but it's hard to make them stay still.

I wonder if you can make mugs out of corpses? i'm sure that would make the crawlies very happy.


@SolPyre:
Maybe try toning Mr Frog's grin down; he looks like he's going to eat me :p Although, he is tweaking out on an untold amount of psychoactive substances, so I guess it's to be expected. Actually, I think his expression is pretty fitting considering what he's doing,

You're doing a pretty good job, in any case. I'm guessing you took my recommendation of GIMP? If so, I think you should try fiddling with the opacity of the brush when drawing details. I like the bold outlines, but for little details like facial lines and creases on clothing (good job on those, btw; I know how hard those are to do) even a 1-pixel-thick line can be a bit excessive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 08, 2012, 11:50:48 pm
Well, we're now into late spring. (Yes I've been moving that slowly.)

New events.
1. Population is up to 60 (GO GO Desperate Gambit!)
2. Bridge fiasco causes creation of alternate entrance.
3. Adamantine is now being smelted (What should we make first? Adamantine mugs, anyone?)
4. Magmaforges expanded
5. Stockpiles expanded
6. Farming expanded
7. Military bulked up somewhat
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 09, 2012, 12:19:09 am
@ Mr Frog, hmm... sounds about right, ill have to wait till my turn to cross-reference my status screen with what other people have said about my character up till then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 12:33:12 am
Well, we're now into late spring. (Yes I've been moving that slowly.)

New events.
1. Population is up to 60 (GO GO Desperate Gambit!)
2. Bridge fiasco causes creation of alternate entrance.
3. Adamantine is now being smelted (What should we make first? Adamantine mugs, anyone?)
4. Magmaforges expanded
5. Stockpiles expanded
6. Farming expanded
7. Military bulked up somewhat


3. Axes. Candy axes will make decapitating the Spawn much much easier. Pikes might be good for striking at their weak point, but I'm not sure if being made of adamantine would help much with that.

7. 25-30 fully-equipped soldiers should be enough for early on, though it's probably best to get as early a start as possible on training a large-scale military. Just keep drafting and training and forging. Also: the Spawn can be hit with ballista arrows, so that may be worth looking into while we're still making entrances.

BTW, for those keeping score, we are now on our third entrance. With the current ratio of elapsed turns to entrances dug, I project that our fortress will have 9 different entrances by the time Splint's second turn rolls around.

...Does this mean that my brilliant F.R.O.G. is now useless? ._.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 09, 2012, 03:37:45 am
Keep the pikes steel. If the amount of teeth that go flying are any indication, our dwarves love bitch-whipping spawn with the pike-shaft.

Adamantine geared shock troops would certianly be nice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 09, 2012, 03:52:21 am
3. Adamantine is now being smelted (What should we make first? Adamantine mugs, anyone?)
Armour! That's what the candy fluff was made for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 09, 2012, 03:59:05 am
.... ok, ONE set of mugs. But those shall be forbidden and stuffed intoa coin and fancy object vault.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 04:02:46 am
I personally would usually rather have axes than armour, since they require less material and every layer of candy I don't have to mine is a good layer.

But then my military usually isn't routinely facing nigh-on-unkillable hellspawn from whom a single direct bite can eventually cause disaster. So, y'know, grain of salt and all that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 12:30:34 pm
Alright, should be done with spring today, enough seems to be happening on a seasonal basis for me to do writeups at the turn of each season.

Succession forts are all schizo, but this... this is Spearbreakers.

By the by, what does that pitchblende lever do?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 09, 2012, 12:44:33 pm
me want adamantine spear pleax

to kill ALL SPAWNS ARR!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 12:50:36 pm
me want adamantine spear pleax

to kill ALL SPAWNS ARR!

Uh...

Would you settle for a silver scourge through the occipital lobe? 'Cause you already got one of those.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 09, 2012, 01:00:25 pm
Ack, I missed a whole day of activity. X| Sorry about that, a friend needed someone to be there for them, that was me.
3. Managed not to kill us all.
3. PIX OR DIDN'T HAPPEN
for once, i actually deem that phrase as necessary.
This. This sums up Spearbreakers perfectly.

YES! One set of adamantine mugs! Perfection at its finest.
Oh Adamantine Mug, alight
With glint of dragonfire I see
Your boundless beauty, and I'd fight
Until I die for thee
                       - a dwarf of Spearbreakers


This will encourage the troops to new levels! Give them something to die for. And Splint, you're going to need to remake the coat of arms - it's in need of a mug or two.

Splint, I agree, the pikes need to remain steel/iron for sure. Axes might be good as adamantine, and I would agree with Frog on the armor being steel - breastplate, triple mail shirt, helm and two caps, gauntlets, boots, greaves. Wait, when did we find flux stone? Did we ever?

Draignean -
Splint built the workshops, not me - okay, maybe I built a couple... >.> Yeah, I built at least half of them.
Kudos on the knocking down the spawn - I hope it didn't bite anybody... It's a little sad, I think, I'd hoped it would be our mascot and guard that entrance. Maybe keep a goblin raid occupied for a time.
Do we have flux stone yet?
I'm really looking forwards to figuring out what caused the creation of a third entrance... this just seems weird. We're going to end up with so many completely dysfunctional backdoors to the surface...

The pitchblende lever: Unless Mr Frog hooked it up to something, it does nothing. I don't even know if he found it during his turn. =P

Final note: careful with the adamantine... really careful. Spawn are deadly, but I think that fighting the clowns would be far, far worse... though, admittedly, mostly just because they come in larger numbers and can fly...



edit: :o Oh, wow, HARD is dead? By GOBLINS?! How did that happen? Lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 02:31:40 pm
Quote
Splint, I agree, the pikes need to remain steel/iron for sure. Axes might be good as adamantine, and I would agree with Frog on the armor being steel - breastplate, triple mail shirt, helm and two caps, gauntlets, boots, greaves. Wait, when did we find flux stone? Did we ever?


Since we only have a small portion of our military forces dedicated to the use of axes, I think it would be more prudent to manufacture either armor, or Adamantine thread cover-alls. Some weapons will be indeed produced, at least for the squad leaders.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 09, 2012, 04:01:20 pm
Pitchblende lever should link to the original entrance to the fortress. And I may well amend the coat of arms to include mugs.

Cause THIS. IS. SPEARBREAKERS. AND WE FUCKING RUN OFF MUGS.

Also on lfux, there doesn't appear to be any local as far as I know. We've been importing enough steel to make weapons and iron was in abundance as hematite, limonite AND magnetite, so before my turn ended I had ordered flux to be imported, as should the lot of you D:<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 09, 2012, 06:21:19 pm
Someone should note all the levers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 06:32:25 pm
Someone should note all the levers.

But... that would mean that the overseer twenty years from now wouldn't have to trial and error his way through the endless sea of levers that will link to the 50+ entrances!

That's not the Spearbreaker way!

Incidentally, I'm carving my offices out of the quarantine room that I was once trapped in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 06:35:44 pm
And [Mr Frog], you're going to need to remake the coat of arms - it's in need of a mug or two.

Ask, and you shall receive:

Spoiler (click to show/hide)

@Draignean:
Don't come crying to me when your legendary +5 dodger gets feverish and there's nowhere to stash him :p

EDIT:
3. Managed not to kill us all.
3. PIX OR DIDN'T HAPPEN
for once, i actually deem that phrase as necessary.
This. This sums up Spearbreakers perfectly.

Well then put it up :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 06:57:54 pm
And [Mr Frog], you're going to need to remake the coat of arms - it's in need of a mug or two.

Ask, and you shall receive:

Spoiler (click to show/hide)

Our motto is Holy Shit?
Yeah, I guess that fits.

@Draignean:
Don't come crying to me when your legendary +5 dodger gets feverish and there's nowhere to stash him :p

It's just the one room that I'm adapting, not the entire wing. We shouldn't have any trouble with space for a bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 09, 2012, 07:13:21 pm
Someone should note all the levers.

But... that would mean that the overseer twenty years from now wouldn't have to trial and error his way through the endless sea of levers that will link to the 50+ entrances!

That's not the Spearbreaker way!
Agreed. Completely. This is worse than a hell-hole, this is a chaos-hole.

Splint, I disconnected the pitchblende lever to put a lever in a safer, more frequently-accessed location: The dining hall. However, as Mr Frog disconnected that, there's no telling what does what now.

Mr Frog, the coat of arms is proudly displayed on page one, and you got the motto perfectly. lol   Half the people who glanced into this thread uttered those exact words (different language) in their first post. (okay, maybe less than that, but it was recurrent enough to merit notice.)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 09, 2012, 07:26:51 pm
nice, putting holy shit in english would have been boring...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 07:37:14 pm
@Talvi:
There's a new lever in the dining hall operating the bridge in Entrance #2. AFAIK the bridge in Entrance #1 is now permanently out of order unless some future Overseer decides to link it up again.

@bombzero:
I don't know Latin, so I just hoped that French would be close enough :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 09, 2012, 07:42:30 pm
if i remember correctly, holy shit sounds better in french anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 08:05:17 pm
Are there any plans on putting in a ballista gauntlet somewhere? It might be helpful against the Spawn -- they have no ranged attack capability, so they'd be pretty helpless. Plus, they don't have clothing for padding, so even a bare wooden bolt might be somewhat effective (haven't played much with ballistas in 31.xx or 34.xx, though). Thinning the Spawn's ranks before they can get into biting range is crucial.

Micromanaging will be necessary to make sure the bolts aren't made of featherwood, of course :p

I think the minimum range for dwarves not to be scared is around 30 tiles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 10:37:49 pm
Spring is complete. I'm going to work on the writeup tonight (and tomorrow probably). It's been an interesting spring.

The conclusion of spring was dominated by a single event...

What happens when you cross 21 goblins, 4 mountain barbarians, and two necromancers with an overseer who refuses to yield the surface?

The bloodiest battle in the history of Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 10:43:22 pm
We can recover, though, right? :-\ How's our military doing?
I'm sure the necromancers were pleased by the amount of corpses left lying around outside :p

I've come up with a plan for a ballista gauntlet:
Code: [Select]
W Wall
. Floor
# Fortification
v Downwards slope
^ Upwards slope

+ Door
>, < Stairs
= Bolt Stockpile

%%\
}-> Ballista
%%/

f Stairs connecting to inside of fortress
x Stairs connecting to entance hall


Upper floor:

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvW
Wv#######..............................#########################vW
Wv#..%%\#..............................#x#...#...#...#...#...#x#vW
Wv#..}->#..............................#.#.#.#.#.#.#.#.#.#.#.#.#vW
Wv#>.%%/#..............................#.#.#.#.#.#.#.#.#.#.#.#.#vW
Wv#..%%\#..............................#.#.#.#.#.#.#.#.#.#.#.#.#vW
Wv#..}->#..............................#.#.#.#.#.#.#.#.#.#.#.#.#vW
Wv#..%%/#..............................#...#...#...#...#...#...#vW
Wv#######..............................#########################vW
WvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

On the left is the ballista box; on the right is a convoluted pathway which invaders are to be diverted through.
In between is a 30-tile expanse of open space, to prevent the ballistadwarves from getting spooked.
Since there are no solid walls inside the structure, any bolts that are fired will continue to travel until they hit the outer wall,
after which they will fall to the level below where they can be recovered.


Lower floor:

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^W
W^WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW^W
W^W W=============================W                            W^W
W^WWW=============================W                            W^W
W^+<.=============================W                            W^W
W^W.W=============================W                            W^W
W^W.W=============================W                            W^W
W^WfW=============================W                            W^W
W^WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW^W
W^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

To the right is a bolt stockpile. The ballistas can be accessed through the nearby stairs.
The 'f' represents a stairway that gives direct access to the inside of the fortress.
The door can be locked to prevent dwarves from running to retrieve bolts while the ballistas are still firing.

I'm too lazy to describe exactly how to go about building it, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 09, 2012, 10:51:49 pm
Quote
We can recover, though, right? :-\ How's our military doing?
I'm sure the necromancers were pleased by the amount of corpses left lying around outside :p

We can recover. All in all the battle went many times better than I had feared. Still, there were losses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 09, 2012, 11:11:42 pm
Would now be a good time to mention that I accidentally deleted the [NOT_LIVING] tag from the Spawn at some point?

Cremate the remains. That is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 10, 2012, 02:26:25 am
Would now be a good time to mention that I accidentally deleted the [NOT_LIVING] tag from the Spawn at some point?

Cremate the remains. That is all.

uh huh, im so going to believe that...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 10, 2012, 02:57:45 am
I have no idea when I did it, but I didn't notice until a few days after the game started :-\ I didn't mention it because it was already pretty clear by that point that there aren't any reanimation effects on the region.

If I'd known that Splint had apparently embarked within range of a necrotower, I would have warned y'all right away :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 10, 2012, 05:14:16 am
1. Damn it Frog, you beat me to the punch.
2. I didn't even notice the necro tower on embark, so.... Thats was kinda my bad....
3. This place is going to go right down the shitter in very short order, so I do infact have a request that all dead invaders be dumped into magma disposal partially to aleviate FPS problems. Thier junk left behind is for the current overseer to do with.

I now feel inadaquate at making symbols. And it doesn't help that I don't have a scanner D:<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 10, 2012, 11:30:09 am
necromancers... lovely... well, that makes me feel awesome. Yep, we're going to die. Let's see how long we can hold out. lol

Mr Frog - just a thought - what if you arranged the passages so that they were perpendicular to the line of fire from the ballistae? You would effectively halve the number of ballistae required to cover all points the spawn would be, in addition to allowing you to hit multiple targets (if I recall correctly, ballista bolts travel through the first 3 or 4 enemy units hit).
Also, I liked it better when it sounded like you neglected to tell everybody about the missing tag on purpose. :P But yeah... cremate the remains...

Splint - I don't have a scanner either. The cavy picture was a photograph of a backlit sheet of paper, cropped, with the contrast increased. The paper thickness was what gave it that stone-like texture.

Can't wait to read the write-up about the battle, Draignean. :) Curious, though - how are you planning on putting out the updates? All at once, per-season, or...?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 10, 2012, 12:09:31 pm
Can't wait to read the write-up about the battle, Draignean. :) Curious, though - how are you planning on putting out the updates? All at once, per-season, or...?

Per season, and do bear in mind it has been a LOOONG time since the last time I did a succession (You still had to pour water on soil to get plants, clay was useless, and the caverns were covered in plain mud), so my writeup skills are a lot rusty.

necromancers... lovely... well, that makes me feel awesome. Yep, we're going to die. Let's see how long we can hold out. lol


We can survive! We still have more dwarves than my turn started with and the entrance is still open, so migrants can still come. 
It would, however, be quite a lot easier to survive should danger rooms be allowed. Most of the dwarves that got killed were the raw recruits that I signed in from the migrant wave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 10, 2012, 12:19:58 pm
Can't wait to read the write-up about the battle, Draignean. :) Curious, though - how are you planning on putting out the updates? All at once, per-season, or...?

Per season, and do bear in mind it has been a LOOONG time since the last time I did a succession (You still had to pour water on soil to get plants, clay was useless, and the caverns were covered in plain mud), so my writeup skills are a lot rusty.
I'm sure it'll be great, regardless of how long it's been. Once a season should be good, yeah.
necromancers... lovely... well, that makes me feel awesome. Yep, we're going to die. Let's see how long we can hold out. lol


We can survive! We still have more dwarves than my turn started with and the entrance is still open, so migrants can still come. 
It would, however, be quite a lot easier to survive should danger rooms be allowed. Most of the dwarves that got killed were the raw recruits that I signed in from the migrant wave.
Ahh, true... +1 to you for keeping control of the surface during the necro/goblin battle, but if spawn show up...
Spoiler (click to show/hide)
Really, I would strongly suggest you put the place on total lockdown. =P Especially if necromancers show up at the same time. (oh, and I'm sure you've started working on it, but archers in the tower would be an awesome way to deal with necromancer threats.)

Did Ashsaber get redwarfed yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 10, 2012, 12:25:58 pm
If the troops train properly then danger rooms shouldn't be an issue. When I ran the fort after handing off the save, as alittle project, Fischer and Stova slaughtered the first goblin ambush that was dumb enough to show up with minimal help from a couple of novice marksdwarves (Meaning only four or five bolts. Stova killed whatever cages missed and Fischer killed a few snatchers.)

Really they need about a year and half to 2 of uninterrupted training. And no-one said anything about not using traps galore to afford our army that needed training. Just no magma traps.

Though I do wish we'd included the serrated disk guns.

And yeah, has everyone been redorf'd? I wanna know if I need to update the front post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 10, 2012, 01:19:45 pm
And yeah, has everyone been redorf'd? I wanna know if I need to update the front post.

Not as of now, but you can count it as done. I've just been putting it off, waiting until we had our first major incident before naming anyone. It seemed prudent then and it seems even more prudent in retrospect.

Now the only trouble I'm grappling with is whether to voice DorfDraig as Zapp Brannigan or a battle hardened vet...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 10, 2012, 01:31:37 pm
@Splint:
I don't have a scanner either :p

@Talvieno:
Good call on reorienting the passages -- though I think you meant parallel, as they're already perpendicular to the direction the arrows are firing :p A major flaw I noticed with the design was that since the passages were sideways, I was effectively forcing invaders to strafe to dodge the bolts (Dwarf Fortress: where the AI only acts intelligently when coerced). Orienting the passages the other way would fix that.

The whole point of the setup is really just to preserve metal for arrowheads. Having an infinitely-recyclable arsenal of candy-tipped glumprong bolts would be a massive boon.

@Draignean:
Dude. We are under siege by sadistic children of evil, mutated beartraps with legs, and now, apparently, immortal shepherds of the walking dead. I'd think danger rooms are pretty much implicitly required.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 10, 2012, 01:37:43 pm
Well I don't have a decent enough camera to work with either so MYEH.

I wanted to avoid the danger rooms, so unless you can figure out a logical way to present them don't mention them in writeups if you use them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 10, 2012, 01:43:54 pm
@Splint:
I don't have a camera either :3

I'd imagine being locked in a room with a billion sharp things flying out at you from every direction would be a pretty accurate simulation of a Spawn attack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 10, 2012, 03:40:11 pm
@Splint:
I don't have a camera either :3

I'd imagine being locked in a room with a billion sharp things flying out at you from every direction would be a pretty accurate simulation of a Spawn attack.

Spawn teeth don't come from every direction, unless there's alot of'em. Or they get bashed out. Traditional training is slower, but it works., given my success with the fortress afterward. I even got me a minotaur pit, though Sus almost pickaxed it to death when I needed to recapture it to add some statue columns to the entrance. Really the only thing it likes seems to be thieves; Every goblin I tossed down that was a grunt got pummeled to death in pretty short order, providing they didn't run into Stova or Fischer first.

And I already miss the ledge spawn for some wierd reason. I guess I share that sentiment that we seem to have lost our mascot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 10, 2012, 08:26:10 pm
well, just use a cave-in trap to knock out an entire spawn attack, capture them in cages, and make a ledge with hundreds of spawn on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on March 10, 2012, 09:54:01 pm
C'mon. Pictures, pictures, pictures. Anything DF will do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 10, 2012, 10:34:09 pm
Mr Frog:
Nope, I meant perpendicular. However, I meant line of ballistae instead of line of fire, my mistake. =P Thanks for pointing that out. But yeah, having passages arranged like that would allow you to layer ballistae to where you could have every single row covered, and that would be deadly against almost anything (except whales, as Sphalerite has shown).

Splint:
I kinda liked Mr Frog's idea of it being a semi-high-tech spawn attack simulator...   We could say Mr Frog designed it (with his supposed knowledge from the future). Spawn have claws, too, you know, not just teeth. They have one regular mouth, the chest mouth, and the claws... And they're frenzied, if I recall correctly. Close enough.

Maybe at some point we'll get another spawn trapped somewhere... They're pretty tough - the spawn on the ledge was there because the bridge raised and flung him (and the body of a dead dwarf) over there. If we build a moat that goes down to the magma sea, with a ledge or two 20 z-levels down, I'm sure a few will survive if we manage to fling some of them down there.

C'mon. Pictures, pictures, pictures. Anything DF will do.
Also, this. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 11, 2012, 12:34:52 am
@Talvieno:
I'm still not 100% sure what you mean by "passages"...

I think falling damage may have been tweaked/broken. That giant emu took a 2z fall and was completely unharmed -- no broken bones, no bruises, nothing.

@codyorr:
If you want pictures, draw them yourself :D Trust me, it's much faster that way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 11, 2012, 03:59:49 am
The Giant emu are obviously much much larger than their normal counter parts. I don't see why they couldn't hit the ground on thier feet and not be drastically affected. I mean I dropped a spawn from as high up as Arena could go and It only suffered popped out/off. Well maybe the spawn are a bad example but still. The Emu's sheer size and power  should be more than enough to let it shrug off a 1-2 z level fall, cause I've used those things to kill goblins. One even wound up with a goblin name after he killed three of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 11, 2012, 02:30:57 pm
The Giant emu are obviously much much larger than their normal counter parts. I don't see why they couldn't hit the ground on thier feet and not be drastically affected. I mean I dropped a spawn from as high up as Arena could go and It only suffered popped out/off. Well maybe the spawn are a bad example but still. The Emu's sheer size and power  should be more than enough to let it shrug off a 1-2 z level fall, cause I've used those things to kill goblins. One even wound up with a goblin name after he killed three of them.


In the last version, any fall above 1z would at least cause injury ("The {BODYPART} takes the full force of the impact, {DESCRIPTION OF INJURY}!"). I think. However, I didn't see anything of that sort in the combat report.

I'm pretty sure a giant emu's vast size would actually work to its disadvantage -- its greater weight would cause it to hit the ground with more force. Square/Cube Law ftw? Although, I'm not sure how DF models falling damage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 11, 2012, 03:03:37 pm
2z falls don't seem to damage 100% of the time in this version. 3z is pretty common but possible to survive unscathed. 4z always seems to at least break something.
so yah i think toady messed with falling damage. at least from what i have seen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 11, 2012, 05:11:23 pm
I meant that as it was pitted in a semi-organized way, not dumped out a cage headfirst. I won't lie I'd expect a busted ankle or something but then again the fall may have been nothing to it regardless; It would have been a fairly short fall for what a dwarf would consider a possible crippling fall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 12, 2012, 01:41:33 am
I meant that as it was pitted in a semi-organized way, not dumped out a cage headfirst. I won't lie I'd expect a busted ankle or something but then again the fall may have been nothing to it regardless; It would have been a fairly short fall for what a dwarf would consider a possible crippling fall.

No, no, no. If you drop a 60kg dwarf and a 600kg giant emu from the same height, they will accelerate at the same rate and thus hit the ground at the same speed. Since force equals the mass of the object times the change of speed divided by the square of the time period in which the change of speed occurred, and both the deceleration and time period are roughly identical in both cases, the emu will impact with 10 times as much force even though its bones would only be 102/3 times as capable of withstanding said impact.

(Now, people who actually paid/pay attention in Physics -- because I honestly don't -- did I get any of that right?)

@Draignean:
I personally don't really care how long you take to update (I'm not really in a position to judge :p), but I'd prefer that you try to at least post something every day, even if it's something completely inane like "I couldn't work on it today because my cat threw up on my lucky Hawaiian shirt and I had to get it cleaned". It's easier to wait if we know how progress is going.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 12, 2012, 01:48:26 am
(Now, people who actually paid/pay attention in Physics -- because I honestly don't -- did I get any of that right?)

erm.... sorta, but thats assuming a giant emus bone strength is scaled exactly relative to size. which may or may not be true. also does not incorporate fat/skin/muscle thickness either.

also for shorter falls its unlikely a object will reach a high enough velocity to create a comparable difference, however since Z-levels and most measurement in DF are relative/abstract, we have nothing to really go on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 12, 2012, 02:27:27 am

No, no, no. If you drop a 60kg dwarf and a 600kg giant emu from the same height, they will accelerate at the same rate and thus hit the ground at the same speed. Since force equals the mass of the object times the change of speed divided by the square of the time period in which the change of speed occurred, and both the deceleration and time period are roughly identical in both cases, the emu will impact with 10 times as much force even though its bones would only be 102/3 times as capable of withstanding said impact.

Got most of it right. I'm doing the 'Asian 5' classes for year 12.
And I'm not sure but I think emus are better for falls. They can break falls by flapping their dumb little wings, and they've got powerful ass legs. Also, the force is dissipated over a larger area then a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 12, 2012, 03:14:01 am
@Mitchewawa:
Oops. Nice catch. I knew that N = kg x m/s2, but (somehow) forgot that speed and change thereof was already m/s, so I squared the time instead (the equation as I was describing it would be N = kg x m/s3, which... isn't right :p). Herp de derp derp!

I'm not sure how the other factors you and bombzero mentioned would affect things, though, and I don't think there's any way to perform RL !!SCIENCE!! on the matter without getting the SPCA on my ass :-\

I never thought I'd say this, but if anybody wants to continue this delightful discussion about the physics of falling emus, could they please just PM me? This is now just barely teetering on the brink of becoming completely off-topic.


NEW TOPIC FOR DISCUSSION/SIDE STORIES:

The biology of the Spawn -- their anatomy, physiology, biochemistry, etc..
Be sure to take into account the fact that I accidentally deleted the [NOT_LIVING] tag, which means that, despite their various undead-like qualities, the Spawn are, in fact, living organisms, at least going from the raws we're using.

EDIT:
The fail is strong with me atm X[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 12, 2012, 05:42:25 am
Yeah, Draig. I don't wanna hand off the save cause you procrastinated or didn't let us know something was going on.

And I was going to ask we stop the falling discussion more because it was making my brain hurt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 12, 2012, 10:46:11 am
Yeah, Draig. I don't wanna hand off the save cause you procrastinated or didn't let us know something was going on.

Erk, still working on it. I've got two RTDs running in the deeps and this is the last week in my college before spring break, so all my professors are attempting to smother the life out of me before that happens.

Working on it, learning that I need to take a LOT more pictures as things progress, but working on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 12, 2012, 12:29:18 pm
its gettin kinda boring, when can we expect some journal?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 12, 2012, 12:51:06 pm
its gettin kinda boring, when can we expect some journal?

I'm guessing when Draignean becomes unburied enough from silly things like getting a proper education to be able to do important things like writing an in-character narrative describing the events within a computer game :p

@Draignean:
College comes first, obviously :p Just try to keep chipping away at it. If you absolutely have no spare time ATM due to your studies, I'm sure Splint will be happy to swap your and Sus's turns.

It might be best to post what you have of Spring now, though. If you're just too busy to go quickly, a steady trickle of shorter updates might be better than sporadically posting entire seasons. I'd hate for HARD to become bored :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 12, 2012, 01:01:34 pm
Yep, I can imagine the scene well... The pikesdwarves of Spearbreakers sitting with their spears at the tables in the great (unfinished) dining hall, draining away precious gemmed adamantine mugs of less-precious booze, talking over the screams of their converted comrades about which would make a bigger splatter if dumped off the half-finished jury-rigged tower - a dwarf or a giant Emu.

I was kind of enjoying that discussion. :P But we're talking DF physics here, not RL physics... And there's only one real way to test that. We get a dwarf and an emu and drop them off a tall tower. I'll take bets on who splats bigger. :D

But no, really. I tried a little bit of Mr Frog's save... Out of curiosity, Mr Frog - why did you use flooring in the tunnel instead of roads? Floors take up quite a bit more resources and do the same thing (as far as I know) when placed on a flat surface. (oh, and I also got attacked by an invisible necromancer)

Draignean - updates, however small, would definitely be appreciated. We don't mind their size (again, as far as I know) - it's just nice to know what's going on. I can put as many links for you on the front page as you need (though I would probably suggest a limit of about one update per month or so, to keep it at 12 or below). I totally understand the college work, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 12, 2012, 01:12:07 pm
Constructed floors are prettier :3

...Wait, am I correct in understanding that I had a necroninja already on my map when I handed off the save? O_o

...Ohhh, shit, are there any Spawn corpses in the drawbridge pit? That would be a nasty surprise :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 12, 2012, 01:40:13 pm
Constructed floors are prettier :3

...Wait, am I correct in understanding that I had a necroninja already on my map when I handed off the save? O_o

...Ohhh, shit, are there any Spawn corpses in the drawbridge pit? That would be a nasty surprise :-\

If they stay in the pit and that place goes unused then it isn't an issue.


@Draignean, take however long you need to take your turn now that we know what's goin' on. Perhaps someone can delight us with a pre-founding/migration story to pass the time? I can throw one together for the starting 7 when I get home.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 12, 2012, 03:20:07 pm
Journal of Bombzero, Miner/Butcher extraordinaire, Date Unknown.

Heard whispers about some crazy person raising dead things outside... he better not take my corpses, the little crawlies would be unhappy, unhappy, unhappy, cant have that, no, no we cant...

if i see this man who calls himself a necromancer, i'll, i'll MURDER HIM IN THE FACE, NOBODY TOUCHES MY CORPSES!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 13, 2012, 08:31:39 pm
So. i heard you lot like mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 13, 2012, 08:45:06 pm
I have literally less than a half a month left to write-up, sorry for the wait guys. If I had known it would be this bad I would have requested next year, but it should all work out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 13, 2012, 09:10:09 pm
I have literally less than a half a month left to write-up, sorry for the wait guys. If I had known it would be this bad I would have requested next year, but it should all work out.

All good. We know what's up so you're given what you need. Just keep us posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 14, 2012, 12:48:24 am
I wouldnt normaly do this but things are a bit slow on this thread so heres another work in progress pic.
Spoiler (click to show/hide)
Unfontunatly I dont think im ever going to do one this detailed again after this, its just to much work for one pic.
That's Mr Frog on the right and Solpyre dorf on the left.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 14, 2012, 01:32:15 am
@SolPyre:
Don't worry about it. It's kind of hard to do lots of detail unless you fiddle with the settings. Less detail can still look nice. Good job on teh artwerkz, though.

@Draignean:
I can't speak for anybody else, but as long as you keep us posted on your progress/lack thereof on a daily basis, I'll be happy to wait. Just let us know that you're alive and are still at least intending to work on it.

It'll pick up a bit once spring break arrives, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 14, 2012, 03:14:19 pm
MOOAARRR MUUGGSSS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 14, 2012, 11:02:03 pm
 Moar posts, more like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 15, 2012, 01:37:55 am
Moar posts, more like.

There's not much to say at the moment :p I'd personally rather that the thread go dormant for a bit while Draignean gets his sh*t together than have 3,000 vapid posts about Spawn lingerie or whatever.

...

Hurry, Draignean! We need moar carnage to titter about!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 15, 2012, 02:32:03 am
than have 3,000 vapid posts about Spawn lingerie

NEVER, well actually... ok, i agree, lets not go there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 05:57:48 am
than have 3,000 vapid posts about Spawn lingerie

NEVER, well actually... ok, i agree, lets not go there.

Yeaaaah.... That was an image I'd rather not have imagined....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 15, 2012, 06:04:12 am
Moar posts, more like.

There's not much to say at the moment :p I'd personally rather that the thread go dormant for a bit while Draignean gets his sh*t together than have 3,000 vapid posts about Spawn lingerie or whatever.

...

Hurry, Draignean! We need moar carnage to titter about!

Spawns in lingerie?

Sounds sexy
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 06:04:49 am

Spawns in lingerie?

Sounds sexy

You sir, are a deeply distrubed individual.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ahra on March 15, 2012, 09:03:02 am

Spawns in lingerie?

Sounds sexy

You sir, are a deeply distrubed individual.
Spoiler:  HERESY!!! BLAM (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 15, 2012, 11:36:51 am
It amuses me that that image has been deleted... not sure i wanted to see it anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 15, 2012, 02:50:03 pm
ye i was just kiddin :<

no spawn in lingerie photos please
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ahra on March 15, 2012, 03:06:13 pm
It amuses me that that image has been deleted... not sure i wanted to see it anyway.
t´was an 40k commisar, not nsfw
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 03:18:59 pm
It amuses me that that image has been deleted... not sure i wanted to see it anyway.
t´was an 40k commisar, not nsfw

We'd need them to ensure our pikedwarves DONT rush the enemy.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 15, 2012, 06:50:32 pm
Alrighty then, I have it done. It's a combination of sleep deprivation and caffeine, mixed in liberally with a Zapp Brannigan tone that is so wildly inconsistent that the writing itself (of which little is fit to be called such) looks more like the fevered journal of a madman rather than the reasoned log of even an inept overseer.

Uploading pictures to imageshack and spacing them in as we speak.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 07:03:18 pm
Alrighty then, I have it done. It's a combination of sleep deprivation and caffeine, mixed in liberally with a Zapp Brannigan tone that is so wildly inconsistent that the writing itself (of which little is fit to be called such) looks more like the fevered journal of a madman rather than the reasoned log of even an inept overseer.

Uploading pictures to imageshack and spacing them in as we speak.

We're fighting effectivly zombie-dorf-demons with little bits of sharpened metal on wooden poles, the slavers who're afraid of them, goblins, and are drowning in a sea of mugs, all while listning to former comrades screech from thier quarentitne cells. A madman is expected to be spawned by such an environment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 15, 2012, 07:31:21 pm
This is the Journal of Draignean Firstmoss, it is bound between two heavy sheets of slate. The front piece of slate is engraved with the legend ‘Draignean’s Big Book of’. The words are so large that no other words can be engraved on the front of the book, leaving the title perpetually incomplete.

    Dwarf Date, 203.01-1. My greatness has finally been recognized officially! The former overseer –yes journal, former overseer- Mr. Frog called me into his office to announce that he had chosen me as his successor! My obvious qualities of bravery, intellekct, and eloquence cannot be compared to that of other dwarves…

    It would appear my mother misunderestimated my abilities gravely when she said I would make a good cheese maker. HEAR THAT MOMMY! YOU WERE WRONG!

    Dwarf Date, 203.01-3  I awoke this morning to the unusual affair of having an emu in my bed. I realize that the sheer power of my animal magnetism has a powerful draw on such creatures, but I was forced to tell her that I wasn’t interested, right now I was looking for someone with a little less neck.

    To prevent further embarrassing incidents I’ve made my first official mandate by ordering every animal into a field or into a cage. I will miss my crowd of emu fan-girls, but those beaks are rather a bit hard.


    Dwarf Date 203.01-6
Though I mourn Catten’s lost foot I do not regret the decision to begin my career on a high note by embarking in a foolish mission to drive the thrice damned child of a fallen hero off of a high ledge where it isn’t hurting anyone. It was exactly the kind of thing that will make my name immortal.

   In secret I ordered a miner to dig a thin shaft behind the spawn, leaving only a thin veil of soft earth between it and the fortress. Then, in equal secrecy, I ordered the assemblage of our entire military.

   After no one arrived I re-ordered their appearance with less secrecy. (Apparently messenger emu are not used for a reason, who knew?) This time they assembled quickly, believing that this was a tactic meeting they cramming into the narrow tunnel in a confused mass of sweaty dwarves.
   ”As you know,” I announced, my perfect voice ringing out across the horde of dwarves and war dogs, ”the key factor in any battle is the element of surprise.” As I spoke I motioned for the miner to drive his pick through the remaining veil of earth that separated us from the spawn.
  ”SURPRISE”

    The resulting battle was slow to start. The spawn stared at us, its mouth and lower body agape in surprise. (At least I think it was surprise, hard to tell on those buggers.) My troops stared back. The air was thick with tension.
    My noble dog (named catten, get it journal? A dog named catten?*) was the first to recover, leaping forwards to bite the vicious spawn, but a single brutal swipe of the Spawn’s talons removed my poor Catten’s foot from her leg. Her loss, however, was not in vain, for she galvanized the men (and manly women) into action. In moments the spawn was swarmed under a writhing mass of dwarves.
    The first of our blows against it split its skull down the middle, the next stroke was a shield bash that caved the side of the thing’s head in, then The Master decided to do something rather strange. (Perhaps in vengeance for his own earlier bite wounds.)

(http://desmond.imageshack.us/Himg37/scaled.php?server=37&filename=dftothtotheface.jpg&res=medium)

    The battle concluded at long last when HARD landed a strong bash that toppled the spawn back off the ledge, shattering its bones many feet below.

    The men cheered in victory and hit me roughly as a sign of camaraderie (word a day calendar), by Armok did a lot of them feel camaraderie for me that day. My face is still sore from their camaraderie.

    Dwarf Date 203.01-8 Through senses that were hitherto (I love this calendar!) unknown to me I was able to tell that the spawn had been able to clamber out of its pit and wander off the edge of the map.

   Beardsense, that’s what I’ll call this new power…

    Dwarf Date 203.01-13 Dwarves under my command have died today, thankfully they were both friends so they’ve been saved the trouble of mourning eachother. It happened when I was going out on an expedition to pick some wildflowers for my hair, something that I was told was impossible because of a bunch of greenskins camped outside.
   Furious that a bunch of measly goblins were preventing me from my own damn field of, admittedly bloody, wildlflowers I ordered our beleaguered (I’m going to have to get  dozen of these things when the next caravan arrives) soldiers to assemble in front of the gate, minutes before I ordered the very gate to be lowered.

The battle was fierce, pikes stabbed in all directions, hammers smashed greenskin skulls, but we were invincible. The only little niggle was that one of the Goblins didn’t get the invincibility memo, flicking his silver whip-thing through HARD and Obok’s heads as fast as lightning.
   I remember feeling a deep sorrow as I saw their bodies fall to the floor, I had liked HARD’s socks, and it was going to be a pain to get his brain juice of them.

The goblin was killed at long last when one of the attack dogs ripped his throat out and he bled death, further adding to the necessity of cleaning the clothes of Obok and HARD before I stole put them to good use.


    It seemed that the very instant we finished fighting, the emu that Mr. Frog decided to put into the ceiling started screaming again. My Beardsense informed me that there were a further five goblins coming through the fortress, probably to have strong words about their brothers that we had just brutally murdered.
   That didn’t change the fact that it was time for lunch.
 
   Everyone took five and wandered back down the halls to get a plump helmet, everyone except for me that is. I had managed to tangle my pike through my shirt whilst petting Cattan for his good work, pulling it over my head and rendering my keen dwarfsight useless. Forced to rely on my Beardsense I wandered through the halls, bumping my pike into the walls and other objects as I walked and struggled to disentangle my pike from my shirt at the same time. Eventually the objects I was bumping into started howling in pain, I apologized profusely and tried to get out of the way, only to poke another soft thing. I kept on that way for a few minutes, jumping around left and right, unable to see who in red sticky circus it was I was bumping into.

(http://img12.imageshack.us/img12/1235/dfihaveasspine.png)

    Using my innate cunning I was at last able to pull my shirt down over my body and free my pike, allowing me to see the poor people I’d been poking. Thankfully my dear journal, they were merely the goblins I had been warned about, and after my incredible display of skill and transdorfinic ability they were on the run. Well, except for the dead one, he stayed right where he was.

    Dwarf Date 203.01-24 After taking a long and well deserved rest I’ve decided to give everyone a questionnaire about what they can do, what they are doing, and what they want to be. It took a while, but after reviewing the results I was able to toss them into the magma forges and tell everyone what I thought they should be.

    There were a great many gestures of camaraderie that day.

    Dwarf Date 203.02-1 I’ve learned of the discovery of a vast pillar of adamantine beneath our fortress, appalled that such an incredible resource was going to waste I have immediately ordered it to be mined out.

   Superstitious mumblers have levied some threats, but everyone with a half a brain knows that the circus is a myth, exactly like the spawn locked away in our holding cells.
 

    Dwarf Date 203.02-2 Me and The Master have had a bit of an argument recently, mostly over that overgrown toothpick he’s gotten so fond of. The bloody dwarf just kept going on about the grain and how it felt under his hands, I do believe that he’s going to end up naming the damn thing and marrying it one day.
(http://img215.imageshack.us/img215/5508/dftantrum1.jpg)
    The argument came to blows, but it was really something that we should consider an impromptu sparring match for the purposes of crime and justice.
(http://img543.imageshack.us/img543/3984/dfprotectedwoodcutters.jpg)
    That’s what I’m telling everyone anyway.


    Dwarf Date 203.02-7 I’ve named myself mayor! The position is twice as prestigious as expedition leader, and I’m supposed to get a generous set of rooms to go with my new job.

    Strange. I already feel myself growing unhappy that I don’t have those rooms.

    Dwarf Date 203.02-14
Err, I went a bit out of my head there for a bit, and I think I may be a wanted criminal now… I was walking back to patrol the woodland with my mug class battalion (isn’t that fancy sounding?) when I stopped in front of the old blood spattered bridge, realizing that I’d gone and forgotten to grab those sock’s off HARD’s body before the blood dried into them.

    All of that on top with not receiving any news about my dear mother’s condition from the mountainhomes (she’s been dead for about a year now, but I’m hopeful) made me go a little crazy for a bit. I picked up HARD’s body and threw it into the wall, clear away from the blessed socks. Then I might have dealt a few blows to the critical parts of the Bridge’s mechanisms.

(http://img443.imageshack.us/img443/3766/dfnobridgel.jpg)

    Personally I blame the sudden collapse on stone fatigue, but do the mason's listen? Nooo.

    Dwarf Date 203.02-18 By Armok’s infinite beard, Migrants!  A good steady chain of twenty dwarves and two traders (No one knows why they’re here and nobody has had a bit of luck getting them to do anything) has brought new life to our fortress.

    Of course the lack of a functional bridge has put a bit of a damper on things, forcing me to dig a temporary side passage out of the fort so they could come inside.
 
    Dwarf Date 203.02-24 I ran into Ashsaber the Second the other day, apparently the man came to visit his relative. A man who, I’m told, turned into a spawn earlier. Considering the fact that the spawn are a myth I was able to deduce that Ashsaber II’s brother was in fact a myth to begin with. He gave me a friendly pat on the face when I informed of this, a token of his esteem for my boundless intelligence, but I di-dress. (MUST FIND NEW CALENDAR. The spilled wine on this one makes it hard to read.) Ashsaber the second’s problem was that he felt he was starving to death, I told him that those feelings were simply not possible, but, compassionate soul that I am, asked him to check with our records keeper.

(http://img845.imageshack.us/img845/8383/dfstarvingtodeath.jpg)

    The news that we are in fact out of food was rather disturbing, but I’ve cleverly counteracted the dastardly plot of our stomachs by enacting a stringent rationing plan. I estimate that this measure alone will stretch our supplies of nothing out into the next year.

    Splint, however, didn’t think that measure was good enough, and he’s started slaughtering some of our emu’s for meat. What will the man think of trying to eat next, mugs?

    Dwarf Date 203.3-3 Mosia has fallen into a strange mood, I don’t know why and I really wouldn’t care except for the fact that she’s taken up residence in one of the workshops that I’ve ordered moved. How on earth are we to compete in the cross-fortress strange mandate races if people keep sitting in the things we’re trying to move?

    Well, that frustration aside, she has brought together a rather unusual set of materials.
(http://img198.imageshack.us/img198/4552/dfmosiasconstruction.jpg)

    Dwarf Date 203.3-5 After gathering yellow jaspers and some GCS silk we had lying around Mosia has commenced work on her little project, hopefully something nice. A matching set of mugs would be good.

    Dwarf Date 203.3-10 Mosia has completed her work, it’s nice enough I suppose, but for some reason I can’t seem to wear it. What good is a crown if the rightful leader of this citadel can’t wear it?

(http://img59.imageshack.us/img59/7668/dfartifact1.jpg)
(http://img831.imageshack.us/img831/834/dfartifact2.jpg)

    Dwarf Date 203.3-14 An elven caravan has arrived. I’d be more excited my dear journal, but I have no idea what they would have that is any use to us. Trading commenced slowly, we gave them a couple mugs in exchange for food, wood, leather, and another word a day calendar for me. (Wine stains are impossible to get out of goblin leather pages)

    Dwarf Date 203.3-20 We have fallen under attack, our cowardly foes have swarmed upon our peaceful commune, (There is something different about this calendar…) challenging our vary existence in this bloody domain!

    First it was a goblin ambush attacking a woodgathering party, then as the gatherers ran an ambush of mountain men attacked from the opposite direction. Pinned our poor gatherers tried to flee out into the open, only to be faced with a third and fourth goblin ambushes!
    These terrible events coincided with a sudden reanimation of the dead in the waste. Splint said something about there being invisible necromancers in the west, but that’s just crazy talk.

  To battle my dear journal, I’ve wasted all the time I can on drinks, food, and gathering my equipment, and so with any luck the battle will be over by the time I arrive.

    Dwarf Date 203.3-24 For four days this battle has gone on. Four days. Does anyone have any idea how many words I missed learning in four days?! Wretched goblins have no sense of decency, disembodied arms even less so.

(http://img141.imageshack.us/img141/4921/dfaftermath.jpg)

    Nine dwarves did us the disservice of dying in battle, leaving us to pick up the bits of their corpses and haul them into boxes for them. I’ve posthumously cited all of them for a lack team spirit. Of course I can only remember the names of four of them**, -Chopsabu, Zuglarr, Juunya, and Nottar- so I suppose the other six are going to get off light in the afterlife.

   Ah well, such is life, or death rather. I’m still feeling alright, but I’ve banned the export of catapult parts so we can build up our siege base. The others look at me like I’m crazy for doing it since we don’t produce catapult parts, but it is better safe than sorry.

(http://img694.imageshack.us/img694/1955/dfbanoncats.jpg)

    Dwarf Date 203.4-4  The last of the animated limbs has been put back to rest, but though we searched high and low there was no sight of the necromancers. The fools must have heard that I approached and fled in terror!


  *Seriously, my Dog’s name is Catten.
**The other five were undorfed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 15, 2012, 07:46:29 pm
I laughed my ass off in a public library and everyone gave a weird look.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 07:49:59 pm
Zap brannagin dorf. Ok, so Ash II has been dorfed? How about everyone else? i wanna know if I need to update the rest of the dorfing list.

And those nameless ones should've been given a random nickname (For the sake of IDing them
And you really shoulda had Bombzero do the buturing.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 15, 2012, 08:17:44 pm
Zap brannagin dorf. Ok, so Ash II has been dorfed? How about everyone else? i wanna know if I need to update the rest of the dorfing list.

And those nameless ones should've been given a random nickname (For the sake of IDing them
And you really shoulda had Bombzero do the buturing.)


Bomb was asleep at the time, and you (by dint of being six kinds of noble) have no labors besides administrative designated to you. Tagging on butcher labor so people could stop hunting vermin seemed like the thing to do.

On Dorfings...

Solpyr - Male engraver: Dorf'd as Architect/Engraver
Ashsaber - As Ashsaber II! Another prospective infantrydorf and relative of the now might-as-well-be dead Ashsaber I: Dorf'd as infantry.
Pokonic - Pikedwarf or medical crew - Friendly, sociable. Never realy goes out of his way to get stuff done. Respects whoevers in charge, and prefers to see himself as less a solder and more of a guy who protects the fort. :Dorf'd as Murderdorf/Medic
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 08:20:45 pm
Alrighty. HARD, you wanna be redorf'd as available?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HARD on March 15, 2012, 08:25:15 pm
HARD mighty spawn killer, killed by goblin, such a shame


yeah redorf me some male character, soldier if possible, can rp some family of HARD, name new character Wynz
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 15, 2012, 08:30:22 pm
Fixed broken image tags for the Artifact Mosia Made, tremble before its splendor!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 15, 2012, 09:05:49 pm
Nice write up and Solpyre finally arrived!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 15, 2012, 09:18:36 pm
Okay, HARD's been added to the list as his now dead warrior's relative Wynz.
And how the fuck do you make rigid silk spikes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 15, 2012, 11:14:54 pm
Raw updatine! Praise the Draigneans!
----
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 06:17:45 am
And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 16, 2012, 09:19:10 am
And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
I nominate this for the quotes section because I was thinking the same thing  :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Rodge on March 16, 2012, 09:50:05 am
And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
I nominate this for the quotes section because I was thinking the same thing  :)

Seconded.

Also, "Giftedscreams" is exactly the kind of name any artifact this fortress creates would be called.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 16, 2012, 01:02:36 pm
Possibly-late suggestion:

Devote adamantine mainly towards gauntlets and boots. In my arena tests, though the Spawn had a fair bit of trouble biting through breastplates or greaves layered over chainmail, they would chomp through iron gauntlets and boots as though they were made of wet tissue paper. Tasty, biteable wet tissue paper.

Since the military still seems to be a bit of a mess, I renew my suggestion that we build a ballista range of some sort. That or some sort of airlock so we can let Spawn in at a staggered rate. Maybe a drop trap, but the Spawn seem to lol at falls that should be 100% fatal, and I'm not sure if TRAPAVOID gives immunity to upright spikes (pretty sure it does).

We need some way to thin their numbers indirectly; just throwing military at the Spawn until they die... works, but it tends to have a 50/50 chance of ending in a Total Party Kill unless you have a decent dorf-to-Spawn ratio, which we probably won't after the attacks really start to pick up.

I'm not sure how well crossbows work, but I'd imagine the answer is 'poorly'.

I think repairing the Bridge should be prioritized as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ahra on March 16, 2012, 02:33:22 pm
And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
sig´d
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Dariush on March 16, 2012, 02:52:11 pm
A year and any legendary dorf (preferably a weapon or armorsmith) named Dariush please. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 03:05:30 pm
I feel honored to have been sigged for my observation.

Dariush, you may be in for a bit of a wait.

Crossbowmen will be good to have on hand for dealing with barbarians and goblins (As the barbarians will be disabled, if not incapacitated, by bolts) but against the spawn only lucky body shots will really be usefull, since those damned things bite more than they claw or jump.

MOAR PIKEDORFS. MOAR MUGS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 16, 2012, 03:56:47 pm
Since the military still seems to be a bit of a mess, I renew my suggestion that we build a ballista range of some sort. That or some sort of airlock so we can let Spawn in at a staggered rate. Maybe a drop trap, but the Spawn seem to lol at falls that should be 100% fatal, and I'm not sure if TRAPAVOID gives immunity to upright spikes (pretty sure it does).

Nope, upright spikes can and will hit [TRAPAVOID] creatures, such as demons. That is why I made 900 adamantine spikes in Deathgate, shame no one ever linked the friggin' things up :P. Oh, and ballistas suck. Not like the days of 40d, and Headshoots.

Best bet is to make some iron/adamatine repeating spike trap up top, with iron spikes down the bottom just in case. Flooding can also knock guys in but its harder.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 16, 2012, 05:12:35 pm
[...] upright spikes can and will hit [TRAPAVOID] creatures [...]

[...] make some [...] adamatine [...] spikes [...]

Perhaps use the spikes to make a Dodge-Me trap with more spikes on the bottom?*

Pity about the ballistas. Even if they're metal-tipped?

*Greetings and salutations, honoured companion. I was informed that you enjoy spikes, so I thusly took the liberty of placing spike traps in your spike trap such that you may impale whilst you impale.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 05:40:45 pm

*Greetings and salutations, honoured companion. I was informed that you enjoy spikes, so I thusly took the liberty of placing spike traps in your spike trap such that you may impale whilst you impale.

The messed up part is that's probably what a dorf would really do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 16, 2012, 06:19:11 pm
Ballistas are OK, if you've got masterwork ballista parts, legendary operators, copper bolts (because they do blunt damage) and you aren't in a big rush.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 16, 2012, 06:38:00 pm
Wow, I'm a bit late here. lol   I blame a masterwork power outage. ANYWAY... Awesome write-up for spring, Draignean! I lol'd through most of it (but yeah, get Bombzero to do the corpses from now on, more awesome that way (and semi-related - awesome choice for what to dwarf Solpyre as)). How much was that artifact worth, by the way? If it was too much, it's going to launch us forwards into spawn siege time...

And then the horror hits: This was just spring.

We are SOooooooooooooooooooooooooooooo fucked.
Adding this now. Epic quote, I'd have nominated it myself. lol   



[...] upright spikes can and will hit [TRAPAVOID] creatures [...]

[...] make some [...] adamatine [...] spikes [...]

Perhaps use the spikes to make a Dodge-Me trap with more spikes on the bottom?*

Pity about the ballistas. Even if they're metal-tipped?

*Greetings and salutations, honoured companion. I was informed that you enjoy spikes, so I thusly took the liberty of placing spike traps in your spike trap such that you may impale whilst you impale.
Also, this. Everything here. We need spikes. Lots of 'em. Oh, and long bridges that we can raise to have spawn fall into.


Unrelated question: How the hell did we get an invisible necromancer? I never saw him either - he simply didn't exist, except for how he resurrected everything. Does Stonesense still work? I recall a bug where you could see phantom animals lined up at the edge of the map in Stonesense, but not DF... If this is the same thing (invisible creatures that exist in the game but not detectably), we ought to be able to see the necromancer...
A year and any legendary dorf (preferably a weapon or armorsmith) named Dariush please. ;)
Aye, laddie... What Splint said... Ye've got yerself a bit of waitin' to do.



And finally... Moar mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 06:56:32 pm
I'll be honest, the only reason i haven't made an entry concerning having to kill those poor emu was that I... honestly couldn't interpret Draignean's dating system....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 16, 2012, 10:04:22 pm
It's quite simple, really - the system works thusly (love the word-a-day calendar. lol   +1 to you, Draignean):

Year.Month-Day

For example:

500.01-1 meaning the first day of the first month of the five-hundredth year.  Year 500, month 01, day 1.


Too bad Talvi didn't get mentioned, I would gladly make an entry concerning her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 10:12:33 pm
Make one anyway. Nothing stopping you. I just wait until crap happens before I do anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 16, 2012, 10:19:01 pm
Ballistas are OK, if you've got masterwork ballista parts, legendary operators, copper bolts (because they do blunt damage) and you aren't in a big rush.

Quote
(because they do blunt damage)

Quote
they do blunt damage

Mr Frog, Peasant has been stricken by melancholy!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 16, 2012, 10:25:05 pm
Ouch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 16, 2012, 10:39:46 pm
Quote
Too bad Talvi didn't get mentioned, I would gladly make an entry concerning her.

I renamed her job position when I did the organization overhaul, she's now a Cavy of All Trades. She has the most varied number of jobs of anyone in the fort, primarily because she has the largest actual skillset. (Not just a bunch of Dabblings either)

Other than that nothing really happened to her. Sorry. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 16, 2012, 10:49:16 pm
Quote
Too bad Talvi didn't get mentioned, I would gladly make an entry concerning her.

I renamed her job position when I did the organization overhaul, she's now a Cavy of All Trades. She has the most varied number of jobs of anyone in the fort, primarily because she has the largest actual skillset. (Not just a bunch of Dabblings either)

Other than that nothing really happened to her. Sorry. :(

She had an epic adventure with her cavy friends and the funny man living under her bed in which she travelled to a wonderful world which exists in her mind and which only herself and her bestest friends can enter. There, she learned about the magic of love, unwavering devotion, and silent midnight observation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 17, 2012, 09:47:32 am
The Master's Log:
Once my term as overseer begins, my first decree will be to unleash magnificent CARNAGE! upon the wonderful spawn! The Spawn are so great at creating CARNAGE! that my second decree will be construct a temple in honor of their CARNAGE! After this, I shall feed F.R.O.G. to the gods of CARNAGE! as an offering!

Note to self: Kill Splint, he is trying to prevent further CARNAGE! from happening.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 17, 2012, 09:51:36 am
Methinks the others should start getting a little.... wary of The Master....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 17, 2012, 10:10:26 am
Side note:

CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 17, 2012, 11:12:41 am
Nooo! My precious F.R.O.G.! What did my little bird-in-a-box ever do to you? ...That you can prove?

----

Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 17, 2012, 12:19:43 pm
27th Slate, 204. Interm entry.

Finally done killing the emu for food. How this had slipped by me I have no idea. Such a shame we had to sacrifice those emu for the fortress... Perhaps we need to get egg production up and see if anyone else is a decnt enough chef to cook the damned things.

I've also begun to grow leery of The Master..... Last night I caught him staring at me with a touch of murderous intent. Maybe it was because I called him an elf at dinner for loving that stupid wooden pole last week.... Regardless, both he and Draignean have.... changed since they came here. Maybe they got into Frog's stash? Buh, who knows. I think The Master needs to be placed in a furnished quarentine cell off the battlefield for our own safty, and Draignean need to wise up to everyone punching him in the face. Niether will likely happen, but I can dream.

[Please don't kill me Master, I'd prefer NOT having to get redorf'd, plus I actually do the bookkeeping. Barring Spawn or barbarians killing me that is.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 17, 2012, 05:28:24 pm
ThE MaStER's LoG:
The voices...THE VOICES SCREAM AT ME AT NIGHT! THEY TEll ME SToRies of gREat CARNAGE! and happy little butterflies! The GREAT gOD SIROCCO WILL SHOWER MAGNIFICENT gaZEbOs UPON THE CARNAGE! FILLED LANDSCAPE! ALL WILL WORSHIP THE GODS OF CARNAGE! CARNAGE!CARNAGE!CARNAGE!CARNAGE!

Don't worry Splint, I willwon'twill kill off your character.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 17, 2012, 05:35:59 pm
ThE MaStER's LoG:
The voices...THE VOICES SCREAM AT ME AT NIGHT! THEY TEll ME SToRies of gREat CARNAGE! and happy little butterflies! The GREAT gOD SIROCCO WILL SHOWER MAGNIFICENT gaZEbOs UPON THE CARNAGE! FILLED LANDSCAPE! ALL WILL WORSHIP THE GODS OF CARNAGE! CARNAGE!CARNAGE!CARNAGE!CARNAGE!

Don't worry Splint, I willwon't kill off your character.

Remind me to put your squad at the vanguard of every offensive we undertake.
Of course I'm also in your squad, so that could be bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 17, 2012, 05:44:09 pm
Nonsense! The Master's martial prowess makes him deserving of fighting as a one dwarf army! He is The Master after all.
And his Dwarf's deteriorating mental state has me worried. And whoever gets the opprotunity needs to pitch that toothpick into a magma furnace.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 17, 2012, 06:04:14 pm
whoever gets the opprotunity needs to pitch that toothpick into a magma furnace.
Kay. Remember what I said about me sparing you? Forget I said that. You're on the top of the list. F.R.O.G. will die second.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 17, 2012, 06:11:21 pm
And his Dwarf's deteriorating mental state has me worried. And whoever gets the opprotunity needs to pitch that toothpick into a magma furnace.

Indeed. When dealing with an omnicidal maniac, one's immediate act should always entail the total fiery destruction of the lone, tattered thread holding them back from the edge.

Also, seconding the one-dwarf-army proposal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 17, 2012, 06:15:11 pm
He's going to deliberately get me killed. I know it.

And that stupid stick is corrupting his miiiind!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 18, 2012, 08:59:54 am
Journal of Talvi Diamondknight, late spring of 203

Things 'ave been weird here, since mr Draignean took over and such. He made hisself Mayor, first off - Mr Frog (bless him) had been nice enough t' let me stay on as the leader of Spearbreakers (cuz of that, I think he fancies me!!!), but mean ol' mr Draignean kicked me off th' team and threw me back in the shadows. ' Least I have more time t' play with me cavies, and guess what! Mayor Draignean (we have to call 'im that now, he sez so) gave me the title of "Cavy of Trades" or sumthin', but that doesn't matter - I have "Cavy" in m' name, and it's all thanks to him!!! ...But then he knocked that spawn off the ledge - Mr Frog was too kind-hearted to do that. Poor spawn... he jus' wanted his mommy, he'd been crying for her for days. I can unnerstan' it - "Oh, holistic, hel' me!" the little guy kept sayin'. I know if I was a big tough spawn, I'd have to be awful scared t' try to call for my mommy. Soon as we let him down he ran away crying... I felt so bad, I jus' wanted to giv' him a hug. I would've, too, if Draignean had let the gate down. But then he did, and HARD got killed. I never liked HARD much anyway - he was too mean to the spawnses, and his name in all cap'tal letter makes it ever so hard to write.

Mayor Draignean seems to be a good goblin-killer dwarf person - 'e killed a bunch of 'em with his eyes closed and his hand stuck behind 'is back, in his shirt, and his pike stucked there, too!

Bombzero's been all a huff, cuz Draignean wouldn' let her butcher her corpses. It ain't all his fault - Mayor Draignean, I meant to say!!! Oh, me gods, I hope he didn' notice... Anyhow, splint weren't too happy that he had t' do it instead. He really liked those emus for some reason... Well, The Master has a wooden stick, and Splint has emus... each to his own, I guess. 'Least they're all happy at the dinner table with their mugs. Speakin' of Bombzero, tho' - turned out she'd been carving out chunks of her bedroom wall in her spare time and making 'em into more mugs. I really think she shoulda been the boss person, she would've made a good one.

Mr Frog's been having nightmares about ballistae for some reason... I dunno why, somethin' about them not bein' sharp enough. I know he has, cuz I watch him sometimes... at night... ev'ry night... a lot ev'ry night... Anyhow, I's been wakin' him up by throwin' rocks at his head. I figger a li'l bump'll hurt a lot less worse than bad dreams.

I's taken to hidin' Joseph under my bed... He doesn't like to stay there, but there ain't much I can do 'bout that. I jus' tell him sorry, an' that there ain't no way around it. I got Mr Frog to come into my room jes a few days ago, but right then stupid Joseph tried to climb out from unner the bed! Mr Frog didn' act like he saw him, but I'm sure he was jus' bein' polite. It's so bad, too, I was goin' to seduct him, or whatever. (I stole one of Draignean's calendars he got off th' elves - how do you like that word, journal? Seduct... don't know if I ever e'en used that word befores.)

A new dwarf called Solpyre showed up with the migrants... He seemed awful scared of the boogiemens out there, but he's all right, all in all, I think. He even showed me how to make better cavy engravings! I have picshurs of 'em all over my walls, floor and ceiling now.

Finally, a lot of m' old friends died yesterday in an awful battle... All cuz Draignean wouldn' let the Goblins have a bit o' earth to live on. Juunya died too, that poor old girl... She was a legendary craftsdwarf, too, she was. I liked her a lot... <here a teardrop stains the page> I named her... I named her after my stuffed cavy from when I was a li'l girl! I had that stuffed cavy since I was 2... I was so sad... Anyhow, that's why I stole one of Draignean's calendars. I figger he didn' need it so much 's I did in my grief.


Also, The Master's scarin' me... I think I'd rather cuddle up with a spawn than have him around while I sleep at night...



In case it isn't obvious yet, Talvi is completely nuts. The ordeal with the spawn during her time as overseer left her almost childlike. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 18, 2012, 11:05:55 am
So. We have a soldier who's maniacly attached to a wooden stick, one who's gone absolutly bonkers, an extradimensional exile-stoner, Zap Brannagin, and one who's got a thing for Emu. Oh and a homicadal butcher-miner-mug maker.

Jesus. This place is really going down hill. Taking all bets on this fortress having the most psychosis riddled dwarves ever before this is over!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 18, 2012, 01:32:54 pm
Spoiler: Journal of Mr Frog (click to show/hide)

(Yes, this is anachronic; Talvieno's journal -- which this is a response to -- was from early spring.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 18, 2012, 06:14:07 pm
Okay, so now Talvi's imaginary friend has taken a physical form? That's... really bizarre. o.O
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 18, 2012, 06:21:31 pm
Okay, so now Talvi's imaginary friend has taken a physical form? That's... really bizarre. o.O

My logic was "mentally-unstable narrator + funny man talking at her out of a futuristic iPad = 'oh, look, there's a person living under my bed!'"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 18, 2012, 06:40:55 pm
Okay, so now Talvi's imaginary friend has taken a physical form? That's... really bizarre. o.O
Or perhaps a fugitive on the run from the same time as Mr Frog?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 03:23:47 am
@Draignean:

How are things progressing on the next update?

'Cuz I really don't have anything else useful to say at the moment...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 02:26:28 pm
Midway through spring, will probably finish that season today.

So far it has been a nap in comparison to spring.

Our forge has been redesigned for efficiency (Trench lines are quick to set up, but a pain in the ass to work around), and the number of M.Smelters and M.Forges has been tripled. Splint has had his temp. butchery labor removed, to be replaced be strand exctraction. All of craftworkshops are currently set to make strands and our smelters are smelting gold to make into mugs and addy to make into whatever.

Last but not least, MORE MIGRANTS! My strategy of HOLD THE GODDAMN SURFACE has been vindicated!

Also, is it just me or does Armor require A LOT more raw material than it used to?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 02:38:44 pm
I know mail shirts and breats plates require more than they used to (2 bars and 3 respectivly) and I'm not sure on mail leggings and greaves.
I was going to change that, but I had no idea how, so we could extend the life of our metal supplies.

And I get strand extraction duty? Oh goody, give a dwarf with a near patholigical fear of adamantine a job handling it (I base that fear off of old tales of it causing madness and potentially being part of a catylist for the spawn coming into being.)

Keep Splintdorf on the job. i wanna play around with exhibiting that fear in journal entries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 03:06:31 pm
14 bars for a full suit plus a weapon.

Code: [Select]
Breastplate: 3 bars
Chainmail: 2 bars
Gauntlets: 1 bar
Helm: 1 bar
Greaves: 3 bars
Shield: 2 bars
Boots: 1 bar
Weapon: 1 bar

Total: 14 bars

I think the amounts are tripled if you're using candy wafers.

@Splint:

I have less than half the iron ore that you do on my test fort and I've still managed to ward off two ambushes and a siege (discounting the one that I rather stupidly tried to magma) (and remember that this is before I rebalanced them). The only difference is that you actually have to actively dig for ore now instead of just going "Oh, look, a hematite vein! Guess I'm pretty much set for life!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 19, 2012, 03:07:52 pm
THE MASTER'S LOG:

THE MAGNIFICENT GOD OF CARNAGE! WILL STRIKE DOWN ALL WHO STAND IN HIS WAY AND REDUCE THEM TO GLORIOUS CARNAGE! I GAVE TALVI A GIFT TODAY IN HONOR OF THE CARNAGE! THAT OCCURRED RECENTLY! THE GIFT WAS AN ADAMANTINE STATUE THAT I MADE OCARNAGE!UT OF TALVI'S JEWELRY! HER EYES WENT BLACK WHEN I GAVE IT TO HER AND SHE BEGAN MUTTERING PRAISES TO CARNAGE! I THINK SHE LIKES ME! CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 03:24:51 pm
Yup. Definatly worried about The Master's slip into insanity.

I sincerly hope that if he dies, his relatives are more level headed (At least in aiming thier murderous intent only at nondwarves.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 06:21:44 pm
Well, his reign is at least a few years out. We can all praise Armok for that.

I've mined out the Adamantine spire as far as I dare, giving us around 200 units of adamantine (That figure counts both refined and unrefined). Further overseer's are free to continue, but this is as far as a suicidally crazy Commodore-64 will go.

We only got seven migrants in the wave, and we've recovered a number of the named dead. We've also put a great number of spirits to rest and have worked on expanding the personnel quarters.

Using Mr. Frogs figures we should have enough adamantine for four full suits of Adamantine Platemail+weapons+a bit of extra for whatever.

I propose using this to deck each of militia commanders out in full addy with an addy weapon. (Except for the hammers) Giving us, in full adamantine,

Commander of Pikes
Commander of Swords (long swords were modded in by splint, so these guys are viable)
Commander of Axes
Commander of Hammers (With a silver hammer, not an addy one)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 07:00:01 pm
The pikedwarves enjoy using pikes as imporvised baseball bats, so might be best to make those out of steel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 07:07:06 pm
@Draignean:

You might be able to stretch it a bit further if you skip shields, breastplates and possibly greaves. In my arena tests, the Spawn had a lot of trouble biting through iron breastplates and greaves layered over chainmail (chainmail covers the lower body as far as I know). It was gauntlets and boots that seemed to crumple to their attacks a lot, since there was only one layer to punch through. Also, as far as I know, shields aren't affected by material.

Using iron for breastplates, greaves, and shields instead of adamantine will reduce the amount of wafers needed for each suit from 42 to 18.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 07:26:15 pm
@Draignean:

You might be able to stretch it a bit further if you skip shields, breastplates and possibly greaves. In my arena tests, the Spawn had a lot of trouble biting through iron breastplates and greaves layered over chainmail (chainmail covers the lower body as far as I know). It was gauntlets and boots that seemed to crumple to their attacks a lot, since there was only one layer to punch through. Also, as far as I know, shields aren't affected by material.

Using iron for breastplates, greaves, and shields instead of adamantine will reduce the amount of wafers needed for each suit from 42 to 18.

A fair point, and one that should allow to outfit an entire squad.

The pikedwarves enjoy using pikes as imporvised baseball bats, so might be best to make those out of steel.

I'm making an adamantine pike, at least for my own personal use.
Also, WE HAVE TWO ADAMANTINE SPIRES! How the hell did I miss that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 19, 2012, 07:28:30 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 07:32:22 pm
I've...

I've been forced to relinquish control of the surface temporarily.

/me weeps a solitary tear for this indignation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 19, 2012, 07:46:17 pm
I've...

I've been forced to relinquish control of the surface temporarily.

/me weeps a solitary tear for this indignation.
I'LL HAVE YOUR HEAD ON MY CARNAGE! MAKER STICK FOR THIS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 08:00:41 pm
I've...

I've been forced to relinquish control of the surface temporarily.

/me weeps a solitary tear for this indignation.
I'LL HAVE YOUR HEAD ON MY CARNAGE! MAKER STICK FOR THIS!

Temporarily Armok-damnit! I've got two holistic spawn ambushes and an undead/necromancer SIEGE happening right now. I've locked down so that I can prepare our offensive.

This shall be our finest hour.

Please God, I'm sorry that I said that summer was a nap compared to spring, I didn't mean it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 08:23:35 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.

And be careful Draig, I want Frog to sleep soundly at night. Having more screeching infectees won't help that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 19, 2012, 08:33:02 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.

And be careful Draig, I want Frog to sleep soundly at night. Having more screeching infectees won't help that.

Well actually I've decided to sit this one out. Apparently Holistic Spawn not only detest everything alive, they detest everything tainted by unlife as well. And MAN can those beasties shred zombies, it's downright heartwarming when you're not at the receiving end of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 08:52:53 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.

And be careful Draig, I want Frog to sleep soundly at night. Having more screeching infectees won't help that.

Well actually I've decided to sit this one out. Apparently Holistic Spawn not only detest everything alive, they detest everything tainted by unlife as well. And MAN can those beasties shred zombies, it's downright heartwarming when you're not at the receiving end of it.

Could have them dorfs watching the mess through fortifications or cracks in the walls....

Is it odd I imagined a lord of the rings style battle between the undead and the spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 09:07:29 pm
Huh. Looks like the removal of [NOT_LIVING] may have been a blessing in disguise. Perhaps Holistic's resentment towards the undead abominations which plagued her homeland carried over to her children?

Try to see of you can divert the Spawn through a corridor filled with upright spike traps set to repeat. A direct confrontation might end up turning nasty.

I could throw up a screenie of what the arena combat tests looked like, if you need a visual aid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 09:11:17 pm
Might as well. GOnna be a bit before the rest of the season write-up hits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on March 19, 2012, 09:16:08 pm
Oh Holistic, when did you turn so evil.


Did you make the SOH yourself or is it a download?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 09:25:11 pm
@Corai:
I'd say the turning point was about when she looked into the abyss and caused the abyss stare back into her.

I made the Spawn raws myself :p I'm probably going to put them up for download once this is over.

@Splint:
I was honestly going to, but I looked and I don't think the image I have is really the most indicative of just how hax the Spawn are.

SUMMATION OF TESTS: Spawn are evil and you probably aren't going to win unless you have the advantage of numbers. Even highly-skilled dwarves wouldn't always make it if they didn't significantly outnumber the Spawn and outnumbered dwarf squads had a 100% fatality rate regardless of skill. Still, adamantine will give you an edge, I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 09:33:11 pm
Ah, but dwarven ingenuity can trump numbers with the might of airlocks and quantum squashing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 19, 2012, 09:58:23 pm
Wait. Crap. I just realized something:

Spoiler: DON'T PANIC (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 19, 2012, 10:35:13 pm
Wait. Crap. I just realized something:

Spoiler: DON'T PANIC (click to show/hide)
...I'LL REDUCE YOU TO CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 19, 2012, 10:44:14 pm
Frog, I advise giving The Master the strongest sedative you can concoct. or maybe an antipsychotic medication.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 20, 2012, 12:59:02 am
no we just have to point him to the enemy and open the gate, he'll deal with the rest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 20, 2012, 01:57:54 am
I have ideas!

We need to test the following on Spawn:
- Necromancy; can Spawns be raised? Do necromancers infected with Spawn retain the ability to raise? Do they turn on their undead or do they turn on the other Spawn?
- Were-ism; what happens when a Spawn is infected with vampirism? What happens when a werewolf is infected with Spawn?
- Vampirism; can a vampire be infected with Spawn? Are they stronger? Do the Spawn attack Vampspawn because of their undeath?

E: I'm going to dedicate my dwarf to Spawn science if we don't know by my turn. Try and catch a were alive, two if possible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 20, 2012, 10:11:42 am
@Mitchie:
The Spawn infection doesn't affect VAMPCURSE- or WERECURSE-afflicted targets and is itself classified as a WERECURSE, which prevents infected dwarves from being vamp'd or were'd unless and until the fever passes without them turning (which happens in arena tests and is intended, even though I've never seen it in fort mode for some reason).

"Natural" Spawn do not become necromancers to my knowledge, as they don't have MAXAGE and, really, why bother fellating the egoes of the local death-gods when they can bask in the unconditional love of the Great Mother?
I think a necro-dwarf might be susceptible to Spawn infection, though the transformed Spawn are [CRAZED] so yes I'm 95% sure that the Spawnified necromancer would end up attacking his own zombies.

I'm pretty sure "natural" Spawn (or at least the ones in these raws) can also be vamp'd or were'd. A were-infected Spawn will infect dwarves with werebeastitis when in beast form and Spawnitis when in Spawn form, though obviously only one of the two per dwarf (as noted above, the curses are mutually-exclusive).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 04:19:04 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.
Anything except for a soldier, preferably an engraver. I already actually have something typed up.

I wrote this assuming a dwarf would be available. Even if my dwarf isn't named yet, I guess I'll just post it. It takes place before the spawn on the ledge was killed BTW

Spoiler: Diary of Terrahex (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 20, 2012, 06:03:44 pm
We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other, not because of our military prowess)

Working on the write-up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 06:07:31 pm
We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other.

Am I the only one who thinks that is front page worthy? The maze of abandoned entrances, mountains of mugs,a dn appearently the undead and spawn hatign eachother seem to be fast tracking to the top of issues along with literal psychotic dwarves and extradimensional time traveling entities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 06:16:36 pm
We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other.

Am I the only one who thinks that is front page worthy? The maze of abandoned entrances, mountains of mugs,a dn appearently the undead and spawn hatign eachother seem to be fast tracking to the top of issues along with literal psychotic dwarves and extradimensional time traveling entities.

seconded
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 20, 2012, 06:22:51 pm

We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other.

Am I the only one who thinks that is front page worthy? The maze of abandoned entrances, mountains of mugs,a dn appearently the undead and spawn hatign eachother seem to be fast tracking to the top of issues along with literal psychotic dwarves and extradimensional time traveling entities.

At least repair the parentheses if you decide to use it...

By the by, Terrahex, is your sigtext and angry man with Victorian lace cuffs, or is it an image of a man making double rockhands?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 06:34:54 pm
\m/ (>.<) \m/
can be interpreted however you want I suppose. though I prefer both. at the same time
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 20, 2012, 06:40:18 pm
I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.

And be careful Draig, I want Frog to sleep soundly at night. Having more screeching infectees won't help that.

Well actually I've decided to sit this one out. Apparently Holistic Spawn not only detest everything alive, they detest everything tainted by unlife as well. And MAN can those beasties shred zombies, it's downright heartwarming when you're not at the receiving end of it.
I lol'd. It doubt it's quite so heartwarming for the dwarves themselves, provided they know that they are still camped outside, and knowing how easily they won against an entire siege (presumably...).

I'd love to be dwarfed and write some journal entries for this. I can't, unfortunately play DF anymore, but I love to write

That's what I like to hear! A part of what makes these things truly great is when the comminity starts getting involved! Anything in particular gender/job you'd like? Otherwise you'll probably end up a soldier.

And be careful Draig, I want Frog to sleep soundly at night. Having more screeching infectees won't help that.

Well actually I've decided to sit this one out. Apparently Holistic Spawn not only detest everything alive, they detest everything tainted by unlife as well. And MAN can those beasties shred zombies, it's downright heartwarming when you're not at the receiving end of it.

Could have them dorfs watching the mess through fortifications or cracks in the walls....

Is it odd I imagined a lord of the rings style battle between the undead and the spawn?

I imagined the exact same thing. :P

RANDOM: I imagine a lot of the dwarves would be more afraid of The Master than of the Spawn. :P ...I know Talvi would be. But she's a bit... insane... so... But just a bit. It doesn't even pick up on Mr Frog's scanners, or he wouldn't have kept her busy working while he was overseer.

ALSO RANDOM: Terrahex, that story was gold. lol   Absolutely love it. Also, welcome to this: whatever's worse than hell.

RELATED: Did you get the hole you dug plugged back up in time, Draignean? Or did you have to lock the doors and hope they won't come around?

I'm looking forwards to summer's report... This is incredible. Your year seems to be particularly exciting... I'd think it odd, but then again, everyone's year has been like that...


As to the strength of spawn vs dwarves (just from my tests): If a dwarf is wearing steel armor, even one on one against a spawn they're vulnerable after a bit. If the dwarf is in absolutely full adamantine armor, he can withstand about 5-9 spawn attacking him at once, provided that they're all killed before he inevitably loses consciousness from exhaustion. If the spawn siege, we either wait it out or do something incredibly dwarfy, or we're doomed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 06:46:33 pm
I propose contolled cave ins where possible, and a stone hammer for every civvie should the need arise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 20, 2012, 07:03:22 pm
I propose contolled cave ins where possible, and a stone hammer for every civvie should the need arise.

Agreed... Definitely agreed. Especially about the cave-ins. Perhaps cave in a floor above most of the entire map? (would be dangerous considering that we have the fort right below the surface...) Also, since they aren't building destroyers and won't destroy bridges, it would be possible to dig a long series of pits and put retractable bridges over them. Retracting the bridges drops the spawn into the pits, and if you retract the bridges again when goblin sieges come through... More fun. ALTHOUGH... that would have to be a fake entrance separate from the main one, because the dwarves would never use it.

We're into autumn now, WE SURVIVED! (Granted we survived because Godzilla and Mothra arrived at the same time and decided to fight each other.

Am I the only one who thinks that is front page worthy? The maze of abandoned entrances, mountains of mugs,a dn appearently the undead and spawn hatign eachother seem to be fast tracking to the top of issues along with literal psychotic dwarves and extradimensional time traveling entities.

seconded

Done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 07:07:08 pm
Mt idea is, while on lockdown, have areas close to the various entryways set up to fall in on themselves. Supports will lure trolls right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 07:14:04 pm
Will type up the next segment of diary for Terrahex as soon as Draignean posts the next update. I left details about the journal unspecific so anyone can take up the "I lost my journal" story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 20, 2012, 07:25:51 pm
Mt idea is, while on lockdown, have areas close to the various entryways set up to fall in on themselves. Supports will lure trolls right?
I don't think so, no, but pressure plates trigger them, if I understand right. If you only want to kill trolls, it wouldn't be too hard to set up something like this with a lot of flooring above it:
Spoiler (click to show/hide)

Somebody steps on the pressure plate, it all comes crashing down. Granted, it wouldn't do much good, as the goblins themselves wouldn't approach it. HOWEVER... If you did this:

Spoiler (click to show/hide)

THEN we'd have something useful. Unfortunately, that's quite a lot of pressure plates... And a pretty good deal of mechanisms and linking. But...

Spoiler (click to show/hide)
That would keep there from being too many pressure plates, though it wouldn't destroy much, unless the support had a wall built on top of it with floors surrounding it in a large box pattern surrounding a huge area,
Spoiler (click to show/hide)
and the ground was hollowed out beneath it. You have a one-shot trap that would cave in an absolutely huge amount of land. Very, very useful for mass sieges... though if it was spawn, it wouldn't actually kill (unless it was a very, very far drop). But then you have a huge area underground that would be completely worthless before and after, and would require a lot of digging. But it could potentially save the fort... if executed properly. If you made the bait only accessible by a raising bridge, which you could lower at will, you could choose which siege you wanted to destroy. But I'm not going to draw that out here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 07:31:54 pm
So to make cae-in landmines would be rediculously time consuming and complex, possibly requiring multiple overseers' turns, for a one shot type of trap.

I fail to see the issue here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 08:28:21 pm
Alternately, you could instead build a trap that would capture the siege instead. Take the collapsing trap from before and instead make the pillar hold up a ring of wall that would fall and catch the enemy.
I'm no expert so...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 20, 2012, 08:31:08 pm
I KNOW THE SOLUCARNAGE!TION TO THE PROCARNAGE!BLEM! CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 20, 2012, 09:54:48 pm
Alternately, you could instead build a trap that would capture the siege instead. Take the collapsing trap from before and instead make the pillar hold up a ring of wall that would fall and catch the enemy.
I'm no expert so...
Unfortunately, constructions collapse on cave-in... It would work, but only if they got caught underground, which would require a TON of digging and hauling, and an entrance to a dwarf-made cavern built below Spearbreaker's thick dirt/clay layers. It's a pretty dwarfy idea, though... And would keep the siege from getting harmed by the fall, as there wouldn't be any. But what to do with them afterwards... hmm... :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 20, 2012, 10:07:15 pm
Then what he can do is dig out the area beneath the trap then use floors to break through the ceiling of the cave. Do constructed floors break through ceilings if they're falling?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 20, 2012, 10:25:40 pm
Yes they do, that's what I was saying. If you only dug the area 1 z-level deep and didn't provide a way out, it would effectively trap the invading army. But... It would also wound them all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 10:44:08 pm
Yes they do, that's what I was saying. If you only dug the area 1 z-level deep and didn't provide a way out, it would effectively trap the invading army. But... It would also wound them all.

Would just having the ground fall out from under them via a mine field of mini cave ins scattered away from the fortress be a viable venture then?

Like a bunch of pressure plates staggered around and if a goblin or troll or other unfriendly critter happens upon them, ground goes out, they get trapped and potentially critically hurt? Or maybe each mine having 3-5 plates scattered accross it.... They'd need to be along the most obvious route into the place of course.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 20, 2012, 10:45:27 pm
You could just drop a single constructed floor tile and use the resulting shockwave to knock enemies into walls/weapon traps/100z chasms/etc..

Bridges don't support floors, so they could be used as a reusable access point for rebuilding the floor tile after use.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 10:47:03 pm
I'm gettiong quite anxious for the write-up. DRAIGNEAN YOU ARE AN EVIL TEASING BASTARD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 20, 2012, 11:27:18 pm
I'm gettiong quite anxious for the write-up. DRAIGNEAN YOU ARE AN EVIL TEASING BASTARD.

It's probably not going to be down tonight, don't get your mugs in a twist over it.

But here's a picture of me writing the write up instead.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 20, 2012, 11:28:27 pm
How the hell do you get mugs in a twist....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 20, 2012, 11:29:31 pm
How the hell do you get mugs in a twist....
It makes perfect CARNAGE! sense to me!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 21, 2012, 12:23:11 am
Journal of Mitch, 204

I've been struck with a fey mood! Not a real one of course, but I do have schematics in my head for catching a web-spitting demon, and a plan to use it; using a traditional Giant Cave Spider silk farm, force the demon to shoot its horrific webbing at a stray cavy or some other animal. We'll collect the web, and create a set of magma-proof clothing. Hopefully, we'll have a known vampire by then, locked away somewhere. I'll tell future overseers to keep an eye out for one, and lock it away to train for years.

We must then create a drop pit at the front of our base, deep enough for nothing to escape but shallow enough to injure nothing. Arm the vampire as best as we can, and put him in there. A normal dwarf would drown from the lack of oxygen, but the magma-immune vampire will thrive, darting between the burning Spawn dropped down and killing them all with its supernatural ability.

This is, of course, just a theory. An interesting punishment for a filthy vampire, and a perhaps effective method of defence, but we don't know how the Spawn act in magma just yet...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 21, 2012, 08:43:50 pm
Draignean..."TOOTHPICK" AND I ARE GROWING VERY IMPATIENT!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 21, 2012, 09:49:45 pm
Draignean..."TOOTHPICK" AND I ARE GROWING VERY IMPATIENT!

Oh, come on, now, is that the most romantic name you've got? Seriously, The Master, I would've thought you could've come up with something better than that. :P


Mitch - very, very dwarfy... I'd rank it the dwarfiest idea I've heard of in Spearbreakers so far. I don't know, though - Splint, would that qualify as weaponized magma, or is that permissible?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 21, 2012, 09:55:48 pm
.... If it's explicity used to deal with attackers yes, but if he intends to only use a handful of captured subjects (If I recall, we have 2, once proud dwarven soldiers) then It's a greenlight, as he's doing it for !!SCIENCE!!. Which is wise cause I don't recall how long it takes for Spawn to melt.

And I thought the toothpick's name was "Chestnut"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 12:49:56 am
And I thought the toothpick's name was "Chestnut"?

I always thought it looked like a "Helga".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 07:05:11 am
And I thought the toothpick's name was "Chestnut"?

I always thought it looked like a "Helga".
No, it's Ash

Ash Ketchum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 07:55:47 am
Almost done with the turn. I've got the pictures, the rest of the last month, and some polishing.

Oh, and Mr. Pointy won't be a problem for The Master anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 07:58:55 am
Hoo boy I can't wait to see the horrid reaction journal if that measn what I think it means.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 09:50:56 am
Dwarf Date 203.04-7 We’ve almost completed the renovations to the magma forges! By digging out a large cavern directly beneath the main forges and cracking one of the walls, we should be able to fill the entire lower section with magma!

The foolish miners have expressed some dubiousness over who is going to be the one who takes away the final piece of stone that holds back the ocean of liquid hot magma, but honestly diary, how dangerous could it be?

(http://img805.imageshack.us/img805/3286/dfforgesprelava.jpg)

Dwarf Date 203.04-10 Work complete on the underforge magmaworks, everything went resplendently (I swear I’m missing a few of the elvish calendars I bought…), and none of the foolish worry wort miners were injured.

Granted they had to dig a stairway out while the magma was rushing in, but that was due to poor planning on their part.

Dwarf Date 203.04-14 One pair of adamantine boots has been completed in secret. They are the princes of footwear these boots, water resistant, oil resistant, salt-mist resistant, heat resistant,  fang resistant, and apparently foot resistant- I’ve tried to bring myself to wear them half a dozen times, but to no avail.

The entire situation just makes me want to take my frustration out on one of the fools running this place, but I can’t FIND any of them. Must be hiding…

(http://img542.imageshack.us/img542/6432/dfmyderp.jpg)

Dwarf Date 203.04-17 Another successful mandate dear diary, the ban on the sale of catapult parts has yielded a 1000% percent decrease in the number of catapult parts sold over the last three years, or so Mr Frog tells me.

(http://img201.imageshack.us/img201/8748/dfendofmandate.jpg)

Good fellow that one, a bit much for the touchy-feely-punchy gestures of loyalty and devotion, but a good fellow.

Dwarf Date 203.04-20 HARD’s spirit has apparently risen from the grave, standing eternal sentinel over our entrance and refusing to be moved by any means. Some of our former overseers seem to think that this is an ill omen, but I really don’t think the dead rising from their graves is anything portentous. (When I find the person who’s ripping pages out of my calendars I’m going to… defenestrate them!) 

All he does is stand around and moan about how “Wynz is coming” and how doom awaited the blood of his blood if they followed his path.  Personally I think a spirit that constantly tells us that we’re going to have wins in the future is an excellent feature to add to my mighty fortress, after all, what are the chances of HARD’s direct bloodkin immigrating here?

Dwarf Date203.05-1 The extra forges that I commanded into existence in the magmworks are running full steam to produce worked gold for my personal chambers and to work the adamantine.

Spint seems to be spending a great deal of his time muttering about the adamantine, clearly he’s concerned that we don’t have enough. I’ll have to look into this.

Dwarf Date 203.05-5 Ah, fresh faces to carve onto the waiting tombstones! Migrants have arrived, seven of them to be precise, and a dwarf named Wynz came with them. He seemed quite stricken to see the spirit of HARD floating about the entrance and moaning (by coincidence I’m sure) what sounded an awful lot like his name.

(http://img19.imageshack.us/img19/6753/dfmigrantsandcorpses.jpg)

I wonder if I should tell him about the spirit’s warning about how doom would surely befall the “blood of his blood”?

Nah, too much effort.

Dwarf Date 203.05-15 To relieve the number of dwarves that have decided to use my set of personal rooms as a bunkhouse I’ve ordered a dwarf who will only refer to himself as “Loud Whispers” to do something about it.

Honestly I would have just told them there was free candy in the magmaworks, but he seems to have decided to draft up plans for an entirely new set of personal rooms. I have, like the godlike individual that I am, compassionately approved these plans, as long as they don’t interfere with the dwarves hauling that solid gold chair and table set up to my rooms.

(http://img442.imageshack.us/img442/8678/bedroomexpansion.jpg)

Dwarf Date 203.05-17 Splint’s incoherent worrying noises over the adamantine have finally won me over, and so for the good of all dwarves I have ordered the spire dug out another thirty feet down.

Splint nearly fainted with excitement when I told him.

Dwarf Date 203.05-25 We’ve mined out every chunk of adamantine that Splint has begged me to mine, bringing us up to roughly 200 chunks of adamantine! Splint’s gratitude rendered him insensate. (I KNEW IT! There are Cavy prints on this page! A cavy has been stealing my calendars!)

(http://img705.imageshack.us/img705/7333/dfadamantine.jpg)

I like the dwarf, I really do, but he’s just too sensitive. The man was so grateful when I told him that he was going to be working adamantine himself to deal with the surplus that he actually started to visibly shake, and when I told him that there was another adamantine spire that we could mine out he actually started crying a little.

Dwarf Date 203.05-27 I awoke from a fell dream this morning, in it I dreamt that I was being eaten by ten-thousand thousand tiny chocolate lobsters, and as they devoured they whispered the name Zospu Genedaksum-  their great and terrible eyeless lobster master, whose entire exoskeleton is made of waxy chocolate.

Remind to never sample Mr Frog’s ‘special brew’ ever again.

(http://img338.imageshack.us/img338/5066/dfforgottenbeast.jpg)

Dwarf Date 203.06-9 My personal rooms have been completed! I have two solid gold statues, two solid gold thrones, one solid gold weapon rack, one solid gold cabinet, one solid gold chest, one nether cap chest (for keeping my drinks cold), and common wood bed to show how in touch I am with the everyday dwarf.

(http://img600.imageshack.us/img600/7450/dfmyholdings.jpg)

To show how generous I am, I have mandated that each dwarf also receive I chest and a cabinet of his own, to be shipped to his room with all haste. I admit this is not entirely altruistic, for I plan to use it in a clever sting operation to catch the devil-cavy who steals my calendars at night!

Dwarf Date 203.06-12 The Master, who I never thought would leave his wooden “poley woley” has upgraded, discarding the wooden pole for one of bismuth bronze. He has since become just as attached to this one and as such has retreated to his room, taking the spear and a few jugs of rock-nut oil (for polishing purposes he says) with him.

(http://img94.imageshack.us/img94/7117/themasterhasgrownattach.jpg)

He hasn’t left for two days.

Dwarf Date 203.06-16 A human caravan has signaled its approach! Ah, the mighty caravans of the humans, so amusing to watch as they attempt to navigate the hills and trees with their clumsy wagons. More so when they accidentally run over a couple things that look rather unsettlingly like the spawn of legend.

The spawn-like critters have started swarming everywhere outside, and almost everyone is in a panic over it. I don’t see why, all of them were banished a million-billion years ago, it’s not like any of us have seen any of them.

Regardless, our own Mr Frog has assaulted the lever that closes the bridge to the outside, screaming for everyone to get into the emergency burrows. Talvieno (Who, most conspicuously, owns a cavy) has agreed to take everyone into her personal rooms.*

I, however, have ordered our military to assemble behind the gate. We shall mount an attack as soon as we’re able, we must protect the people living inside of a giant cavy at all cost.

Dwarf Date 203.06-18 My beardsense has informed me that a great force of naughtiness has entered our domain, that and the overpowering reek of rotting flesh combined with funereal moans anyway.

(http://img11.imageshack.us/img11/822/deadwalk.jpg)

Apparently a number of necromancers have earmarked this area for whatever necromancers do with random spits of land that they happen to tromp over. Mr Frog, after consulting an unusually flat piece of glowy stone, tells me that as of this moment there are forty-two zombies, two necromancers (one of which is a barbarian from the mountains), and a host of twelve spawn like creatures.

(http://img688.imageshack.us/img688/6797/mountainbarbariannecrom.jpg)
(http://img214.imageshack.us/img214/880/chargeofthespawnbrigade.jpg)

In light of his rock calculations I’ve dissolved the force that has been massing behind our gates, we shall wait for the correct tactical moment to begin our advance. Specifically a moment when there are far fewer things wanting to kill us, we aren’t outnumbered five-to-one, and when I'm busy doing something else important and can't participate in the raid.

Dwarf Date 203.06-20 The spawn-like creatures and the necromancers are fighting each other. I wouldn’t have believed it except for the fact that I watched it myself from the clever little observation tower.   The spawn like things advance, jump on the zombies, and then proceed to claw and bite them into tiny, tiny pieces.

(http://img43.imageshack.us/img43/7591/dfholisticcanslaysurpis.jpg)

Obviously these spawn-like creatures are a powerful force of good, I voted to open the gates to let these more friendly spawn in, –the matter with the humans was obviously a misunderstanding- but I only received one other vote before I was overruled.

Bigoted pansies.

Dwarf Date 203.07-3 The last of the undead has been vanquished, its final terrified moans cutting out rather abruptly as a spawn clawed its head off. The necromancers have long since been chased off of our territory, fleeing these paragik (I had to invent the last half of that word as the other was CHEWED OUT OF MY CALENDAR. The Cavy Must Pay.) like spawn-things.

The spawn-things are still outside though, and I still can’t muster enough support to get the bridge to the surface open. At the very least I’ve ordered everyone to get out of Talvi’s room, the constant forty dwarf party is making me jealous.

*Seriously. The entire Alert2 burrow was Talvi’s room. What.




Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 10:40:35 am
While I believe it's still unhealthy, at least he's gotten attached to a good and proper metal weapon instead of a peice of kindling. I'll do a journal on this when I finish hauling wood into the garage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 01:08:48 pm
Yayy! Updates! And I'm mentioned by name no fewer than -- WAIT.

Quote from: Draignean
Mr. Frog

Spoiler (click to show/hide)

----

Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 01:49:48 pm
Hey, I got it right three out of four times. That's pretty good for catching a period that I now automatically add to Mr. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 02:30:15 pm
Zap Brannagin Dragnean, you will be the near-death of us all. I just know it.

5th Malachite, 204. Interm entry.

I'm gfoing to die of heart failure I just know it. That arrogant... MOTHERFUCKER, There really is no suitable substitute, could have killed us all by mining out the Adamantium spire! Was he never told the old tales of Everoc as a child!? That stone breeds madness, it may well have been a catalyst in the birth of THEM! And worse yet, he's assigned ME of all people to extract the strands! While this is indeed an honor, I am still fearful for my very soul.

I fear the presence of this stone is what is fueling The Master's own psychosis. i fear it's calling him to dig deeper... I have left a note to the next overseer, the fortress' longtime miner Sus to cordon off the spires. I care not what we do with the thankfully safe extracted ore, and I even find myself wanting a fine cloak made from the stuff, in spite of my near pathologic fear of it (When I was assigned strand extraction duty I was on the brink of strangling Draignean to death, but thankfully reason trumped my fear.) But Further extraction is too risky; Anything could lie within a spire... Even the she-beast herself.

I find it difficult to juggle my bookkeeping duties with extraction, so I may need to hand my office over to someone else if we need the metal badly enough. I am also finind I may no longer be able to trust Draignean or The Master, as madness has positivly gripped them. This place has.... changed them. Between Draignean becoming uncharacteristically oblivious to all around him seeking beat him to a pulp and blundering his way into a victory over a small goblin raid, and The Master adopting weapons as if they're pets, they've claerly gone off the deep end. Talvieno has become a near child-like wreck of a dwarf, and I'm positive she either suffers from a different sort of insanity or has become enamored with that Mr Frog fellow. Speaking of Mr Frog, I've run some plans by him on a new woodcutting implement, using mechanisms and thier perpetual motion properties to move split serrated disks to saw down trees quicker than a normal axe ever could. He took the plans and said something about making some improvments to it, and I have not seen him outside of mealtimes or the odd passing in the halls since.

I pray to the gods we can gather the strength to fight the coming tide of darkness...

-following is barely intelligible chickenscratch writing, appearing to read "All will fall before the horde"-

Oh, before I forget, is everyone redorf'd?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 02:49:58 pm
Quote
Zap Brannagin Dragnean, you will be the near-death of us all. I just know it.

I actually like to think that I've been fairly successful in my term. I've guided us through numerous military conflicts, expanded our population base, expanded our industry, saved us from starvation (we now have over 150 edible plant tucked away, compared to 0 in mid spring), removed the job canceling spawn, mined enough adamantine for a refit of the military, expanded the living quarters, increased the average Dwarven living conditions, set to rest most of the moaning spirits, and have generally managed that without making anyone terribly unhappy.

Never underestimate a resourceful idiot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 02:53:29 pm
When I said near death I meant if you keep mining those damn spires.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 02:59:58 pm
When I said near death I meant if you keep mining those damn spires.

Not with that attitude we won't!

Same dig-speed ahead!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 03:07:18 pm
I think I may have just accidently killed us all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 03:19:39 pm
I think I may have just accidently killed us all.

Well, at least we won't have to mourn each other.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 22, 2012, 04:13:14 pm
So, what are my dwarfs' skills?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 04:20:27 pm
Excellent update. I will definitely write an entry for the Spawn in mid-whatever. also, if you don't mind, can we have the list of dorves and their professions? (maybe through therapist) it would really help with getting in new interactions with dorfed people.

anyway, here's the next section of my diary:

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 04:42:20 pm
WMG: Terrahex is a poltergeist.

He died fighting the Spawn somewhere in this region, many centuries ago. He just doesn't realize that he's dead and nobody can see him. The dwarves don't notice his antics because they're drunk off their asses 24/7.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 04:45:34 pm
ANd it would friteningly explain why the spawn spoke to him.

And if I recal Fischer was the one who clocked Draignean for the little SUPRISE! incident first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 04:54:41 pm

MORE ADAMANTINE HAS BEEN FREED! BWAHAHAHAHA!

Seriously guys, this map has a ton of adamantine. That may be my primary achievement for this turn, ignoring the wellfounded fears you people have of digging too deep and getting the candy for our forges anyway.

We should have upwards of 400 units when I'm done.

Oh, and the Master has entered a Fey Mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 04:58:42 pm
Just be careful with the crap. You have a backup from the beginning of Autumn, right? I'd hate to have to roll back an entire half-year just 'cause Draignean wanted moar candiez.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 05:02:12 pm
I have rollback saves at the top of every month, don't worry, this ain't my first roh-day-oh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 05:27:31 pm
WMG: Terrahex is a poltergeist.

He died fighting the Spawn somewhere in this region, many centuries ago. He just doesn't realize that he's dead and nobody can see him. The dwarves don't notice his antics because they're drunk off their asses 24/7.

shhhh, don't spoil it.  ;)

I actually did think about doing this, but everything is flexible at this point. I haven't actually decided on this matter yet
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 22, 2012, 07:48:01 pm
Did Master really drop his wooden stick and attach to the pike or is he just dual-wielding both?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 07:49:09 pm
Did Master really drop his wooden stick and attach to the pike or is he just dual-wielding both?
Either one works. He'll be slower on the beatings he administers, but still.

Pikes akimbo!? FUCK YEAH.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 22, 2012, 07:57:00 pm
Did Master really drop his wooden stick and attach to the pike or is he just dual-wielding both?
Either one works. He'll be slower on the beatings he administers, but still.

Pikes akimbo!? FUCK YEAH.

'Yeah, I call the bronze one 'Justice' and the wood one 'Spawn Killer'.'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 22, 2012, 09:32:45 pm
OOOH! SOMEONE SHOULD DRAW MY DWARF! (OR YOU WILL SUFFER, READER!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 10:10:42 pm
I got bored so I started writing a journal entry. It wasn't meant to be too long, but eventually started getting long enough to upload by itself  :P I was gonna include the section about the spawn siege too. Oh well I suppose

I'll upload it when it's finished. I'm getting too into this
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 10:14:55 pm
I got bored so I started writing a journal entry. It wasn't meant to be too long, but eventually started getting long enough to upload by itself  :P I was gonna include the section about the spawn siege too. Oh well I suppose

I'll upload it when it's finished. I'm getting too into this

No such thing. We need people like you to help make things great!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 22, 2012, 10:34:17 pm
Whoa, I missed a lot... I was away for most of the day - catching up now. Looks awesome so far, though!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 10:36:15 pm
Whoa, I missed a lot... I was away for most of the day - catching up now. Looks awesome so far, though!
Zap Brannagin is trying to kill us with Adamantine mining. That's what you missed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 22, 2012, 10:46:11 pm
Draignean, that was epic. lol    It's bizarre to think an entire necromancer siege could be destroyed by a single spawn ambush... Thumbs up on the adamantine, I have no idea how you managed it, but you're a god. Poor splint... lol Also, I really liked the "glowy stone" thing... really nice. Finally, I'm surprised The Master decided to upgrade. Woody was such a nice hard pointy stick... Still funny though. He keeps getting attached to them. Is he the only one?

Anyway, you're actually doing a pretty bang-up job so far, I'm impressed. Splint was right to put you next, I think - might keep the fort going for a while longer.

...why was it made of chocolate? lmao   Tastiest forgotten beast ever... if it just wasn't for the blood. :(


Question for everyone: Is the Spearbreakers salute a punch to the face?

I got bored so I started writing a journal entry. It wasn't meant to be too long, but eventually started getting long enough to upload by itself  :P I was gonna include the section about the spawn siege too. Oh well I suppose

I'll upload it when it's finished. I'm getting too into this
Impossible. Loving the entries! I actually think I'd prefer if the mystery dwarf isn't a poltergeist... And he gets officially dwarfed later at some point. Maybe you could have him do some odd things around the fortress to try to show everyone that he exists... Like odd markings on the walls, for instance. It'd give the overseers (and the other journal enthusiasts) something great to work with, with all the dwarves getting paranoid on top of all their other mental issues. ...See, I'm getting "too into it" too. :P

Whoa, I missed a lot... I was away for most of the day - catching up now. Looks awesome so far, though!
Zap Brannagin is trying to kill us with Adamantine mining. That's what you missed.

Oh, come on, he's doing great! People rarely manage that much without losing the fortress, so this is something!

...

*processes what I just said*

...

Oh, Armok, we're doomed.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 10:49:55 pm
Careful sticking your hand into the cookie jar, Draig; this one bites back :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 10:50:40 pm
Just for the record, I'm not the only one imagining Draig's dwarf sounding like Zap, right?

Right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 10:52:20 pm
I'm pretty sure that's the intent, at least.
Of course, I never watched Futurama that much, so :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 22, 2012, 10:52:52 pm
I'm not totally sure who Zapp is, to be honest. =P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 10:55:27 pm
I got bored so I started writing a journal entry. It wasn't meant to be too long, but eventually started getting long enough to upload by itself  :P I was gonna include the section about the spawn siege too. Oh well I suppose

I'll upload it when it's finished. I'm getting too into this
Impossible. Loving the entries! I actually think I'd prefer if the mystery dwarf isn't a poltergeist... And he gets officially dwarfed later at some point. Maybe you could have him do some odd things around the fortress to try to show everyone that he exists... Like odd markings on the walls, for instance. It'd give the overseers (and the other journal enthusiasts) something great to work with, with all the dwarves getting paranoid on top of all their other mental issues. ...See, I'm getting "too into it" too. :P
that's what I was thinking too, but I thought being a ghost would be a nice plot twist, but that turned out to be too obvious  :P

anyway, here's the next installment. I'd love it if some people would establish some sort of character for their dwarf so that I could use that.


Also, I know it wasn't that long ago that I asked, but could you get me that list of dwarves, Draignean?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 11:04:53 pm
Yeah, I'd like that list too. I have an idea but I need an NPC dorf to use for the writing.

And good work Terrahex!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 22, 2012, 11:08:40 pm
thanks, does that mean I get my diaries on the first post?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 11:10:37 pm
thanks, does that mean I get my diaries on the first post?

I don't see why not. I'm sure Talvieno won't mind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 22, 2012, 11:18:19 pm
@Terrahex:
Mr Frog is a Stepford Smiler Mad Scientist with empathy issues and a taste for psychoactives, Talvieno is a closer-to-earth country girl who suffered Sanity Slippage and is now a crazy cavy lady/stalker, Splint is a neurotic pencil-pusher, The Master is a homicidal maniac with a yandere fixation on pikes, Mitchewawa is the Only Sane ManTM, and Draignean is Zapp Brannigan. And those are all the guys who matter (so far).

Wow, never thought I'd find a practical use for tropes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 11:22:02 pm
Quote
Also, I know it wasn't that long ago that I asked, but could you get me that list of dwarves, Draignean?

Everyone?
I can do it in screenshot form, but if you're hoping for a nice tidy list then you're out of luck. There are 50+/- dwarves in this fort, I'm not listing all of them by name.

Like your journal entries though.

I'm not totally sure who Zapp is, to be honest. =P

Imagine a blond cartoon of William Shatner in the REALLY early Star Trek (Hence the Dwarf Date xxxx.xx-x), give him a voice of such self assured confidence and proud ignorance that you want to punch him the face. Now imagine him saying things like,

"That young soldier fills me with hope, and some other feelings that are weird and deeply confusing." (To be said in regard to a woman posing as military man)
"Uh-huh, uh-huh. That's whatever you were talking about for you."
"Inform the men, I've made it with a woman."
"Enough of your space-age technobabble, Attila the Hun!"
"One day a man has everything, the next day he blows up a 400-billion dollar spacestation, then he has nothing. Makes you think doesn't it?"
"But you've forgotten one thing, rock crushes scissors! *pause* But paper covers rock, and scissors cuts paper... It appears we have a conundrum, you, search them for paper. And bring me a rock."


Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 22, 2012, 11:27:13 pm
I just need one redshirt.

And great description. it describes your dwarf Zap quite nicely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 22, 2012, 11:48:51 pm
Oh, and just as a side note for your Journals Hex, the spawn on the ledge survived its great fall. Broken bones and mangled brains yes, but it was still able to run off the map with alacrity. It's probably off fathering/mothering a passle of baby spawn right now, they should be grown up enough that you'll be the one to have kill them when you decide to take a turn.

Food for thought.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 22, 2012, 11:52:41 pm
I'm not totally sure who Zapp is, to be honest. =P

(http://i.imgur.com/7ZlG9.jpg)

E: Imageshack can't keep this free spirit from posting!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 12:18:23 am
Quote
Also, I know it wasn't that long ago that I asked, but could you get me that list of dwarves, Draignean?

Everyone?
I can do it in screenshot form, but if you're hoping for a nice tidy list then you're out of luck. There are 50+/- dwarves in this fort, I'm not listing all of them by name.
can you do it in Dwarf Therapist?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 23, 2012, 12:20:38 am
Yeah, there's a sort by nickname function.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 12:23:42 am
actually, you don't have to if you don't want to. I can download the map and do it myself at the end of your turn, but I was thinking that maybe posterity would like it as well.

@Terrahex:
Mr Frog is a Stepford Smiler Mad Scientist with empathy issues and a taste for psychoactives, Talvieno is a closer-to-earth country girl who suffered Sanity Slippage and is now a crazy cavy lady/stalker, Splint is a neurotic pencil-pusher, The Master is a homicidal maniac with a yandere fixation on pikes, Mitchewawa is the Only Sane ManTM, and Draignean is Zapp Brannigan. And those are all the guys who matter (so far).

Wow, never thought I'd find a practical use for tropes.

we need more. the characters we have are awesome, but we need more. plus you forgot me.  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 12:35:39 am
Best summary of the current crop of characters thus far.

He also FOrgot the mainline infantry commander Fischer, who litarally falls under Colonel Badass, unless he got killed and I wasn't aware.

And there will be more. At least... what like, 16 more or something if we live that long?

Also, i fear I may IRL suffer from Neurosis, as upon looking it up and cross referenceing it toa legit site, I show many signs of it. And oddly enough, I give not two real shits.

ANYWAY I think SPlintdorf having a near phobia of the life-metal is perfectly understandable, since in his learnings it has a bad habit of breeding demons and madness...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 23, 2012, 12:43:25 am
@Terrahex:
Okay, so
blah blah
and Bombzero is a crazy lady/possible crossdresser Sweet Transvestite who obsessive-compulsively dismembers corpses and Terrahex is a bubbly fellow who's oddly difficult-to-notice, has an empathic connection with the Spawn, and may or may not have stumbled off the mortal coil without noticing. And those are all the guys that matter (for now).

@Splint:
I spent 10 minutes on Wikipedia and came back with social anxiety disorder, obsessive-compulsive personality disorder, and schizotypal personality disorder :p Internet != Professional Diagnosis.

I would have given detailed analyses instead of rattling off tropes, but that's far more effort than I'd like to put in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 12:47:13 am
Nice way to classify Talvi... Very accurate. Technically she'd overcome her country roots at some time in the past, but in regressing towards a childlike state she wound up regaining her old accent.

Also, you forgot SolPyre - the ever-terrified engraver who enjoys making humorous (but ominous) images, and HARD (now Wynz) the battle-crazed death machine (who thinks he's appointed by the gods).


Splint, Fischer was NOT badass. I locked him in the armory by mistake and he refused to even let anyone know he was in there for months.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 12:52:20 am
That was your fault mister neglectful-of-the-army-commander. I'm basing the badass part on the fact, as an NPC, he's even still alive, and in charge of the infantry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 12:56:01 am
I gotta write all this down for future reference.

plus, wasn't there a miner named Sus?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 12:57:40 am
I gotta write all this down for future reference.

plus, wasn't there a miner named Sus?

Yeah. He's up next for overseership.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 12:59:52 am
I gotta write all this down for future reference.

plus, wasn't there a miner named Sus?

Yeah. He's up next for overseership.

I wish I hadn't abandoned DF for so long. the update took awhile. oh well. now I get to relearn all this stuff and get it confused with Minecraft logic!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 03:14:14 am
Draignean, just noticed this.

Spoiler (click to show/hide)

EDIT:
thanks, does that mean I get my diaries on the first post?
Done. Not sure which one Splint was referring to in particular, so lucky you! You have all three on the front page.  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 08:57:59 am
Yes? I've been mining out the center of those spires for some time. I stopped once I thought I'd push my luck far enough, then splint demanded that we DIG DEEPER.

Mining has been started on the second adamantine spire, and I've recently discovered a THIRD adamantine spire.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 01:29:17 pm
Put me with Splint about being very worried about the adamantine... lol  I never mine the center, just because of the huge chance that the tube extends to the top.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 01:37:32 pm
If you found a 3rd one STAY THE FUCK AWAY from it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 01:45:09 pm
Why?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 02:21:47 pm
Think. We can afford to lose Rodge, Sus, or Bombzero. That third spire is probably where the circus is waiting to say hello, and if that's the case whichever one of them was there will have to wall the breach, (and due to dwarven idiocy) kill themself in the process.

I say this because training up replacements would be nightmarishly difficult, and you're pushing your luck as it stands.

.... You're going to anyway. Aren't you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 02:36:22 pm
Think. We can afford to lose Rodge, Sus, or Bombzero. That third spire is probably where the circus is waiting to say hello, and if that's the case whichever one of them was there will have to wall the breach, (and due to dwarven idiocy) kill themself in the process.

I say this because training up replacements would be nightmarishly difficult, and you're pushing your luck as it stands.

.... You're going to anyway. Aren't you.

Of course! If we hit that adamantine bullseye, the rest of the dominoes should fall like a house of cards. Checkmate. Now, like all great plans, my strategy is so simple an idiot could have devised it. On my command all dwarves will line up and fall directly into hell, clogging it with corpses.

When I'm in command every mission is a suicide mission.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 02:41:49 pm
From the journal of Talvi Diamondknight

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 23, 2012, 03:37:31 pm
im not 100% certain ill be able to take my turn when it comes up, it really depends when it gets around to me, but the next few weeks are gonna be a bit busy at times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 03:59:20 pm
want me to swap your earlier turn just in case?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bombzero on March 23, 2012, 04:25:12 pm
hmm yes i suppose, ill still be reading the thread, im just not sure if ill have time to sit down and play a full year of DF in a reasonable amount of time.

lets see.. i have coming up;

an afterschool field trip.
3 family gatherings, one of which will be a two day event.
several of my favorite games/mods updated recently.
one of my (very pushy) friends just started playing an MMO that i play.
i have 3 other prior commitments made before this other stuff came up.
and then more misc. stuff.

so yeah... ill let you know how it goes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 04:29:49 pm
ALright. You still got year 13. I moved Mitchewawa, Dairush, and Doctormonch up a year on the list and moved Stormtemplar onto year 11. Year 15 now unclaimed, and whoever wants it can take it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 06:46:44 pm
I love this fort  :D

Awesome journal Talvieno
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 06:50:00 pm
I nominate Talvi's journal for front page. NOMINATE ALL THE JOURNALS.

And now, a question.

Migrant wave. Only problem is that the spawn are still out there.

Should I,
A. Send a crack team of military dwarves to attack the spawn while the migrants flee to safety.
B. Button up and watch them die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 06:55:56 pm
depends on the number of spawn and if everyone has gear enough to fight them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on March 23, 2012, 08:03:08 pm
Does my dwarf do anything? I'd write something, but I know nothing of the nothing character.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 08:04:23 pm
Sorry to hear that, Bombzero - hope things clear up for you soon. I'll be looking forwards to your next turn. =)

Thanks, Terrahex! (I love this fort too, lol)

Thanks for the nomination, Draignean. :) Need a little more info, though - how many of the dwarves have you gotten into full adamantine so far? How many spawn are there? How skilled is our militia, how many do we have? (I'm kind of for letting the migrants die, but that might not be such a great idea... Perhaps you could just let in as many as we could get in, and let the stragglers die? It'd be a bit risky, but it's better than not getting any migrants, and better than losing our army.

edit: A question, Splint - should I just go through and put all the side-journal entries on the front page? I was trying to avoid it (to leave as much space free as possible) but if that's the majority opinion I'd be happy to attempt to put them all up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 08:23:24 pm
We have no dwarves in full adamantine (The first group has boots and gloves, but no body armor) militia is Five useful soldiers and a lot of fools. 
Ten spawn, and they are standing directly between the entrance and the migrants.

Okay, I'm letting them die. I can't pull this without killing us all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 08:24:49 pm
Damn. Ah well. I can't wait to give a nice mentally tattered account of the aftermath.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 23, 2012, 08:32:23 pm
Good call... It probably would've been the end of us. =P Five good soldiers against ten spawn means death if they're not in near-full adamantine at least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 08:46:31 pm
If they'd die from a brain injury the fight might be about even actually, but as The Master learned, running a pike through thier heads just makes them laugh at you. Till you yank it out and bash thier teeth out.

EDIT: MAKE CLOTHES BEFORE MOVING THE SAVE TO THE LATEST VERSION IF YOU INTEND TO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 23, 2012, 10:46:53 pm
I really don't think candy breastplates are strictly necessary as long as there's candy chainmail underneath. Greaves might be a good idea.

I'm worried that the Spawn might be too hardcore; all we've done so far is turtle :-\
I think you should make a backup, send our doodz out to get a taste of what we're dealing with, and savescum if things go (too) horribly wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 23, 2012, 10:56:54 pm
I really don't think candy breastplates are strictly necessary as long as there's candy chainmail underneath. Greaves might be a good idea.

I'm worried that the Spawn might be too hardcore; all we've done so far is turtle :-\
I think you should make a backup, send our doodz out to get a taste of what we're dealing with, and savescum if things go (too) horribly wrong.

Just tried this. In a corridor fight with three wardogs and our alpha squad we beat four (already injured spawn), all the wardogs were killed. No injuries besides bruises were sustained.

A fight on the surface (Five Spawn Vs Four Dwarves) led to a massacre. Fischer, myself, AshsaverII, and the master were all KIA'd. We can't take them on open ground, we can however beat them in a tunnel fight with dogs on our side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 11:01:27 pm
Hmm. I suggest Zapdorf (I will forever call your dorf such Draignean) have a moment of insight as to deal with the spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 23, 2012, 11:07:45 pm
How the he'll did syrup leaf survive without adamantine?

Oh yeah, tehsid...

I've been terracing syrup leaf these past few weeks, and I honestly can't think of a better writing. Let's make this as cool as that!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 11:24:54 pm
How the he'll did syrup leaf survive without adamantine?

Oh yeah, tehsid...

I've been terracing syrup leaf these past few weeks, and I honestly can't think of a better writing. Let's make this as cool as that!

Exactly! But only about... 7 of us do much? I tried to pique curiosity, and even made the homemade version of the spawn known to the world.

Part of the thing that made it great was the community it had doing stuff. We're just..... Kinda scraping by, but having fun at the same time. Guess that last part matters more, so mission accomplished so far!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 23, 2012, 11:31:14 pm
@Terrahex:
Syrupleaf is actually my least favourite of the Boatmurdered/Headshoots/Syrupleaf trilogy. I can't remember why, just that I didn't like it as much as the other two :-\ Should probably reread it.

@Draig:
IIRC, creatures with CAVE_ADAPT get combat bonuses when fighting underground, so that was also a factor.

In the future, I'd personally recommend sending out all fully-equipped troops, regardless of skill. Even if they aren't skilled enough to fight the Spawn effectively, they'll at least be able to take hits so that our important dwarves don't have to.

@Splint:
Well, IIRC, Syrupleaf only had a few consistent long-term contributors itself. And not all of them were that good... Granted, I don't think all (if any) of us really are, but... I think we're doing pretty good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 11:37:09 pm
Giant Emu anyone? What do you think I brought those for? They weren't intended for food, they were intended to fight. We also have dogs and whatever dispatched elves bring (I made damn near all giant exotics trainable.) so setting up cages linked to levers to unleash the fighting animals first, and combined with an airlock system to break up attackers, the combined cannon foder and (If Frog is right) combat bonuses might actually allow us to absolutly shred smaller groups of spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 23, 2012, 11:42:19 pm
Giant emus don't wear armor, which is somewhat important when attempting to take hits from a screeching set of walking jaws and still remain alive to take more hits from more screeching sets of walking jaws.

Also, are you sure you added [TRAINABLE] to their raws? I recall checking and I couldn't find it.

PS: It's probably worth mentioning that numbers mean a lot against the Spawn. Even baseline draftees with Competent weapon skill, Novice Dodger/Armour/etc., and no breastplates could often score a win if they had a reasonable numerical advantage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 23, 2012, 11:54:30 pm
They should have been trainable. I genned the world from premodded raws to include fighting giant emu. And the Giant Emu should, if nothing else, take a little longer to kill and maybe a kick will ground a spawn in the process.

If I did indeed forget the [TRAINABLE] tag, as unethical as it is, I'd like it put in as they were intended to be fighting animals. Plus, if the fight goes well, we can still use the dead ones for meat anyway!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 24, 2012, 11:09:30 am
Mr Frog - Giant Sperm Whales don't wear armor either, but even untrained they're deadly killing machines (for the few seconds they're out of the water).

Giant Emu forces would be awesome, I really think we should make sure the [TRAINABLE] tag is there, too... I'm almost positive it isn't.

A question, Splint - should I just go through and put all the side-journal entries on the front page? I was trying to avoid it (to leave as much space free as possible) but if that's the majority opinion I'd be happy to attempt to put them all up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 24, 2012, 04:13:30 pm
My apologies for the late response. I got no sleep last night and feel asleep around noon.

I think if majority opinion is for it, then go ahead and try with the journals Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 24, 2012, 06:48:01 pm
I'm starting to think my dwarf might be going a tiny bit insane.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 24, 2012, 07:17:08 pm
Nah, he just developed an unhealthy obsession with his weapons. That's not a sign of going bonkers. Not at all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 24, 2012, 09:45:59 pm
Hey, what red-blooded dorf doesn't enjoy stroking his wood every now and then? :P
(Yes, it had to be said.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 24, 2012, 09:51:41 pm
Hey, what red-blooded dorf doesn't enjoy stroking his wood every now and then? :P
(Yes, it had to be said.)

Ones that aren't armok-damned elves! He better be strokin' metal or stone, not wood!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 24, 2012, 10:24:58 pm
Rocks are harder than wood anyway, right? ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 24, 2012, 11:06:03 pm
@Draignean:

How's it going on the update?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 24, 2012, 11:07:57 pm
@Draignean:

How's it going on the update?
Ninja'd

I need to write my journal and upload my picture I drew of The Master too... Maybe later when I'm not so lazy
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 24, 2012, 11:42:31 pm
Ohh, our first depection of the little psychopath!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 12:29:52 am
@Draignean:

How's it going on the update?

Slowly. I'm nearing the end though, should be working on the writeup itself sunday.

Winter is coming.

(And The Master made a lovely blue garnet artifact.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 25, 2012, 12:33:11 am
@Draignean:

How's it going on the update?

Slowly. I'm nearing the end though, should be working on the writeup itself sunday.

Winter is coming.

(And The Master made a lovely blue garnet artifact.)

Wouldn't a gem-pike be awesome?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 12:33:50 am
Yup. And he'd end up adopting that one too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 12:35:20 am
The little psychopath who regretfully forgot to be mentioned with the others when Mr Frog was rattling off the character list to Terrahex. :P

I just went through the thread (took me several hours, lol) and I'm going to get all the journal entries up on the front page, with quality indicators («+likethis+»). A mention of a post gains it a level of "quality" (- + * ≡ ☼), and a special nomination gains it the «». Kind of like a ranking system, but not quite. (just because I have too much time on my hands) (if people don't like it I'll take it down, I just thought it'd be useful to help direct newer readers who like to skim towards the nominated/much-discussed posts)

Finally,
@Draignean:

How's it going on the update?
Ninja'd

I need to write my journal and upload my picture I drew of The Master too... Maybe later when I'm not so lazy
Yes, how's the update?

Edit: wow, I got triple-ninja'd.
Lol, Splint. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:01:35 am
@Talvieno:

Quoi? Of course I listed The Master. How could I possibly forget him? I'm not that special.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 01:03:13 am
@Talvieno:

Quoi? Of course I listed The Master. How could I possibly forget him? I'm not that special.
My mistake, misread while I was re-skimming through all the posts... I may have missed a journal entry here and there, in light of this... Hopefully not, but still.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:08:07 am
Right now I'm wishing my journals were worth discussing so that I could get those sparkly +quality label+s. Perhaps I should put more than 15 minutes into each one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 01:09:16 am
It's a bit confusing, but it's up. If I did miss any entries, or any quality/nomination stuff, let me know... If anybody thinks I ought to change the formatting/style, let me know, and especially one last thing: I don't want «☼this☼» thing to cause any problems... I'll take it out if needed.

Edit: And that's exactly what I was talking about when I said I was worried about it causing problems, Mr Frog, I didn't want to make anybody feel bad about their work. :P Just because it wasn't discussed doesn't mean it wasn't enjoyed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:14:20 am
Maybe instead list it by the number of nominations received? That seems to be a better indicator (PS: Let's pretend my transmission wasn't nominated, 'cuz I'm the one who nominated it :p)

I do agree that it's a good idea to have every journal linked to, though. It helps build a participitory atmosphere, I think.

EDIT: Maybe list it by year, and then by authour?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 01:21:30 am
I was thinking so, yeah, about the number of nominations only. And as to the year/author, how? Like this:

Year 201: Rob Josh Chad Sally Joe
Year 202: Rob Rob Josh Sally Sally Joe

or like this:
Year 201:
Rob: 1, 2
Josh: 1
Sally: 1, 2
Joe: 1
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:22:52 am
The second one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 01:26:02 am
That'll extend it quite a bit, lol   I'll get to work on it now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:27:24 am
If you run out of space, I can always take over in my post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 01:42:09 am
I know, and it'll be epic if we get far enough that we need it. :) This, though, should actually make it shorter - how does it look now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 01:45:18 am
You forgot to indent Terrahex in the last row, and I'd personally prefer that the stories be labeled to some extent. Aside from that, it's good.

EDIT: Should probably put further ruminations on this matter into PMs to avoid (CLUTTER).

EDIT II: Okayyy, so I apparently somehow completely failec to notice that Talvi had made a journal entry which I probably should have written a response to. Gonna have to rectify that
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 10:52:47 am
Can't wait to hear that journal entry - you might want to get it done before Draignean gets his next post out, though. :P Just a thought. Otherwise it'll seem a bit out-of-turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 25, 2012, 11:59:42 am
awesome format, talvieno.  I normally spend about 45 minutes to an hour on my journal entries. I'm a writer by trade and I can't let myself slide on mediocre quality, so I go as far as I dare without gettting too invested. I got other things to write too.  ;D

EDIT: Didn't want to double post so...

This journal will have to be a two parter. I thought it was getting kind of long, and number 5 will probably be the same length if not longer.

DOUBLE EDIT: removed journal. look a few posts down for the actual final version
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 01:56:48 pm
Excellent work. Splint is pleased.

I wonder if I could dredge up the deities of this miserable little hole. It seems religion would probably begin to rear itself more prominantly in light  of certain happenings....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 02:22:26 pm
Lol - that was awesome, Terrahex. =P I'm surprised your dwarf wasn't terrified of being the one thrown out to the spawn - that would've been pretty characteristic of him, given what we know. It wasn't that long - I wouldn't have minded reading three times that all in one sitting (note the length of my last journal entry... that was long).

I love how everyone seems to enjoy hanging out inside the stomach of a giant cavy...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 25, 2012, 02:30:08 pm
Lol - that was awesome, Terrahex. =P I'm surprised your dwarf wasn't terrified of being the one thrown out to the spawn - that would've been pretty characteristic of him, given what we know. It wasn't that long - I wouldn't have minded reading three times that all in one sitting (note the length of my last journal entry... that was long).

I love how everyone seems to enjoy hanging out inside the stomach of a giant cavy...

remember that he's not afraid of the spawn, and also that they barely know he exists if at all
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 02:33:02 pm
Lol - that was awesome, Terrahex. =P I'm surprised your dwarf wasn't terrified of being the one thrown out to the spawn - that would've been pretty characteristic of him, given what we know. It wasn't that long - I wouldn't have minded reading three times that all in one sitting (note the length of my last journal entry... that was long).

I love how everyone seems to enjoy hanging out inside the stomach of a giant cavy...

remember that he's not afraid of the spawn, and also that they barely know he exists if at all
Hmm, true. I figured, what with the brain eating and all, that would be what he thought. :P

Also, just to make sure Draignean doesn't forget:
Does my dwarf do anything? I'd write something, but I know nothing of the nothing character.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 02:37:12 pm
He's obviously a wall flower and anyone who's spoken to him thought he was someone else. Plus the migrants dying didn't leave any dorfing opprotunities.

I've realized something about this fort that sets it apart already: Most of the great forts we all know had someone die fairly early on, may 1-3 people in the first 2 years. We had not that. We had people (both of the fort and not) with a tendency to die in droves rather than one or two at a time. And this was early into the fort's life.

To expand upon my last utterance of this: Now I'm absolutly positive we're fucked. Six ways to sunday in fact.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 25, 2012, 03:15:51 pm
I'm not sure I understand your reasoning...

Also Talvieno, you were right about the length of my journal, it looked a lot longer in Microsoft word.

Just pretend you guys didn't read that...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 03:32:25 pm
I thought back to Syrupleaf, hunter got killed in year 1.
Reading gemclod, two guys died in year 2.

Spearbreakers: Entire defense force mauled, two turned into slavering monsters in year 2-3, and a combination of two caravans a migrant wave, and a group I think nine other dwarves were killed in the space of year 3-4. Usually the mass deaths don't happen until a long ways in. Plus I don't think those places had dwarves with quite so many issues: Superiority complex, possibly schitzophrenia, unhealthy meat cutting obsession, stalkerdorf, love of Emus of various sizes, drug addict time traveller, and a guy with severe confidence issues. And that's just from the first few soldiers/overseers.

I can't wait to see what sort of mental instabilites the other overseers develop during thier reigns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 25, 2012, 04:13:48 pm
okay here's my actual journal entry. Talvieno, can you put this in the first post instead of the last one.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 25, 2012, 06:46:02 pm
Really great, Terrahex. :) Got it put up. Hopefully Mr Frog will get his finished (if he's going to make it) and we'll get Draignean's next part today too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 07:10:38 pm
We'll prolly get the last update for Draignean tomorrow. Mr Frog is probab;ly taking his time on  his journal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 09:46:10 pm
Last? Does that mean Draig isn't doing Winter? Booooo. :'(

I've been trying to come up with something, but I don't seem to be in the proper mental state right now due to depressing revelations regarding the effects of lower-than-Earth surface gravity on a planet's potential habitability (My aliens! Nooooo!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 09:52:08 pm
Last? Does that mean Draig isn't doing Winter? Booooo. :'(

I've been trying to come up with something, but I don't seem to be in the proper mental state right now due to depressing revelations regarding the effects of lower-than-Earth surface gravity on a planet's potential habitability (My aliens! Nooooo!)

Simple solution: Ignor those pesky laws of physics.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 10:17:24 pm
Last? Does that mean Draig isn't doing Winter? Booooo. :'(

What? Since when?

I've gotten a bit slowed down unfortunately, I'M STILL WORKING ON IT THOUGH! (That and everything else.)

Quote
I've been trying to come up with something, but I don't seem to be in the proper mental state right now due to depressing revelations regarding the effects of lower-than-Earth surface gravity on a planet's potential habitability (My aliens! Nooooo!)

What are the specifics of the problem?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 11:22:42 pm
Okay, problem, big one. Type: Bug.

The Master, as you all know, entered a strange mood. He took a single blue garnet. The first time this happened he made the artifact fine, he started work, he ended work. Since it all went without a hitch I didn't give it a further thought. On that same save I then proceeded to test another theory of anti-spawn warfare (keeping the fight entirely underground), which failed massively. I savescummed of course and went back one, even hoping that the Master would crap out something even better this time around.

He just went insane.

I've tried to get him to make the artifact without going insane (three times now), but now every time I load up the save from my last restore point he "works furiously" and then goes insane mid-fall.

So, the spawn corrupt your fucking save files and make your Dwarves go insane through time and space.

Is there any way to handle this?


Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 11:27:10 pm
I've never encountered this.... Lock him in. Looks like a relative will unfortuantly have to take over if it continues. Shame too, I was enjoying his psychosis, though I can say it's justified that he finally went off his rocker.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 11:30:08 pm
I've never encountered this.... Lock him in. Looks like a relative will unfortuantly have to take over if it continues. Shame too, I was enjoying his psychosis, though I can say it's justified that he finally went off his rocker.

He's stark raving mad, which I suppose is a good thing since it means will be able to get to the valuable gear he was wearing faster. It does mean that we've also lost one of our best fighting dwarves.

Well it's a damn good thing I'm construction a super-weapon to OHKO a group of spawn, hopefully it will render the military obsolete.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 11:33:15 pm
I think this is an absolutely BRILLIANT opportunity for roleplay.

Also, bad Draignean, you're supposed to make the backup before flinging our military into a meatgrinder. Like, immediately before :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 25, 2012, 11:33:41 pm
Hey now, that was part of the point! A disproportionally large army to fight the coming darkness!
And we can always train up a replacement if it's unavertable. A more level-headed cousin perhaps...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 11:49:14 pm
Hey now, that was part of the point! A disproportionally large army to fight the coming darkness!
And we can always train up a replacement if it's unavertable. A more level-headed cousin perhaps...

Oh fine, we can keep the military, but leave me my doomsday device. (Besides, making the doomsday device creates another permanent entrance, thirty more bridges, and +75K Urists worth of lever in the process, so win-win. :P)

Also, for The Master's replacement, I've got a Dwarf already picked out if The Master wants another military dwarf.

His last name is SteelCrazy. (Which is fitting for The Master in all sorts of ways)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 25, 2012, 11:52:03 pm
Is the doomsday device a 75-tile-long hallway lined with bridges? Because I'd like to think that we're at least classier than that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 25, 2012, 11:57:36 pm
They're not classy?  :(
I've never made one before, usually I use core depth dodge this traps. I thought this would be cooler.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 26, 2012, 12:10:36 am
Aw, hate that The Master died... That seriously sucks.

Nah, bridgetraps generally aren't that classy, per se... They're too easy, you know? You can't lose. Just set a dwarf to autopull and you're done, siege comes in, nothing comes out. Plus, how would you roleplay it? "Yeah, the spawn came in, and the bridges that were flying up and down faster than the eye could see smashed them all into nothingness. Literally nothingness. It's like they never existed..." *cue Doctor Who theme with the cracks in the universe*

MINES. DROPPING A CEILING ON THE WHOLE MAP. CAVY WARRIORS FROM AFAR.

This is Spearbreakers. We have to live up to its name, see?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 26, 2012, 12:17:57 am
Eh, savescum rebuild and see if I can jumpstart the master it is then.  Maybe if I forbid the garnets he already has...

So, for Dwarfy traps. Which ones are preferred.

Dodge this with massive falls
Drowning trap
A corridor with rigged ceiling tiles
Millions of iron pikes rigged into the floor (They can be used in upright weapon traps, can't they?)
Fake floor traps
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 12:25:13 am
Hmm.........

I vote the fake floors if the can be rigged to drop in rapid succession, doge pits, and the pike traps.

Drowing traps won't work on the spawn, and they're pretty much the main opposition, as our soldiers have proven more than a match for the goblins and the Barbarians have yet to even try to attack (Likely due to thier scouts dying in droves.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 26, 2012, 12:27:35 am
Hmmm...

Dodge trap... dwarfy, very Spearbreakers.
Drowning trap... probably useless against spawn, I don't know... Mr Frog - do they breathe?
Rigged ceiling tiles... Probably dwarfyish, yeah.
Millions of iron pikes... Ehhh... maybe... I don't like the weapon traps idea.
Fake floor trap... That's one I haven't heard of before. I'm not sure how it works. lol

You could set a floating ring above a section/hallway of constructed floor and trigger it with a lever to drop the whole thing a number of z-levels... That'd be dwarfy. One-shot, yeah, but one-shot is the most awesome. Let the later overseers worry with how to deal with the spawn on their own, after they waste your trap on a few gobbos. :D Fun.

EDIT: Ninja'd. And Splint has the final say anyway. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 26, 2012, 12:35:37 am
Spawn do not breathe. They only kill.

I say upright-spike Dodge-Me trap with more upright spikes in the bottom. And upright spikes in the dining room, because why not.

I think by "Fake Floor" he means a 2xN hallway floored with floor grates, which open immediately and don't fling things standing on them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 12:36:50 am
open for debate. We'll see what theothers have in mind...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 26, 2012, 12:38:37 am
Oh, Fake floor is where you construct sections of floor so that their only support is a central column. Then it works on pretty much the same principle as a combination of a fall trap and a rigged ceiling.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 12:41:25 am
Oh, Fake floor is where you construct sections of floor so that their only support is a central column. Then it works on pretty much the same principle as a combination of a fall trap and a rigged ceiling.

I proposed a mine field of such devices....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 26, 2012, 07:23:39 am
I say upright-spike Dodge-Me trap with more upright spikes in the bottom. And upright spikes in the dining room, because why not.
I'm with Mr Frog on this one.

edit: We also need spikes in the containment cells. Just in case some poor fool gets bitten.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 26, 2012, 09:41:11 am
Oh, Fake floor is where you construct sections of floor so that their only support is a central column. Then it works on pretty much the same principle as a combination of a fall trap and a rigged ceiling.

You'd still need a grate, a hatch, or a bridge to get onto the suspended section of flooring (not really so much a fake floor as a suspended one, really)

Oh, Fake floor is where you construct sections of floor so that their only support is a central column. Then it works on pretty much the same principle as a combination of a fall trap and a rigged ceiling.

I proposed a mine field of such devices....
Not quite... Yours was floating flooring. His drops the dude instead of dropping stuff on top of him.

I say upright-spike Dodge-Me trap with more upright spikes in the bottom. And upright spikes in the dining room, because why not.
I'm with Mr Frog on this one.

edit: We also need spikes in the containment cells. Just in case some poor fool gets bitten.
Agreed. Definitely agreed. On both counts. I especially like the idea of the spikes in the dining room - maybe we could skimp on the defenses and do that instead. (then again, I've almost been out to destroy the fort since day 1 - if I'd had my way, the spawn would have trances)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 26, 2012, 04:59:04 pm
I was bored and wrote a legend about how the new world came to be in relation to Everoc. Should I post it? it has quite a few plot points that might be for overseers to decide
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 05:04:40 pm
Sure thing.

Mr Frog has already solidified this as an "Instance" of a possible divergant number of alternate histories, so go for it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 26, 2012, 05:08:21 pm
Yay!

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 05:24:50 pm
I approve of this. While not quite in line with my own idea, a bunch of us all concocted theories, and this I approve of.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 26, 2012, 06:19:03 pm
Hmmm... I like it. It kind of lacks the hilarity mine had (largely thanks to SolPyre), but I think it makes up for it with not needing to discredit anyone... It makes sense. Well done. :) +1 to you, sir.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: TapeNoot on March 26, 2012, 09:22:04 pm
Been reading this fort for the last few days. Loving it so far!

MUGS MUST FLOW.

Anywho, Mr Frog, any chance you can link that tileset you're using? I'd like to try it on my desktop compie at some point.

I've also been inspired to copy some of the fort layout in my own forts ^.^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 26, 2012, 09:26:01 pm
Glad to see another member of the community here! Thanks for reading, we aim to entertain!

And he speaks truth. MOAR MUGS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 26, 2012, 11:04:58 pm
@TapeNoot:

I'll get around to uploading it somewhere eventually. I can't really ignore a direct request :p I'll look into it sometime tonight.

The general layout of Spearbreakers is directly on the border between genius and pants-on-head, socks-on-ears, multiple-crayons-in-each-nostril insanity. Replicate at your own risk.

EDIT: Okelie-dokelie. I've gotten my tileset uploaded for anyone who wants to use it. The link's in my sig.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 27, 2012, 08:25:37 am
Awesome, the Official Frogfont. lol   It really does look pretty good. =P

Also, welcome to Spearbreakers, TapeNoot. It's like Hotel California, but the terror is from simply being here. :D

And yes, MOAR MUGS.


How's that update coming, Draignean? Everything okay on your end?

edit: Splint, should I throw together a section in the second post with all the theories of how Spearbreakers could exist? We talked of making that at one point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 11:38:43 am
I don't see why not, though Mr Frog might wanna do that so we can save space for entries on yours. I really wish I had reserved a couple spots for that myself.... But we're working like a semi-neglected machine now and that's awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 11:48:07 am
I'm up for it. It'll be a bitch trawling the thread looking for things that look like theories, but I suppose it's for a good cause. I'll get started on it at some point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 03:18:42 pm
When you gonna make that journal? Also, if we go for a sequel, Mr Frogdorf may have a very large impact on this world's weapons development..... Since he seems to be the only dorf on this particular miserable patch of dirt that, drug addiction aside, isn't riddled with insanity and various degress of mental instability or personality disorders.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 27, 2012, 03:40:47 pm
What about Mitchewawa? =P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 03:42:56 pm
I'm basing what I said off the fact that he has the information to teach us rock humping savages how to make railguns and ammo, since he's not exxactly "from there" in a traditional sense.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 27, 2012, 04:15:51 pm
I don't see why not, though Mr Frog might wanna do that so we can save space for entries on yours. I really wish I had reserved a couple spots for that myself.... But we're working like a semi-neglected machine now and that's awesome.

You could always put a link at the bottom of the first post that leads to another post. It wouldn't be pretty but it would be organized I suppose
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 09:45:41 pm
I've got the links to the crackpot theories up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 09:48:05 pm
Sweet. I contacted Draignean to try and keep us updated on his progress. Me and Talvieno are worried the thread is slowly hemorraging to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 09:53:53 pm
It seems fine to me. So far it's had a pretty good record of picking up again after an update is posted. I'm guessing Draignean was just busy with something yesterday.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 09:59:13 pm
Yeah thaT'S WHAT i THOUGH.

Capslock fail there. That's what I thought. Liked the wording on Mitch's theory: Armok decided to be a total dickhead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 27, 2012, 10:37:22 pm
It seems fine to me. So far it's had a pretty good record of picking up again after an update is posted. I'm guessing Draignean was just busy with something yesterday.

Class, I've got a portfolio to assemble for one of my professors.

Anyway, updates from the last savescum.

Made the dodge this trap frame, water filled cavern severely limits the trap (Only 12 Z-levels) but it is still at kill depth. We have four forges producing nothing but iron spikes. (Pikes cannot be put in upright weapon traps)

And I was unable to Save The Master by any arts I possessed.

And he's now berserk instead of stark raving mad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 10:38:42 pm
If that one's the one you did best in, put the poor boy down; Chestnut did not take kindly to rejection.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 11:06:12 pm
Poor The Master. Looks like he's about to be forcibly sent to the great CARNAGE! in the sky. Leaving behind a gaping hole in our candy-coated meatwall hearts.

It might be best to spikify the bottom of the dodge trap anyway, for two reasons:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 27, 2012, 11:08:21 pm
Yeah thaT'S WHAT i THOUGH.

Capslock fail there. That's what I thought. Liked the wording on Mitch's theory: Armok decided to be a total dickhead.
I liked that one too... Made me laugh. Anything that makes me laugh has my approval. (The title of Terrahex's theory also has my approval.)

Oh, and it might be worthwhile to note - just to try to help us survive a little bit longer. A bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5714) Mr Frog and I discovered in the game itself: basically, anybody who gets bitten by the spawn hard enough to bleed will become spawn themselves. Until Toady fixes the issue, there are no exceptions.

edit: ninja'd by three posts. Wow.
Keep that version, it sounds best, I think... Iron spikes will be extremely fun to fall on (good thing I mined all that ore out on my turn). It will be important that no dwarves walk into the trap... Also, 12 z-levels may or not be guaranteed kill depth... Spawn are tricky.

Too bad about The Master. :( He'll be redwarfed, probably as the friend of a best friend of an ex of a girlfriend of a fifteenth cousin eight times removed (who by an interesting coincidence is also just a cousin of The Master). I'd like to hear what The Master writes about his descent into actual sanity... :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 11:12:04 pm
So. Mittens under the gauntlets then. Got it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 11:13:53 pm
To be more precise, if the initial bite manages to break the skin, that soldier is fucked. Flesh wounds caused by latching on and shaking don't cause it, though, so all you'll have to deal with is the mundane threat of having every artery in your leg torn to rags. ...Yay?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 27, 2012, 11:14:54 pm
.... So socks AND mittens. Got it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 27, 2012, 11:16:14 pm
To be more precise, if the initial bite manages to break the skin, that soldier is fucked. Flesh wounds caused by latching on and shaking don't cause it, though, so all you'll have to deal with is the mundane threat of having every artery in your leg torn to rags. ...Yay?
Spoiler (click to show/hide)

Oh, and two caps + helm doesn't work anymore. :( Just thought I should point that out if you didn't already know. I have no idea why he changed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 11:22:13 pm
Worry not! On top of covering the torso, arms, and lower body, chainmail even protects the entire head for some reason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 27, 2012, 11:25:21 pm
Worry not! On top of covering the torso, arms, and lower body, chainmail even protects the entire head for some reason.
Kind of like this?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 27, 2012, 11:28:54 pm
No, like, the entire head.

The Holistic spawn Wrestler strikes You in the eye, but the attack is deflected by your *iron mail shirt*!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 27, 2012, 11:54:23 pm
No, like, the entire head.

The Holistic spawn Wrestler strikes You in the eye, but the attack is deflected by your *iron mail shirt*!

Nope. Mail only has [UBSTEP:1] and [LBSTEP:1], meaning it covers the body, upper legs, upper arms and throat. You might be thinking of [UBSTEP:MAX], which applies to robes, dresses, shirts and coats. Also, there's a glitch where the [UBSTEP:MAX] and covers the extremities of the lower arm and head, but not the actual lower arms or the head. Meaning it protects the eyes, mouth, ears, etc, but does not block headshots. It also protects fingers, but not the hand.

I got bored one night and read a lot. (http://dwarffortresswiki.org/index.php/DF2012:Armor#Coverage)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 28, 2012, 12:15:01 am
...? I very vividly recall reading multiple combat reports of a Spawn biting someone in the face only to have it bounce off their mail shirt...

OH CHRIST

I'M GOING MAD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 28, 2012, 12:15:56 am
Going? You signed away what little sanity you retained when you took a turn!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 28, 2012, 06:52:45 am
I couldn't find my camera anywhere. Guess the Master is going to die without pictures  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 28, 2012, 01:33:39 pm
Aw... well, I'm sure you'll find it at some point, right? Don't throw out the pic just yet. =P You can upload it whenever you find it, and I'll throw it on the front page. I'd make a pic, but I'm horrible with humans/dwarves...

That reminds me... SolPyre, how is that picture coming along?


Mr Frog - I'm pretty sure mail never covered the face... setting it to [UBSTEP:MAX] makes it go upwards, like Mitchewawa said, covering everything but the eyes and mouth (and possibly ears). Somehow those body parts stick through. Like, literally, they're above the mail. The head beneath the eyes is still protected.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 28, 2012, 03:05:34 pm
Aw... well, I'm sure you'll find it at some point, right? Don't throw out the pic just yet. =P You can upload it whenever you find it, and I'll throw it on the front page. I'd make a pic, but I'm horrible with humans/dwarves...

That reminds me... SolPyre, how is that picture coming along?


Mr Frog - I'm pretty sure mail never covered the face... setting it to [UBSTEP:MAX] makes it go upwards, like Mitchewawa said, covering everything but the eyes and mouth (and possibly ears). Somehow those body parts stick through. Like, literally, they're above the mail. The head beneath the eyes is still protected.

What I said was they DO cover the eyes, nose and ears. Just not the head.

"Currently bugged, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it can not protect unprotected (but still counting them as steps)."

Link (http://dwarffortresswiki.org/index.php/DF2012:Armor_token)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 28, 2012, 03:14:08 pm
Aw... well, I'm sure you'll find it at some point, right? Don't throw out the pic just yet. =P You can upload it whenever you find it, and I'll throw it on the front page. I'd make a pic, but I'm horrible with humans/dwarves...

That reminds me... SolPyre, how is that picture coming along?


Mr Frog - I'm pretty sure mail never covered the face... setting it to [UBSTEP:MAX] makes it go upwards, like Mitchewawa said, covering everything but the eyes and mouth (and possibly ears). Somehow those body parts stick through. Like, literally, they're above the mail. The head beneath the eyes is still protected.

What I said was they DO cover the eyes, nose and ears. Just not the head.

"Currently bugged, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it can not protect unprotected (but still counting them as steps)."

Link (http://dwarffortresswiki.org/index.php/DF2012:Armor_token)

Ahhhh, I read somewhere on the forums that they don't. Either that or I got it backwards. :\ my mistake. lol   sorry about that, Mitchewawa, you're right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 28, 2012, 03:37:32 pm
Okay, I've caught a bit of a break today. My classes tomorrow are pretty light thanks to a water main break in the city supply, so I'm going to marathon DF today. Hopefully I'll be able to clear up the rest of my year, repackage the save, and hand this hellhole off to someone else.

IF anyone has any questions that my cursory checking of this thread has not answered, this would be the time.

Splint: Yes, they've all been dwarfed except for Dariush, and yes I'm anticipating your question.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 28, 2012, 03:39:25 pm
How the fuck..... GET OUT OF MY BRAINS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 28, 2012, 03:58:08 pm
Whoo! :D can't wait to hear what happens. And then... Sus's turn. You ready for Spearbreakers, Sus?

IF anyone has any questions that my cursory checking of this thread has not answered, this would be the time.
Codyorr wanted to know about his dwarf. You know - what jobs, etc. so he could write some journal entries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 28, 2012, 06:28:49 pm
Alright, done with fall. This write-up is going to be fairly short and crappy (It was done over three different computers), but it will at least allow me to move one. Working on it now. As soon as I find the txt file that has my notes for the start of the year.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 28, 2012, 08:16:10 pm
@Draignean:

Yay, sudden infrastructure failure! :))

I'd personally prefer you take a bit more time to polish it if it needs it rather than just smash something out just for the sake of getting something out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 28, 2012, 08:22:07 pm
Hey Splint, can we get links to each update from each overseer like in Deathgate? (http://www.bay12forums.com/smf/index.php?topic=84451.0) It is far easier to follow a story if you join late when you can go straight to the overseer's post instead of going through all 50+ pages (for just 3 turns so far, mind).

It's also easier to start setting them out on the front page before the amount of updates starts getting out of hand.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 28, 2012, 08:31:09 pm
@Draignean:

Yay, sudden infrastructure failure! :))

I'd personally prefer you take a bit more time to polish it if it needs it rather than just smash something out just for the sake of getting something out.
Agreed. Quality over quantity. But if you really don't have the time, whatever you have is fine, I think. I doubt you'd put anything out that was actually low-quality.

Hey Splint, can we get links to each update from each overseer like in Deathgate? (http://www.bay12forums.com/smf/index.php?topic=84451.0) It is far easier to follow a story if you join late when you can go straight to the overseer's post instead of going through all 50+ pages (for just 3 turns so far, mind).

It's also easier to start setting them out on the front page before the amount of updates starts getting out of hand.

Haven't you seen the second post? Scroll down a bit past the OP... :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 29, 2012, 12:39:34 am
@Draignean:

Yay, sudden infrastructure failure! :))

I'd personally prefer you take a bit more time to polish it if it needs it rather than just smash something out just for the sake of getting something out.
Agreed. Quality over quantity. But if you really don't have the time, whatever you have is fine, I think. I doubt you'd put anything out that was actually low-quality.

Thanks guys, I've still got a Godawful early thursday class+Lab, so I think I may finish the writeup after I'm done using the dangerous chemicals. (Otherwise I'm going to fall asleep in the fume hood, which wood be bad.)

I've got most of the first term's write-up done, and part of the play of the winter season.

One-hundred iron spikes have been produced thus far. Only two-hundred-thirty more are needed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 29, 2012, 12:46:43 am
Wow. That's alot of pointy sticks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 29, 2012, 02:22:50 am
O_O

This is a well-crafted fortress. This item menaces with entirely too many spikes of iron. On the item is an image of 'Mr Frog' Spishabtham and mugs in cavy bone. Mr Frog is in the fetal position.

...Wait, we have that much iron? ô.ô
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 29, 2012, 02:27:28 am
Perhaps you didn't notice quite how much magnetite we had. The entire dormitory during my reign aside from maybe parts of the wall near the mess hall was entirely carved from magnetite. And then there was the pocket where I put our 1st 4 soldiers' rooms.... We had alot of iron ores laying around basically.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 29, 2012, 03:15:38 am
Whoo! :D can't wait to hear what happens. And then... Sus's turn. You ready for Spearbreakers, Sus?
Wait, there's such a thing as "ready for Spearbreakers"? :P
...
I just hope my poor laptop is up to the task. It's been known to be vulnerable to crashes when there's lots off stuff going on at the same time.
I'll try and squeeze out as much performance as I can, and if that's not enough, I'll have to let someone else take over until I can complete casting "Summon adequate hardware".  :-\


Still, looking forward to contribute my two cents to the madness that is Spearbreakers. :D It seems Draig has got things pretty much under control for now... but I probably shouldn't be saying that, lest all ‼Fun‼ break loose during my turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 29, 2012, 03:28:34 am
Too late buddy. You jinxed youself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 29, 2012, 07:30:07 pm
'Aight, writing is done* and I'm uploading** images to imageshack*** as we speak****. Don't worry***** everything is under control.******

*Ha, ha
** Really slowly
*** Where they will be lost beyond all recovery
**** This is a forum, we aren't speaking
***** See subscript *
****** This is spearbreakers, everything is the antonym of "under control"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 29, 2012, 07:32:09 pm
Hellz yeah! And I like that. Antonym of 'under control'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 29, 2012, 07:57:11 pm
That reminds me... SolPyre, how is that picture coming along?

I have returned! After days of unchariteristic productivity I now have spare time again.

@ Talvieno poorly in my opinion. Ive been trying to draw it like i would if I was using pastels (and way too small) and I don't think thats working for me. Here's what it looks like right now with the sketch included for reference.
Spoiler (click to show/hide)

When I realized that i was actualy avioding working on it I decided to move on to something else and maybe come back and finish it in the future. Right now Im thinking the something else is going to be TheMaster's insane and tragic (but perhaps fortunate for the rest of us?) demise.

Talvieno, could you put the sketch version up in story art for now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 29, 2012, 08:15:23 pm
Dwarf Date 203.07-5  The closed gate is trying everyone’s spirits, I keep telling them just to open the thing and let the friendly spawn in, but I’m steadfastly overruled each time. Only one minor engraver whose name is very forgettable upholds my side of the argument, apparently for the chance to see his “spawny” again. Good lad, little soft in the head, but he supports the things I support so he must have gone right somewhere.
(http://img585.imageshack.us/img585/2921/takenbyafeymood.jpg)

The Master has responded to being denied the chance to kill things by throwing our jeweler out of his workshop and claiming it for his own. I had no idea the man knew a thing about jeweling.

(http://img204.imageshack.us/img204/9131/themasterbeginsconstruc.jpg)

 In this time of strife I’ve also mandated that we should put a hold on our export of quivers. I have found that they make excellent hats, and we need to investigate their use as fashion accessories before we export them as war supplies.

Dwarf Date 203.07-6 The Master has started the construction of his project, taking only a single blue garnet from our deep mines.

Some of the others have complained mightily about his terrifying screams as he works the stone, but I’ve known him long enough to know he isn’t dangerous. Everyone is just overreacting.

Dwarf Date 203.07-19 Migrants have arrived, normally I’d rejoice, but these fellows have positioned themselves neatly in front of the spawn. They're trapped like fish in a barrel, just waiting around for the spawn to disembowel them.

(http://img11.imageshack.us/img11/9379/2dfmigrantshavearrive.jpg)

I watched from the observation tower, shouting advice occasionally when one was in a tricky spot, and apparently “Hide in that barrel, like the wily fish!” was quite helpful advice. The Dwarf I gave it to threw his shoe at me as a gift shortly before the Spawn bit his brains out of his skill. I don’t know if I’ll treasure this shoe always, but it’s the thought that counts.

The migrants have been killed to a dwarf, which neatly solves the problem of letting them into the fortress AND keeps them from mourning one another in single mas’ers’roke (My calendars have stopped going missing, but now parts of words are missing. This is becoming ‘ksome) of my brilliant plan.

Dwarf Date 203.07-21 The Master’s rather unhealthy interest with inanimate objects is spreading, Urvi decided to adopt his own iron shield. He spent most of the morning making sure that it was warm enough, and then wiled away the next hour attempting to feed it some mashed plump helmet.

(http://img638.imageshack.us/img638/6315/2dfattachedtoashield.jpg)

Thank Armok I’m sane enough to show that Shields prefer meals of minced dragonfly brains. I don’t know what I’m going to do if this continues, probably name my armor felicity and take it on long moonlit strolls.

That really doesn’t sound so bad…

Dwarf Date 203.08-2 I’ve begun construction on a project that will build off my earlier successes in suicidal attacks that only succeed by virtue of the stra’gic use of negative space.

I’ve ordered the miners to dig furrows straight into the ground, the won’t be able to climb back up until they reach the bottom of their shaft, and some of them have grumbled about how “We’ll all starve to death before this gets done!”, but I know this to be just the sort of weak willed and lazy pandering that laborers always use when I assign them to dig hundred foot deep by three hundred foot long pits without food or water.

(http://img88.imageshack.us/img88/2377/murdertrapstart.jpg)

Dwarf Date 203.08-15 We’ve dug out an old set of mechanisms, mechanisms that I’m told are so valuable that they’re worth more than our entire militia put together. Of course the value is relative; after all, our entire milita together can attack and be killed by an invading force. The mechanism can neither attack or be killed since it is an in’imat’ (Are those teeth marks?) object. This logical process clearly demonstrates the superiority of our militia to a set of mechanisms.   

Even in light of their obvious shortcomings I’ve decreed that these mechanisms will be used as the control thingy for our defense doom-ih-hicker.

Dwarf Date 203.08-17 Tragedy! One of our precious iron mailshirts has been stolen from our iron citadel! Splint assures me that this is impossible as we are under lockdown, but I know it! Somehow I feel the loss of this iron mail shirt as keenly as if I had seen it with my own eyes... Oh, Felicity, I couldn't bear the thought of that happening to us...

(http://img851.imageshack.us/img851/129/stupidkobolds.jpg)

Dwarf Date 203.08-20 I’ve going to go check on the master, people have started complaining that he has been stabbing people with his newest bride.  Nonsense of course, -though the bleeding dwarf (Rolf I think? I’m calling him Rolf now anyway, and that’s what I’m putting in the census.) who was holding his intestines in with his hands  showed his disagreement by fainting on my floor- but as a good overseer I’ve ordered Ashsaber the second, myself and Fischer to investigate.

(http://img402.imageshack.us/img402/2072/berserkmaster.jpg)

Dwarf Date 203.08-27
Apparently that ex’nguinerated (Hmm, does it still count as learning the word if you make up half of it?) dwarf was right. The Master was in a bit of mood, laying about with that spear of his and saying something about how the blue garnets were telling him to do things with our intestines.

Ashsaber was the first to arrive, ably blocking the first sequence of strokes, but equally unable to strike a blow on The Master. He decided to change things up a little after that by blocking the Master’s fist with his face, and then letting The Master shatter his right arm to lull him into a false sense of security. Sensing victory Ashsaber then dropped his pike and collapsed to the ground, assuming the fetal position and crying while The Master stabbed him to deepen the ruse.

It is at this point that Fischer and I arrived, and with pikes in hand we proceeded to use them to repeatedly bludgeon The Master into submission. He was, after all, our friend, (and he’d be a pain to haul into a coffin.) and so we attempted the nonlethal methods first. After we’d removed all of the teeth from his skull with our pikes we realized an important fact, The Master was not a bumble- removal of his teeth did not make him any friendlier.

Toothless and mad with rage (hilarious I say, some disagreed, but if you can’t laugh at a toothless dwarf shouting obscenity at you whilst dripping bloody spittle from his chin and brandishing someone’s guts from the end of his pike, then what can you laugh at?) The Master assaulted us with renewed vigor, striking Fischer a grazing blow to the forearm and bruising my leg. I retaliated by stabbing him in the liver, the lung, the foot, and by bruising his traitor’s heart. Fischer, always efficient, settled for disabling his limbs in a quick one-two, then finishing with a lightning stab to the head, killing him instantly.

(http://img41.imageshack.us/img41/4732/thefischerking.jpg)

Luckily, our clothes were fairly unspoiled, though The Master’s gear is covered in a couple layers of unidentifiable horror. Ashsaber had apparently gotten suckered into his own ruse, forcing us to haul him to the infirmary to receive treatment.

Rolf appears to be surviving his injuries, though the small pile of external organs beside his bed is starting to freak Splint out.

Dwarf Date 203.09-4 The miners have finished digging the little pits I asked for, and not a one of them starved like they said they would. Of course, they all complained of dehydration and ran to deplete our booze reserves after they dug their way back to the surface, but hey, that is their job.

I’ve mandated that the iron works push out as many pointy things as they can, I don’t care what kind of pointy things, just so long as they are indu’tably pointy. (Alright, I’ve blocked out all the entrances to my room that are large enough for the Cavy to get in, how in Armok’s infinite beard is it still eating my precious words? Can cavies use doorknobs?)

Dwarf Date 203.09-13 My beardsense tells me that our liason has arrived, unfortunate as we have yet to determine whether the friendly spawn outside are capable of recognizing traders  and diplomats as friendly. (I’ve had this job for nine months now, and I still can’t tell.)

Dwarf Date 203.09-15 Ech. The Master’s corpse is deter’rating rapidly, probably because the dwarf who I charged with reassembling him into his coffin has busied himself carrying the Master’s teeth to the coffin one at a time. I don’t blame him for that, The master had notoriously sharp teeth, but I do wish he’d delivered the meaty bits first. The smell is upsetting Felicity.

Dwarf Date 203.09-20 The spawn are leaving! The fact that this group was indeed friendly has now been proven beyond a shadow of a doubt. How do I know this you ask, my dear journal? Because they left the merchants and the diplomats alive!

It would seem that the spawn were only standing outside to guard us from the dangers of the outside world, the matter with those migrants must have been a… m’sunder’ding. (That. Is. A. Fingerprint. A WERE-CAVIE HAS BEEN EATING MY PAGES?! This explains everything. EVERYTHING!)

Dwarf Date 203.09-25 We’ve thrown open our gates to sun and star once more, letting in the first dwarven caravan since the start of my illustri’s m’oral appointm’nt. (That’s it. I’m going to carry my calendars around with me from now on, no leaving them unsupervised.)

(On second thought, that seems like entirely too much work. I’ll have Talvi follow me around on my rounds, then SHE can carry my calendars.)

 





Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 29, 2012, 08:50:56 pm
Awesome. Just awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on March 29, 2012, 09:32:03 pm
Funny! I'm glad I healed off posting part 5 of my journal. I'm gonna tweak it and add a few days to fit and get all this in.
I love how you stay in character. You kind of remind me of sirocco in syrupleaf
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 29, 2012, 09:51:36 pm
You kind of remind me of sirocco in syrupleaf
To me, he reminds me more of Silento Boborachi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 29, 2012, 10:23:27 pm
In tribute to a great and long awaited writeup I made this:

Spoiler (click to show/hide)

{I wonder if anyone will get it...}
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 29, 2012, 10:26:18 pm
Commodore 64 Zapp Brannigan (with beard) merged with a DF head. It is a remarkable likeness. Kudos to you.  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 29, 2012, 11:45:23 pm
Absolutely awesome post, lol - that's exactly what I meant when I said quality. Love how good it is - I lol'd a quite a bit (granted, lol'ing isn't something uncommon for me). I'm still a bit confused... If The Master started the construction, why didn't he finish it?
All in all, though, great autumn.
Now... How goes the mugs? I hope you're making more. ;)


Got your pic up, Solpyre. :) Can't wait to see what you do with The Master. lol   
Oh, and loved your 404 pic, that was pure, unrefined epicness. And don't worry, I got it. ;D

edit: hmm, it's working again. before, it wasn't... now it is. :P You drew that, right? lol    mind if I put it on page 1? I'm guessing that's about what Draignean's dwarf looks like. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 30, 2012, 01:27:48 am
That update made me a bit tight in the... dress?

(http://i.imgur.com/7ZlG9.jpg)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 30, 2012, 03:08:26 am
@Talvieno:

If he devotes all the workers to making 300 spikes now, it'll help us stay alive long enough to devote all the workers to making 3,000 mugs later.

Great work on the update. Worth the wait.

I'm concerned that you might not be able to get all the spikes set up in time.

Sus, in the event that Draig doesn't finish the trap, you are to finish whatever's left to be done before building yourself a giant phallus out of mugs or whatever, comprends-tu ça?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 30, 2012, 11:47:23 am
News:

Our forges have used the last of our worked iron, smelters are going full steam to produce more, but the lack of an efficient way to transport ore to the magma forges is slowing things down.

I miscalculated the amount of iron necessary to work each level of the fall trap, the main path (the one that knocks spawn off into the pits) will require 400 units of worked iron, each pit will also require 400 units of iron. So, in total the trap will have 1200 iron spikes in it when complete.

140 151 iron spikes have been completed as of now, and I believe I can have the trap operating to a useful degree by the end of my term.

Oh, and Splint is a lazy bastard. He ate, drank, and tooks breaks for the entire duration of the caravan's stay.

(Total specs for the trap,
84 mechanisms
3 stone
1 door
1200 iron spikes)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 30, 2012, 03:07:22 pm
There's a reason why I set depots to anyone may trade. You know how finicky fortress merchants are about working during caravan season.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 30, 2012, 03:46:35 pm
I do hope you're using only top quality mechanisms.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 30, 2012, 04:27:14 pm
I do hope you're using only top quality mechanisms.
HAHAHA! You tell funny joke.

Seriously though, Mr(No period) Frog is a legendary mechanic, Mekkia is a legendary mechanic (I think, either that or high-master). We have so many masterwork and exceptional mechanisms that we could have done the engineering for a trap twice as long and three times as wide, and that is without dipping into the low quality stocks.

Hell, if we could make traps out of nothing but mechanisms and mugs we'd be set for life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 30, 2012, 04:33:24 pm
I swaer to all the gods of this besotted mierable fortress, I will make a gun that fires mugs if it's the last thing I do!!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on March 30, 2012, 04:36:38 pm
I swaer to all the gods of this besotted mierable fortress, I will make a gun that fires mugs if it's the last thing I do!!!!

...could we mod in a stone-fall trap that uses mugs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 30, 2012, 04:39:25 pm
I have no idea. But if I have to make mug ammo and a mug cannon I will.

On an unrelated note, you guys had better make this increasingly epic, cause I wanna put all the new dwarven toys me and Talvieno made into a sequel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on March 30, 2012, 04:51:22 pm
Another lever has been added to the system in order to add a meatgrinder functionality. Now if something survives the 110ft fall you can pull a lever, forcing them to walk back up the stairs and over the exact same spike traps just to get out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 30, 2012, 09:40:52 pm
In Solpyre's Chamber

In the dark places beneath blood soaked hill and booze soaked halls there is a passage that leads downward into the earth. The walls are rough hewn and shadows fill the corners and cracks. One such shadow conceals a small fissure in the rock, down near the floor, where only the groping hand of a dwarf on his knees could find it. At first the fissure might seem too narrow to squeeze into but a persistent dwarf could do it, with time and a few unpleasant contortions. Any dwarf who did would find that the fissure leads through the wall and opens out into a small chamber after only a yard or so. The chamber is a near perfect sphere with egg shell smooth walls. There are uneven lines of writing running in a circle around the entrance, mostly written in rusty red but here and there engraved into the stone.

I found it. I made it, this place. The teeth led me here and it was waiting. It was here and I was waiting to find it. Teeth make  tiny clicking noises if you drop them, then they bounce away. The teeth led me here CLICK CLICK CLICK. Yes, as if they knew it would be the perfect place. I was more careful after that. Mouths carry teeth so easily but I carry teeth one at a time now.

The lines of writing begin to move outward from the ring around the entrance into a expanding spiral.

Begin at the beginning. His hand had clauses from holding poles so much. His hand dove into the bin I was carrying like a dagger into flesh at the table. It came out holding the blue thing. BLUE SHARPNESS TOO NEAR THE EYE TOO NEAR. Yes, he held it up to the light to look at it and I saw. In my head. In the reflection of his blue face. Tiny reflection, sharp and clear I saw. I dropped the bin on my foot. I knew, I didn’t have to watch what happened later, I already knew.

I couldn’t tell anyone. I tried, it was like the word he says. He has to say the word , he has to, no choice. SHOUT RED WORD TO THE CEILING. It was like that, the opposite of that. No choice, had to be silent.

I didn’t have to watch what happened but I did. Something broke, I heard it. Something else broke too, silently. He only said the word once. It wasn’t enough. The word wanted more, saying it wasn’t enough he had to DO IT. No choice, CARNAGE.

After the red word stopped and he was dead. Free from the word, that red word, wouldn’t set him free, not after the thing broke. I found the first thing that broke, afterwards. Didn’t know what to do with it until the teeth led me here. BLUE THING NEW-MADE UNMADE. His teeth. Just one more thing to do and then I’ll be free of him. He is free of the red word and after I finish the picture I’ll be free of him.

In the center of the chamber floor is a spearhead made of blue garnet all craftdwarfship is of the finest quality. It is broken.
-------------------------------------------------------------

Its been awhile since Ive done much writing, feels good. As this unusual jurnal indicates I am working on the picture of The Master's final mad battle.
@Talvieno please do. I drew it using a paused futurama episode after rereading through all the stuff I'd missed on here. The I couldn't get the image of a zapp line spewing Brannigan dorf combined with the DF version of what Spiderman looked like when he sensed danger in the (really) old comics.
 EDIT: out of my head^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on March 30, 2012, 10:02:23 pm
Sus, in the event that Draig doesn't finish the trap, you are to finish whatever's left to be done before building yourself a giant phallus out of mugs or whatever, comprends-tu ça?
Aye. After all, dead dorfs yield no Mugs for the Mug God.
(Total specs for the trap,
84 mechanisms
3 stone
1 door
1200 iron spikes)
I like those figures.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 30, 2012, 10:06:51 pm
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 31, 2012, 12:03:04 am
24th Timber, 204...203? I don't even know anymore. Interm entry.

Hello journal, been a while since I had to go and spill my guts to you hasn't it? I've spent so much time bookkeeping and whatnot I simply didn't have time to write. The Master seems to have finally lost it.... Such a waste of a good dwarven hero...We arranged for a decent burial procession to what we've taken to calling simply "The Clover." Talvi began work on it, but was unable to finish it before Mr Frog took the pressure off her stress-addled mind. Everyone was present for the procession, and Draignean tried to give something akin to a eulogy. Not quite sure what emu and yellow zircons have to do with The Master going bonkers, but Fischer brained Him with his pike in the middle of the word 'stupidity' and did a better one better fitting a solder. Also, some odd little fellow who jotted a name into the census said that the engraver, Solpyre, theorized the busted speartip we found in the gem shop was what caused him to lose his mind; A single misaimed hit with a chisel and he finally lost it.

I've made official inquiery with Draignean and Mr Frog to see when this... Terbaheks... Terrfa... Terrahex! My, that boy has poor penmanship... Anyway, I've decided to look into his arrival, as before his little visit the other day I didn't even know he was here. Or... maybe it was a ghost of one of the caravaneers? Eurgh.... I must've accidently drank from Mr Frog's mug again. I swear, we have so many still that we've all gotten some kind of oral disease at some point. And those of us who accidently drank from Mr Frog's mugs... let's leave it at the results are not pretty. Mostly this is due to the horrible night terrors everyone but Mr Frog expieriences with the majority of his concoctions. Left everyone a bit... on edge.

I do have to commend Draignean for his plan to make a massive spike trap, making use of our huge reserves of excess iron ores. I've also lodged a formal request to have our melee forces expanded if possible. Sharpshooters are all well and good, but they can scarely strike the death blow upon those... things... I haven't had a chance to ask Mr Frog about the sword I gave him, but I left a note pinned to his door regarding complete weaponization.

-Following is an image of a sword whith a cutting edge made of tiny serrated discs, Splint Lokumeshesh and Mr Frog Spishabtham in dimple ink. Splint Lokumeshesh is handing the sword to Mr Frog Spishabsham. Mr Frog Spishabsham is taking the sword and thinking.-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 31, 2012, 01:09:11 am
It feels like getting off a little easy with the spike trap... I don't know. At least spawn can ambush. They have the potential to make it all the way down the hallway if you don't catch them. Still, you can't deny that 15k spikes is incredibly dwarfy... And your plan seems very well-implemented. Awesome work, Draignean. lol   

Really nice, SolPyre - awesome entry. It sounds kind of like either SolPyre is losing his mind or he's got a really, really fanciful mind... Which is it? =P

I want a stonefall trap that uses mugs too. Somebody say "make it so". I'll already be working on it if it turns out to be possible. It's like opening a kid's overstuffed closet, except everything's made of rock, and it's falling from the ceiling. THAT is awesome. Oh, and also, technically, they're appearing from nowhere and raining down on you (I love how you can put stonefall traps out in the open). Huge element of WTF.

Splint - I think you missed my journal entry where Talvi erased Terrahex's name from the list. lol    But seriously good entry anyway. And the Clover was supposed to be for burial, yeah... but I kind of got sidetracked with them all over the place.

I'm going to make a journal post soon... Mr Frog needs mentioned again, among other things... In the meantime, I'll get all of these up on the front page. Oh, and SolPyre - I downloaded your pic when it was briefly working - now it's got a 404 again. Rather than risk it flickering on and off, I'm just uploading it to photobucket, if you don't mind.. If you'd rather I didn't, I'll take it down, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 31, 2012, 01:13:33 am
I meant my journal to imply he'd come back and rewrote it. Terribly too. also, seriously what year are we on, cause the fort started in 200 and we're on the 4th guys so I'm confised.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on March 31, 2012, 01:34:28 am
Ahhhh, that makes sense. lol     The part with The Master's funeral was great, though. And it's year 203. If you look at the story section in the second post, nothing was written for year 200 because you posted your turn shortly after you started the thread. =P And everything made right now is being posted in 203.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 31, 2012, 01:38:13 am
Couldn't think of the speeches proper sadly. But I figure implying Zap Draignean made some offensive or rediculous eulogy would be fitting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on March 31, 2012, 01:48:57 am
At least spawn can ambush. They have the potential to make it all the way down the hallway if you don't catch them.

Squawk!

Quote
Really nice, SolPyre - awesome entry. It sounds kind of like either SolPyre is losing his mind or he's got a really, really fanciful mind... Which is it?

Perhaps I misunderstood, but I'm thinking it was from the point of view of The Master shortly before he went off the deep end further past the deep end and down into the darkest abyss of KYAAAAHAHAHAHAHAHA.

EDIT: Never mind, turns out I have zero reading comprehension. But I already knew that, so :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 31, 2012, 01:51:18 am
THE SHINEY BLUE THINGS TOLD HIM TO DO IT!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on March 31, 2012, 03:46:56 am
Really nice, SolPyre - awesome entry. It sounds kind of like either SolPyre is losing his mind or he's got a really, really fanciful mind... Which is it? =P

SolPyre losing his mind? Well... he's a bit crazy, yes, but its the kind of crazy that only happens in private corners with a big blank wall to fill up and nobody watching. That's part of it anyway, the other part is that he really is crazy or maybe a bit psychic, Im not sure yet.  :) As for having a fancifull mind right now I'm thinking he's more feverish than fanciful.

feel free to upload the pic thats fine with me
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on March 31, 2012, 03:52:05 am
Given he spent n days being chased by boogeymen and other various critters, I think PTSD might be a small factor....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on March 31, 2012, 09:30:17 am
The massive deaths during "Into the Wild Blue Wonder" is attributed to the director dictating there was not enough death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on March 31, 2012, 04:39:35 pm
Let me clarify. My dwarf was driven insane by a certain cursed blue statue. Readers of Syrupleaf, you know what i'm referring to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 01, 2012, 01:29:55 am
The following is a poster found plastered accross many a leaving caravan wagon. Most simply consider it a jest. Those returning equally assure it is not: The fortress drowns not only in blood, but mugs.

(http://img560.imageshack.us/img560/9011/mugs4sale.jpg)

On tha back is hastily written on each in redroot ink: DWARFKIN PLEASE! WE BEG YOU STAY AWAY! STAY FAR AWAY!!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 01, 2012, 01:47:07 am
That made me lol on the cold, clammy inside :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 01, 2012, 03:04:59 pm

edit: Also, I'm going to ashamedly admit I can't remember what statue you're talking about, The Master... any hints and/or explanation/clarification?

edit edit: Awesome pic, Splint. lol     

Draignean, how's winter (and the update) coming along?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 01, 2012, 11:13:21 pm
Come on you damned useless humps! Get involved! This thread isn't dying a slow horrible death on my watch!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 01, 2012, 11:20:15 pm
Come on you damned useless humps! Get involved! This thread isn't dying a slow horrible death on my watch!

Down, boy! :p

I do sort of hope Sus goes a bit quicker (Draignean seems to be a bit buried in other stuff atm, which is why he's going so slowly :p).

Just keep plugging away, Draig, we still love you :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 01, 2012, 11:24:16 pm
-cue a fit of spastic rage, foaming at the mouth, and even one shout of CARNAGE!!!!-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 01, 2012, 11:39:01 pm
Come on you damned useless humps! Get involved! This thread isn't dying a slow horrible death on my watch!
-cue a fit of spastic rage, foaming at the mouth, and even one shout of CARNAGE!!!!-
Now we have an awesome bit of character to add to dwarf Splint. lol

And I'm getting involved - you saw my huge journal entry, yeah?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 01, 2012, 11:41:46 pm
indeed so. You've done well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 01, 2012, 11:58:12 pm
Come on you damned useless humps! Get involved! This thread isn't dying a slow horrible death on my watch!

Down, boy! :p

I do sort of hope Sus goes a bit quicker (Draignean seems to be a bit buried in other stuff atm, which is why he's going so slowly :p).

Just keep plugging away, Draig, we still love you :p

Aye, we're in mid-winter now. Uneventful except for our massive production of spikes and the spontaneous adoption of inanimate objects.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 12:03:43 am
thank god. If I didn't know you were bogged down with that pesky reality I'd have had you strung up for all the delays!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 02, 2012, 12:15:55 am
thank god. If I didn't know you were bogged down with that pesky reality I'd have had you strung up for all the delays!

Hai, I''ll see if I cannae play out the last two months tomorrow evening. Shouldn't be too bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 12:31:21 am
And now an additional peice of mind vomit.

This is a simple recruitment poster, one of many throughout the fortress and leaving with every dwarven caravan. All writing and imagery is done at sub-par quality in redroot ink. All posters were made by a "Col. Fischer" to encourage migration of other war veterans, scouts, and hunters. He unfortunatly forgot to include the name of the fortress.

(http://img560.imageshack.us/img560/8995/recruitmentposter.jpg)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 02, 2012, 01:00:44 am
I predict that the fortress will die from Talvieno going berserk due to schizophrenia-induced hallucinations and slaughtering everybody in a psychotic rage, starting with Fischer and ending with Mr Frog; even as he breathes his last, Mr Frog will still be blissfully oblivious to Talvieno's barely-understood desires involving himself and a tub of butter.

@Splint:

Looks pretty good to me. I think you might be being a tiny bit hard on yourself :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 01:31:41 am
I thought I did alright too.; I just felt like making it seem like Fischer was a ppiss poor artist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 02, 2012, 09:36:43 am
working on my awesome journal. it's going to be the last of the year for me for certain... reasons
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 02, 2012, 03:08:35 pm
I don't really mean to double post but I wanted to make sure that nobody missed this, the 5th part of my diary!


sorry for the wall of text, but I tried to include a lot of things not only from the main post but from other people's diaries as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 03:20:27 pm
Aww don't worry Terrahex, we'll notice you. Eventually.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 02, 2012, 04:35:10 pm
Wow... I'm going to miss dwarf Terrahex's entries. :( I really like how you combined everything - though I'll admit to grimacing when finding out it was Terrahex's guts that The Master spilled. You ended it pretty well, too - a nice emotional ending for a timid dwarf in the chaotic world of Spearbreakers... +1 for putting the rose in The Master's coffin, too - it helped the ending.

Is there any chance dwarf Terrahex might show back up? Is he just slinking into the shadows for now, or is it permanent?

Finally, I feel I tend to nominate a lot, but still - I'd like to nominate Terrahex's 5th diary entry for decoration, if anyone else will second it. It'd be the first nomination since I put all the entries in post #2.




Oh, and splint... you forgot the radioactive stone hammers on Fischer's poster. ;) Looks awesome, though. I dunno, I would've thought Fischer would use blood rather than ink... Never considered redroot. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 05:30:04 pm
Didn't have room for'em. And I second the motion for Terrahex's latest entry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 02, 2012, 06:10:57 pm
of course I'll write more  ;)
I just needed to pass off this diary thing off before it started to contradict my dwarf's character in keeping the diary for so long anyone can feel free to pick the diary up even if its not yours   :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 06:14:18 pm
I vote we make the journal belong to a dead NPC dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 02, 2012, 06:15:03 pm
Talvieno, you forgot to put my theory of spearbreakers on the second post. it's a page or two back
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 02, 2012, 06:18:21 pm
Talvieno, you forgot to put my theory of spearbreakers on the second post. it's a page or two back

Mr Frog is handling the theories. He's got'em all as far as I know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 02, 2012, 07:12:52 pm
Talvieno, you forgot to put my theory of spearbreakers on the second post. it's a page or two back

Mr Frog is handling the theories. He's got'em all as far as I know.
on nevermind then. I was under the asumption from the large text and all....
 
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 02, 2012, 11:21:07 pm
Didn't have room for'em. And I second the motion for Terrahex's latest entry.

Hmmm... Spearbreakers is kind of all pikes, spears, and hammers (mughammers and mugrifles too, lol)... But yeah.

of course I'll write more  ;)
I just needed to pass off this diary thing off before it started to contradict my dwarf's character in keeping the diary for so long anyone can feel free to pick the diary up even if its not yours   :D
Very happy to hear this. I thought you were leaving the thread. lol

Talvieno, you forgot to put my theory of spearbreakers on the second post. it's a page or two back

Mr Frog is handling the theories. He's got'em all as far as I know.
on nevermind then. I was under the asumption from the large text and all....
 

Yep, yours is under the beautiful title of "The Armok-Is-An-Evil-Beautician Theory", which, let's face it, is a epic-lulz title. A lot of pretty good theories in there.

thank god. If I didn't know you were bogged down with that pesky reality I'd have had you strung up for all the delays!

Hai, I''ll see if I cannae play out the last two months tomorrow evening. Shouldn't be too bad.
Looking forwards to it. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 03, 2012, 01:12:33 am
the number of journals each year are increasing exponentially

also, mugs
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 06:09:24 am
Seems like we can't get rid of all the stones, so why not max the use and make MOAR MUGS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 03, 2012, 11:54:38 am
Seems like we can't get rid of all the stones, so why not max the use and make MOAR MUGS
It's a real shame we don't have mugrifles. Then they'd serve as ammo.

edit:
I vote we make the journal belong to a dead NPC dorf.
Maybe not NPC - maybe someone who loses a dwarf. That way we can work it into further stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 03, 2012, 02:23:59 pm
Hairy midgets have completed about half of the bridge itself (200 spikes!), and are in the process of mechanizing all of the spikes that have been completed. We have another strange mood, though this one will thankfully not take out one of our best troops should it go insane.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 03, 2012, 04:30:28 pm
I have finished my term, how it ended is... ah... confidential.

By the way, WHAT IN ALL THE SIX-HUNDRED-AND-SIXTY-SIX MILE STRETCH OF THE PHLEGETHON IS A LADY OF THE SPAWN?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 04:33:26 pm
Huzzah! Alos, I propose the discarded journal belong to Ashsaber the first or HARD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 03, 2012, 06:00:21 pm
Huzzah! Alos, I propose the discarded journal belong to Ashsaber the first or HARD.

That post marvelously failed to answer my VERY CAPITAL question.

Update might be a bit, it's my last and the last few days of my reign were... epic.

Sus, do you want me to include a situation report for you along with the update? You know, just the basics regarding the urgent-Defcon1-calamity situations you'll be inheriting?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 06:06:45 pm
ON that Lady of the Spawn thing, I have no idea. Something Mr Frog added I would guess, since he made the raws.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 03, 2012, 10:28:40 pm
It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 10:29:32 pm
It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one

Is it wrong that I'm glad he's not taking a turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 03, 2012, 10:33:41 pm
the number of journals each year are increasing exponentially

also, mugs
True... hadn't noticed that. Not quite exponentially, but still.

Huzzah! Alos, I propose the discarded journal belong to Ashsaber the first or HARD.
Update might be a bit, it's my last and the last few days of my reign were... epic.
Okay..... Now you're intentionally trying to make me impatient. :( lol, jk

As to the Lady of the Spawn... Does she swim? Is her chestmouth stuck out of the water and clutching a sword? Is the sword pretty? If you answered yes to all of the above, it's likely safe. Go for it, get that sword!!! :D

Honestly, I have no idea. :-\ I helped test the spawn, yeah, but I don't think I ever ran across that... Sounds like a nasty little surprise Mr Frog cooked up for us, to me.  :o I am sorely afraid for us all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 10:36:07 pm
Ok, show of hands: Atomsmashing the possible whatever the hell it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 03, 2012, 11:03:20 pm
It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one

I, uh... Already did. Thankfully spring came before she killed everyone, thus making it officially Sus' problem.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 03, 2012, 11:04:24 pm
1. looking forward to the write-up.
2. SUS, YOU BEST START MASS MAKING STONE HAMMERS D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 03, 2012, 11:10:46 pm
Sus had better not kill us all, I love this thread  ;D

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 03, 2012, 11:13:52 pm
Ok, show of hands: Atomsmashing the possible whatever the hell it is.

*keeps hand lowered* That thing, whatever it is, somehow managed to escape my attention, so yeah, shoot me, I want to know what it is. :P

It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one
I, uh... Already did. Thankfully spring came before she killed everyone, thus making it officially Sus' problem.
Looks like we're going to find out... :(  Oh, I hope it spared most of the non-NPC dwarves...

Yes, stone hammers... best way to create an instant army... oh, wow, we're totally screwed.



How did they make it past your pitfall trap??  :o  Are they seriously that trapimmune?

Sus had better not kill us all, I love this thread  ;D


I second those sentiments.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 04, 2012, 01:10:56 am
[Tidings of joy and good fortune]
So, uh... how screwed are we? Relative to our usual level of screwed-ness, I mean.

Also: Mitchewawa if you were wrong about upright spikes working on TRAPAVOID I will find you and steal all of your left shoes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 04, 2012, 01:41:02 am
Sus, do you want me to include a situation report for you along with the update? You know, just the basics regarding the urgent-Defcon1-calamity situations you'll be inheriting?
That would be much appreciated, yes.

It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one

I, uh... Already did. Thankfully spring came before she killed everyone, thus making it officially Sus' problem.

I knew I shouldn't have posted that comment about Draig having things "under control"...  D:
Do we, uh, have any semblance of a useful military at all?


Also, it may take me until Monday to get the game going due to a little thing called "Easter"... Going to visit my folks back at the ol' hometown.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 04, 2012, 01:45:06 am
Uhh, they do work. Did you link them via pressure plate? Because TRAPAVOID dodges that. You need to do it via lever.

'Retracting spike traps can be used against trapavoiders as easily as against any other creature.' (http://dwarffortresswiki.org/index.php/Trapavoid)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 04, 2012, 01:48:55 am
Quote from: Draignean
urgent-Defcon1-calamity situations

Or, as the dwarves of Spearbreakers call it, Thursday.


@Mitchewawa:

Rereading Draig's other post, I think he actually may not have gotten around to linking up all of the spikes, which would mean that our fortress is currently being defended by a bunch of really pointy lawn ornaments.

@Sus:

Last I checked, we had a ~17-strong military of fully-equipped n00bs. Buuuut that was a full year ago, so things may have changed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 04, 2012, 02:06:48 am
Ah. Yeah, that happened in Deathgate too.

I spent so much time reforming the layout of the base and defences in hell, set up a proper front gate with 300 masterwork adamantine spikes with masterwork mechanisms, a functioning archery range with a set of fortifications and moving the entirety of the military from the surface to hell. Trying it out, I killed 4 demons with only one casualty (to this day is the best kill to death ratio in the entire fortress). I just didn't get enough time to link up all of the spikes, so I set out specific instructions to do it.

The first thing the next guy does is build a dining room/statue garden outside my front gate, getting like 20 dwarfs killed. He ends up building in the way of my fortifications, rendering them useless. Also forgets to link up the spikes, so a few demons get in and cripple the military. When a few flying demons sneak in through a hole someone made in the side of the base (you know, for garbage disposal), the entire military was decimated and we lost the hellbase.

 :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 04, 2012, 10:33:55 am
[Tidings of joy and good fortune]
So, uh... how screwed are we? Relative to our usual level of screwed-ness, I mean.

Tell me what a spawn Lady is and and I'll tell you how screwed we are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 04, 2012, 11:16:15 am
Ah. Yeah, that happened in Deathgate too.

I spent so much time reforming the layout of the base and defences in hell, set up a proper front gate with 300 masterwork adamantine spikes with masterwork mechanisms, a functioning archery range with a set of fortifications and moving the entirety of the military from the surface to hell. Trying it out, I killed 4 demons with only one casualty (to this day is the best kill to death ratio in the entire fortress). I just didn't get enough time to link up all of the spikes, so I set out specific instructions to do it.

The first thing the next guy does is build a dining room/statue garden outside my front gate, getting like 20 dwarfs killed. He ends up building in the way of my fortifications, rendering them useless. Also forgets to link up the spikes, so a few demons get in and cripple the military. When a few flying demons sneak in through a hole someone made in the side of the base (you know, for garbage disposal), the entire military was decimated and we lost the hellbase.

 :-[

Hmm... I guess it would be worthwhile to point out that this is Spearbreakers... We don't have the time to pass the linking of the traps to the next player. :P It doesn't take a statue garden outside the gate to let invaders in, and it doesn't take building in front of fortifications to make them useless. If we ever get a real necro siege and they get into an area with spawn parts, we either turtle or we're screwed. And now there's THIS new terror to deal with... I have no idea what a spawn lady is, but I would really, really like to know what it is, and how to defeat it to try to (hopefully) allow Sus to save the fortress. lol

Also, I may read Deathgate now. But that's offtopic.

And finally...
... urgent-Defcon1-calamity situations ...
Or, as the dwarves of Spearbreakers call it, Thursday.
This is gold,

So, uh... how screwed are we? Relative to our usual level of screwed-ness, I mean.
Tell me what a spawn Lady is and and I'll tell you how screwed we are.
this is gold,

By the way, WHAT IN ALL THE SIX-HUNDRED-AND-SIXTY-SIX MILE STRETCH OF THE PHLEGETHON IS A LADY OF THE SPAWN?!
It's obviously Spawny, now queen and come to negotiate a peace treaty. Let her in, oh wise one
I, uh... Already did. Thankfully spring came before she killed everyone, thus making it officially Sus' problem.
I knew I shouldn't have posted that comment about Draig having things "under control"...  D:
Do we, uh, have any semblance of a useful military at all?
and this is adamantine. This last especially when coupled with:
I think he actually may not have gotten around to linking up all of the spikes, which would mean that our fortress is currently being defended by a bunch of really pointy lawn ornaments.

AND AN EDIT TO TOP IT ALL OFF:
Draignean, I looked through the raws, and I can't find "Lady of the Spawn" anywhere... My best guess is that it's simply a human-style lady/lord-ranked spawn... which could prove deadly, yeah. If they act like goblins, killing her may make the other spawn hang around for a bit...   Yeah, we're screwed. Sus is going to have a Fun turn. :( I hope this doesn't kill the fort. We may have to simply wall off the infected dwarves and hope for the best, if it's as bad as it sounds... I'm going to guess an 8 on the "Holy carp, we're screwed" scale... My suggestion would be to throw EVERYONE at the spawn, all at once. They can't bite more than one person at a time, and dwarves will have the (hopeful) advantage of numbers. I just wish we'd had a chance to equip everyone with hammers first... When you're ready, upload the save and post or PM me a link, and I'll get it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 04, 2012, 11:31:49 am
It's just Spawn, subscript Lady. It's also bright pink as opposed to grey.  Lady Of The Spawn was just a way to put it that sounded more epic, not that a bright pink spawn arriving with her retinue of normal spawn needs much more evil epic.

EDIT: I'm in a break between classes and my notes are on my computer, otherwise I'd be working on the turn now.

Does anyone want a teaser image when I get home?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 04, 2012, 11:45:26 am
Yes we would like the image. If we die, will we reclaim?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 04, 2012, 11:53:49 am
It's still evil-epic - it's wiping out half our fortress. How's that for evil-epic? (we seriously need to kill the thing)
Yes, teaser image please... Though I'm almost afraid to look.  :-\

Terrahex - Splint has been pretty adamant about no reclaim. I think he would've ended the fort if it had fallen during my turn (I inadvertently made it look like I did through delayed posts). Mr Frog and I have convinced him to let us savescum if someone ruins the fort through their own "poor judgement" (for example, if someone caves in the dining hall on itself with all the dwarves inside), but I don't know if he'd consider this so much poor judgement as a horrible, bloody end. Sus has a lot on his shoulders. =P I'll be eagerly awaiting his post-Easter return. Right now I'm just biting my nails (figuratively speaking) waiting for the update.

You're doing great, Draig - I'm sure there wasn't much that could be done. Can't wait for the teaser pic. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 04, 2012, 01:17:55 pm
I think that whatever thought process which resulted in the Spawn apparently being able to gain access to the Spiky Catwalk of Love and Abandonment before it was completed and thus use it as a convenient shortcut when we have a perfectly-good drawbridge to turtle like cowards behind would qualify as poor judgment :p

I'm having too much dang fun to stop with this, horrible death of everyone in the fortress be damned. If reclaim isn't an option, then we'll just start a new fort with maybe slightly-toned-down Spawn Spawnitis-oozing Spawn that spit radioactive slade mugs with laser-like precision over a distance of 500 Urists!!! CARNAGECARNAGECARNAGE

Mr Frog Spishabtham, Mechanic has been possessed!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 04, 2012, 03:11:06 pm
For reclaim: This place need to go down absolutly positivly kicking and screaming with no hope of any survivors. And by that I mean a trail of blood and gore leading from the breach to whever the final stand took place, not all of it dwarven. So if at all necessary, if you need to Sus, make everyone cut and run to the caverns and seal the way behind you. As long as you bombzero and rodge have picks you'll be able to keep the survivors safe.

If it goes under due to poor judgement that contradicts epicness (accident with the dining hall, tantrum spiral cause someone didn't have pants or soemthing stupid like that) then there are 2 options:

Savescum so the rest of us get our turns, or go to the plans I have for another fortess..... radioactive plans.

Radioactive plans with an arsenal of chainsaw/mug-based weaponry combined with a doom gun that takes nightmarish amount of parts and time to make, and honest to armok hand-held serrated disc launchers. And space invaders. And 7 foot tall lizard-dog men with steel making skill and a temper to match any badger or wolverine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 04, 2012, 03:43:20 pm
I'm not giving up on Spearbreakers just yet. The cavy warriors will come!!!! :D


...Somewhat more realistically, as long as we get all the dwarves attacking at once, we have a chance. I think. Nah, of course we'll make it. How could Spearbreakers die so soon???

Then again, we're making the assumption that the fort is already more than halfway to screwed. If its not, and we're getting a little poetic exaggeration from Draignean (like the Lady of the Spawn deal (which, honestly, wasn't that far removed from the truth... :-\ ))... we might have a little more of a chance than we think.

Either way, we can always use the Spearbreakers warcry.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 04, 2012, 04:12:06 pm
The battle cry of Spearbreakers varies from foe to foe of course.

Human enemies: We shall make the tall ones short! (Effectivly saying they'll slice the humans' legs off)
Elves: With charcoal we forged these blades! And with them we slay you! (referring to blatent destruction of trees to make arms and armor.)
Goblins: You may be old, but you're still childeren to us! (ironically mocking the much longer lived goblins and thier habits.)
Mountain barbarians: Your hide is black as coal, but your blood is still red! (the barbarians may be fearless and such, but they still bleed like any other.)
Spawn of Holistic: Pudor tua mater! (loosly translated from latin as litarally "FUCK YOUR MOTHER" intended as a glaring insult directed at Holistic herself.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 04, 2012, 11:31:24 pm
Sorry it took so long to get the teaser out, helping a friend with some of his Trig.


Spoiler (click to show/hide)

EDIT: 2/3rds down with the write-up by bulk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 05, 2012, 01:19:56 am
Wow. Just wow. lol     

Mr Frog - is it possible that it's a human Lady that turned into a Holistic Spawn during worldgen?

:-\ so are we really losing half the fort?  You said teaser, and this definitely teases... It looks like it's already in Mr Frog's old tunnel... how it's there, I have no idea, since you said that you had to dig a new entrance at one point. But that would (I assume) kind of bypass the spike trap in all its gleaming newness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 05, 2012, 01:28:19 am
The syndrome only affects dwarves; the Spawn needed some kind of base to be spawned during worrld gen so they probably took a human/barbarian fortress and moved in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 05, 2012, 01:29:19 am
Oh, the minor new entrance I dug early in the year just bypassed the bridge that I destroyed in a fit of sock induced ire. Later on the bridge was repaired and the temporary entrance was walled up. The new spiky entrance shall be my permanent contribution to the entrances of spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 05, 2012, 01:45:54 am
Quick architectural refresher: the bridge I built was farther to the back.

Spoiler: Visual Aid (click to show/hide)

EDIT: Okiedokie, so it turns out that this isn't remotely as pertinent as I thought. And that I still have zero reading comprehension. So, uh, y'all just keep moseying along, now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on April 05, 2012, 08:27:51 pm
I'm still working on that pic. I've done the sketch and am now working on color and depth.
Just the sketch:
Spoiler (click to show/hide)
Drawing so far:
Spoiler (click to show/hide)

(I HATE DRAWING HANDS gaaah)

some thoughts to pass the time:
1.I feel like I need to include guts somewhere.
2.He looks too happy.
3.Need to decide what his non-spear hand should be doing. Needs to be something I feel confident I can draw. Right now that hand is a sketch-blob.
4. Add blood.
5. MOAR MUGS
6. And speaking of hands the spear hand needs fixing.
7. Might use some blurring....
8. Where is the evil?
9. Maybe include the back of some heads in the forground (Draig's head +who ever else was there)
10. And what about the background? Did this happen in a jewler's workshopshop and if it did how to draw that, the ASCII is no help....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 06, 2012, 04:39:14 am
I like the boots, but the spear hand (as you said) looks kinda dumb. Perhaps have his other hand bashing another dwarfs face off with a mug?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 06, 2012, 01:20:44 pm
Hmmmm... It's pretty good, actually. lol
A couple things, though - yeah, he definitely needs more blood splatter. Possibly more cowbell (or cavybell).
MOAR MUGS is a definite. Make him have a mug in his other hand. :P If it wasn't too much to ask I'd suggest he looks a bit more attached to his spear.

Evil. Evil. Evil. CARNAGE. That's what The Master's all about.

Make a barely noticeable figure in the background... Just barely noticeable... blending in with the shadows. This is the unknown dwarf, Terrahex. He menaces with spikes of "where the ****'d he go". (this might also be a good place for the guts, if you want to include that gruesome little bit of his diary)

I'd say a hallway would make a good background, probably... lots of doors. Spearbreakers is notorious for the amount of doors on groundlevel. (my fault... I figured it was always good to have lockable doors all over the place, since Holistic Spawn can't break through them anymore)

Like I said, though - it looks epic so far.


And Draignean - the update/save? :( I'm a patient guy (not really).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on April 06, 2012, 03:38:28 pm
I think this fort suffers from the "a million is a statistic" syndrome.

Referring back to headshoots and syrupleaf, their casualty list up to year 4 is probably smaller, but they're mostly named deaths, while spearbreaker have a large deathlist with very few named deaths.

Also, the Spearbreaker deaths so far are due mainly to "Eventuality", where the migrants die because they're screwed and abandoned to begin with, while Syrupleaf deaths come from "Conflict", where they die in glorious combat.

With that said, I propose...

1. A casualty count for our NPC dwarven brethren.
2. A meticulously planned expansion project onto the surface that accounts for every possible factor.
2.5 The inevitable expansion project failing because of dwarf.
3. Renaming all our crossbow equipment to "Spear throwing" equipment.

...I'm saddened by the fact that my dorf survived.
And then I'm saddened by the fact that I'm saddened by the fact that my dorf survived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 06, 2012, 07:55:32 pm
I'd say a hallway would make a good background, probably... lots of doors. Spearbreakers is notorious for the amount of doors on groundlevel.

Oh good, I'm not the only person who does that  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 06, 2012, 08:01:07 pm
I'd say a hallway would make a good background, probably... lots of doors. Spearbreakers is notorious for the amount of doors on groundlevel.

Oh good, I'm not the only person who does that  :P

I tend to do that with all my work areas. Keeps the berzerkers hemmed in until my soldiers get into position.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 07, 2012, 12:28:56 am
Quote from: Ashsaber
1. A casualty count for our NPC dwarven brethren.

This would be a great idea if it weren't for the fact that nobody even bothered to keep count. Which, come to think of it, is pretty illustrative in its own right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 07, 2012, 12:36:04 am
That's partly due to deaths occuring in spurts, moods aside. Poor NPC bastards tend to die in droves when anyone does die. And it's only been 4 years. What, 40-something dorfs have died alone the last year and a half right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 07, 2012, 11:29:14 pm
You still alive, Draig?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 08, 2012, 04:08:46 am
Show of hand, who votes we beat Draignean for not letting us know where he went? Preferably with mugs.

Oh, and on Mugs, you guys will just love me and Talvieno (mostly Talvieno) if we do decide to carry this on when the fortress falls....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on April 08, 2012, 06:01:44 am
*raises a hand clasping a chert mug*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 08, 2012, 08:47:25 am
You still alive, Draig?

I am, barely. Holiday weekend, thus mandating a visit to the family. Draignean has successfully completed that mandate.

I've only got the last two events left on the writeup, and I'm going to be working on them as soon as I find my jumpdrive. Today is the day.

Show of hand, who votes we beat Draignean for not letting us know where he went? Preferably with mugs.

Ah, your camaraderie is touching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 08, 2012, 11:04:50 am
    Dwarf Date 203.10-7 Winter is being gentle this year, letting our underwear remain remarkably free of snow or ice. Talvi is doing an excellent job helping, though she spends a great deal of her time getting ‘opinions’ from Mr Frog. 
 
   Splint has been taking his ease this season, apparently the exhaustion of being so constantly excited over is job as adamantine extractor is taking its toll. I do wish that he’d decided to trade with the merchants before they left, but he must have needed his rest.
    Ah well, I’ve decided to keep him on strand extraction anyway, better an eventful life filled with joy, terror, and other weird emotions than a grey, dull existence of peace and prosperity.


   Dwarf Date 203.10-10 Wynz has finished burying all of the pieces of HARD’s body, performing a rather touching private ceremony. I don’t remember what he said, but I do recall that the little plump helmet muffins were to die for.

(http://img716.imageshack.us/img716/1017/2dfhardisputtorest.jpg)

   With HARD’s burial his spirit has left our gates, It’s almost sad to see our mascot go, but Splint insists that fewer moaning spirits with ghostly brains leaking out of their vacant eyesockets will portray a better image for migrants.
    Pansy.


  Dwarf Date 203.10-16 Mr Frog and Mekkia have been doing well on the bridge-trap-thing I designed. Mr Frog doesn’t believe that I discovered the blueprints in a dream, gave them to Mekkia, and then lost them in another dream, but as long as he does his job he can believe whatever he wants.

(http://img823.imageshack.us/img823/2661/2dftraplineofthepast.jpg)


   Dwarf Date 203.10-25 Ashsaber the second has decided to give into the adoption fever, claiming an iron shield for his very own. He and Urvi are spending a great deal of time together, talking about how well their shields have been sleeping, and remarking as to the best ways to deal with rust spots.

    Sigun has complained vigorously that he can’t gather his equipment, running into my office to tell me that there is a raven nesting on it. I understand his t’pidation (Damnit, it is still happing! Is the were-cavie a ghost, is that it?), ravens are intimidating, but I’ve recommended that he stuff his pants with straw and try again.

(http://img26.imageshack.us/img26/9321/2dfashsaberisattachedfi.jpg)

Dwarf Date 203.10-28 A Coati is stealing our pants! Sigun, his pants still full of straw from frightening off the raven, informs me that his greaves were stolen by a Coati. Talvi got excited for a bit, but then we explained the difference between a Caoti and a Cavi. She did however suggest that Sigun put rock nut oil in his hair and sit outside, using the oil and the prospective nesting grounds provided by his head as a means to lure the Coati back.


Dwarf Date 203.11-3 Our miners have complained of a lack of work since the trap construction started, and I’ll admit that I’ve been busy with other, very technical, administrative duties.  I’ve remedied this by assigning them to dig out more of that adamantine, it’ll keep splint happy, and the rest of the military always seems more alert when I tell them that we’re actively mining adamantine.


Dwarf Date 203.11-6 Since his untimely death I’ve adopted The Master’s old bronze pike, Felicity doesn’t mind, and the little fellow could probably use some love after he was forced to disembowel Rolf and stab me and Fischer. Poor thing.
    Who is a good pikey wikey? You are, you are!

(http://img525.imageshack.us/img525/6351/2dfiadoptthemasterspike.jpg)
(http://img406.imageshack.us/img406/8672/2dfthemasterspike.jpg)


Dwarf Date 203.11-13 The liaison from the mountainhomes is still here, requesting a meeting. I’m not sure I want to know what he wants, but I’m not sure I don’t either. Is it news about my mother? Am I being promoted to Baron? Has our nation been conquered by giant mosquitoes?
   It’s just too much… I’m going to avoid him, the shock of the suspense breaking might cause my beard to fall out.

   Tholtig has also decided to practice inanimate adoption, though he has gone above and beyond,  taking both his pike and shield as his "bestest battle buddies”.
    His shield can really hold its own in a drinking contest, the pike though… well I was able to take it after only two mugs.

(http://img834.imageshack.us/img834/1269/2dftholtigisreallyattac.jpg)


Dwarf Date 203.11-18 I’ve sent a few dwarves to investigate reports of an ab’nable stench in the living areas. They’ve returned with news that the stench is coming from Fischer’s room, strange.

(http://img209.imageshack.us/img209/6795/tevenq.jpg)

    Further investigations (we opened the door) have found that Fischer was snacking in bed, unfortunately she’s a messy eater and she left a couple coils of rotting prepared llama intestine under her bed.
   I will grant that it is disgusting, but who among us doesn’t forget a couple loops of intestines now and again? No harm, quite a bit of foul, but no harm.


Dwarf Date 203.11-27 Stakud, one of the youngest children in the fortress, has fallen into a strange mood! Some of the usual doomsayers spin their tired tales about the end of days, but an artifact producing tyke is exactly what we need to attract more dwarves to the cause.
    If this kid can make an artifact within the safety of our impregnable and well supplied fortress, than why can’t you make a short trek across the spawn-like creature strewn and zombie infested territory to become a citizen of Spearbreakers?

   Hm, I may have that message sent to the mountainhomes next caravan.

Dwarf Date 203.12-2 Stakud has gathered three pieces of wood, bashing them together unhappily in the craftdwarf’s workshop he’s decided to infest. He keeps shrieking about yarn, and I’ve ordered Rolf to get of his fanny and get him. 
    Rolf is recovered enough to take it with good humor, patting both me and the kid affectionately in the face before running down one of our stray llamas.

Got to admire that one, using his recently liberated intestines as a lasso is quite ing’ni’us. (I swear on Armok’s infinite beard that I’m going to catch whatever has been eating my words, it’s just a matter of time now.... It can’t be invisible all the time.)

Dwarf Date 203.11-6 Urvi has decided to adopt another shield. They sit beside him now, and he dotes on them while all the others ooh and aww over them.
   The army has certainly brought out the best in him, I wouldn’t have trusted him alone with a mug when he got here, but now he’s gained the responsibility and character to look after a pair of shields.
    Fischer seems frustrated, but I couldn’t be more proud.
(http://img32.imageshack.us/img32/4817/2dfurvisattachedagain.jpg)


Dwarf Date 203.11-10 Ashsaber the Second seems to have recovered nicely, he’s back in training and has decided to look at me as his mentor, going so far as to take in a stray bismuth bronze pike (the twin of my own) as his personal charge.
   He’s spent the morning teaching it how to be thrust into someone’s liver, Urvi has taken to covering his shield’s innocent eyes to prevent them from seeing the gruesome lessons, but I’m with Ashsaber. The sooner he teaches his rod that it’s not all fun and games, the better.
 
(http://img607.imageshack.us/img607/9458/2dfashsaberisattached.jpg)

Dwarf Date 203.11-12 Urvi has talked Sigun into adopting a shield of his own, I don’t know if Sigun’s ready for the responsibility, but only time will tell. Ashsaber, Urvi, and Sigun have formed a bit of a club around their shields, and I’ll admit that Sigun’s is looking smart in that little cape that Urvi made it as a gift, but Felicity, what we have is so my better than that.
(http://img820.imageshack.us/img820/7339/2dfsigunisattached.jpg)
   Fisher is less understanding than I am, ranting and raving about how they’re only cold iron and bronze. She seems quite adamant about it, going so far as to suggest that we stop feeding our equipment. The suggestion is monstrous, and the assembled warriors (including myself) quickly vote her down.

    What that woman needs is a good helmet to look after, that would calm her down some.

Dwarf Date 203.11-18 The deal is sealed against Fischer when Gemblade forms a deep attachment to his own axe.  The two do everything together now, drink, eat,  train, sleep, everything. The best part is that Gemblade’s position as leader of the axes has opened his troops up to the idea of forming less casual relations with their equipment!
     No longer will the pikes be called es’ter’c  (This cannot be! I kept a close eye on Talvi, no one attempted to pick her pocket, and my dwarfsense detected no other intruders… The only time she went out of my sight was to visit Mr Frog… No, it can’t be… could it?), now we shall be known as bold, adventurous, and a number of other very forgettable adjectives!


    Dwarf Date 203.12-20 It would appear a might force of spawn has arrived at our doorstep. My dwarf sense combined with the shrieking of the kiwi inside of Mr Frog's device (The droppings from the Emu that was originally in the device were generating too many complaints) have detected the presence of sixteen spawn. One of their number is colored unusually -a daring pink look, not my personal taste, but one has to admire a spawn with a sense of style- and keeps gibbering commands to the others.

(http://img535.imageshack.us/img535/5531/2dfladopfthespawn.jpg)

    Mr Frog keeps swearing about the unusual spawn, mostly using words that I have, quite frankly, never heard before. This seems to further indicate that HE has been the one stealing and consuming my calendars, probably part of some dastardly plot to wrest control back from me by taking all of my best words! I'll show him though, I've decided to test the bridgey-stab-fall thing I've had Mekkia build for me. I've decided to test it right now.
   Mr Frog was as enraged as I had anticipated when I told of my plans, (proving that he has been planning to depose me all along, and steal Felicity too!) stating that the plan was ridiculous, I was ridiculous, and that he needed a drink. He might have also said some other things dear journal, but I don't want to repeat them in front of Felicity.

   I know I'm in the right, and when Mekkia told me that she didn't think this plan was wise, I had only one thing to say.
"Mekkia, the last thing we need in the face of a score of ravening spawn is your 'I don't think that's wise' attitude, now open the tunnel to that bridge thing that you probably built."

    203.12-26 It’s over, it’s finally over.  The battle was long and hard, and the spawn got a little bit inside the fortress, but everything is taken care of now. For the annals of history I will do my best to recollect my genius campaign (how do you pronounce that? Cam-pain, Cam-paggin?) against the potentially evil spawn-like creatures.

    The first blow was to open the spiked corridor to the spawn, an act which was simply achieved by sending a suicidally loyal miner –the same suicidally loyal miner that I had dig out the wall between our forces and the ledge spawn this spring- to dig a ramp up to the surface to allow the spawn into our fortress.
    Meanwhile Talvi volunteered to pull the lever that controls the pointy stuff on the bridge. She’s a good girl, a little gullible to let that traitorous Mr Frog eat some of my calendars, but a good lass.
    Most of the bridge is still in’per’tive (DAMN YOU MR FROG, DAMN YOU!), but I am confident in the 18% efficiency that Mekkia tells me we have.

   The spawn arrived in the trap shortly thereafter, running towards our fortress with the kind of suicidal tactics that I myself have used from time to time. Thankfully, that experience allowed me to formulate an immediate battle strategy: hit them until they stopped moving.
    The first barrage of carefully laid spikes triggered by Talvi erupted through the lead spawn, piercing his head, both legs, his lungs, one arm, and spilling his foul guts. The creature, however, was of such innate tenacity that it did not allow such a small thing as being stabbed repeatedly in vital organs to slow it down.
    The second spike barrage whipped out, and their line had advanced for enough for it to strike the first three. Dark blood and bits of limb sprayed freely, but I knew we had made a potentially fatal mistake. The spawn, though we had once managed to knock one off a cliff, do not actually bother to dodge out of the way of an attack.
     It was in the Third barrage that our hope was once again ignited. Most of the spawn forces (including the lady) now straddled the working portion of the bridge, and the third flying thrust of our mighty spikes opened dozens of wounds, but only two were significant.  A pair of spikes that bored directly through the centers of two of the spawn, shattering their black hearts, killing them instantly, made these wounds. 
     Talvi kept pulling and the spawn kept dying, with a hundred broken bones or deep seeping wounds to every blow that pierced a heart. The lady herself succumbed to the barrage after having her throat, brain, guts, and all of her limbs shattered and pierced. The final blow struck her just as she was about to clear the spikes, lofting her up like a bloody beacon to our cause.
(http://img546.imageshack.us/img546/2050/2dfspikepathend.jpg)
     In the end, ten spawn were killed on the spikes of the incomplete invention, and the spawn that survived were so bloody and broken that they more oozed than walked. I can practically feel Mr Frog shaking with fury, my success ensures that he won’t be able to use my words against me! The fool, the foolish fool!

    To cement my victory I allowed the remaining six spawn into the fortress, ordering Fischer and Ashsaber the Second to assemble with me at a crucial chokepoint. The three of us would meet the six of them in battle, fighting them at unprec’ent’dly (Eat away, Mr Frog, you’ll never eat my legacy!) heroic odds.
    The spawn charged us, moving with surprising speed for having just been liberally perforated by a hundred spikes. We charged back, Fischer and I leading while Ashsaber lagged a little behind. Fischer spent a great deal of a time bashing them in face with his pike, spraying dozens of teeth across the entrance. Ashsaber did his best to avoid getting killed while still striking blows here and there. I myself employed an old battle tactic, I imagined myself to be meeting with particularly unlikeable diplomats, conducting the negotiation of a peace treaty. With that state of mind I flew the white flag of war, swinging the olive branch of peace about with enough force to shatter our enemies into a fair compromise.
(http://img542.imageshack.us/img542/9662/mconductingameeting.jpg)
    Our battle lasted for four days, an irritatingly long amount of time. These spawn need to have more courtesy when dying, right now they take an absurdly long amount of time to do it.
      Ashsaber didn’t manage to kill any of them, but he seems glad enough to make it out of there alive and unharmed. Fischer and I split the kills, and on that day we both became known as legends among fighters. We were the dwarves who defeated six spawn like creatures in battle without taking a single casualty.
   (http://img811.imageshack.us/img811/5072/2dfwehavemettheenemyand.jpg)

    Dwarf Date 204.1-1 My squad has been greeted with laurels and cheers, the bridge trap even more so. The common dwarf has been freed of his fear of the spawn, (though there was little to fear in the first place) our fortress defeating a full sixteen spawn without taking a single casualty has seen to that.

    Still, in these last days it has become painfully clear to me that my position as leader has taken me out of the affairs of the common dwarf. The only acquaintance I ever bothered to make is long dead, the unfortunate victim of one of my earlier military actions.
    I simply do not know what goes on in the mind of the common yokel, and it is time to give up responsibility, to recognize the greatness of another as my incredible, unbelievable, stupendous greatness was recognized.

    To that end I’ve decided to sit in the dining hall, when the forty-second person comes through, I’ll name them mayor. Then I’ll be free to connect with the common dwarf and spread my blessed knowledge of tactics to the masses.
 

And so ends the reign of Draignean Firstmoss, bloodiest overseer to rule spearbreakers.
 So far.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 08, 2012, 11:46:40 am
Here is the save Sus: http://dffd.wimbli.com/file.php?id=6132 (http://dffd.wimbli.com/file.php?id=6132)

Food production is on the up and up.
Booze is decreasing slightly, so you might need to look into that, but it's not urgent.
Adamantine production is stable but slow. We have 50~ units of worked adamantine and 350~ units of ore, plus some thread. The spires aren't fully mined out, the NE spire has some adamantine that you can mine in perfect safety, and the S spire has barely been touched.

The spike trap is not complete, but it is -as you have probably read- functional. I have designated the construction of a floor to cut it off from the surface again, this is to allow us to complete it without risking something using it as an entrance. (The lack of a F.R.O.G would make that a very unfortunate event.)

There are three levers in the dining room. The center middle lever controls the main bridge, that's the one that links up to the entrance with the F.R.O.G. The Top center lever (it's red and made with artifact mechanisms, and if you hit T it should show it be connected to a crapload of mechanisms) controls the actual spikes of the spike traps. The top center-left lever (it should be right next to the red lever, it itself should be grey.) links to the failsafe bridge that allows you to completely shut off the spike trap entrance.

Fischer and Draignean are your best military dwarves, they're both legendary level fighters and very high level pikedwarves. They're both in squad one. (The go to squad)

EDIT:  The kid making the artifact is still trying to do so, he's on the farming/storage level (the one that is in soil). Keep an eye on him, I'm pretty sure I set up some yarn to be made, but just in case. He wants rough gems as well, and to enhance the artifact I forbid everything but blue garnets and black opals.

The liaison is still after me to go to a meeting, so if you attempt to remove me from office before I meet with the liaison you will be unable to negotiate a trade agreement and the liaison will leave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 08, 2012, 01:05:16 pm
*applauds* Awesome finish, Draignean. lol   I was worried the fort was doomed... >.> Obviously you were just pulling our legs. :P And I, of course, fell for it. Including the part where I thought the Lady made it all the way into the fort... You're evil (which is a good thing).

I thought Fischer was a dude, though?  ??? Did Splint, Mr Frog and I really miss that?

I'm honestly surprised the spawn actually made it all the way over the bridge, though... that shows just how deadly they really are... I'm of the opinion that this should definitely be couple with something else, even after finished. If the lever-puller arrives a bit late, bad things might happen.

What artifact did the kid make, by the way?

EDIT: More importantly, did anyone get bitten?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 08, 2012, 02:19:40 pm
I thought Fischer was a dude, though?  ??? Did Splint, Mr Frog and I really miss that?

Splint got it right in his write-up, I just borked it for the first three of mine though.  :-\ She/he is even profession named "The Fisher King" (Which is a reference that nobody will get), I only realized her gender after re-reading Splint's first update series. Went in and double checked, sure enough, Fischer is a woman.

EDIT: More importantly, did anyone get bitten?

No, nobody even got bruised. Apparently going through a malfunctioning cuisinart is enough to take most of the fight out of the spawn, even though we numbered fewer we were still striking ten times faster.

What artifact did the kid make, by the way?

Damnit, I forgot about the little runt. He's stuck right now, I've ordered up some wool to be turned into yarn (Rolf is still on it) but that is the last I thought of him.

Quote
I'm honestly surprised the spawn actually made it all the way over the bridge, though... that shows just how deadly they really are... I'm of the opinion that this should definitely be couple with something else, even after finished. If the lever-puller arrives a bit late, bad things might happen.

The failsafe helps prevent that, but it is still dependent on the dwarves arriving in time to pull the lever. The real problem with the trap is that expected the spawn to dodge, the fact that they don't took me by surprise. (And believe me, it wasn't bad luck. The average spawn had about forty pages of combat logs before it succumbed to an iron spike through the heart.) The trap should be ridiculously effective against humans, elves, goblins, mountain barbarians, etc, but against spawn it is functioning at a far lower rate of efficiency than I had anticipated.
  Even so, the machine is kicking ass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 08, 2012, 03:26:17 pm
Great! Now we can move on!:P

That was an awesome turn. I love the bit about everyone adopting arms and armor. I'll make a journal... Never mind  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 08, 2012, 04:34:56 pm
1st Granite, 204. Interm Entry.

I'm glad that madman has finally left the office of overseership. Between the nigh constant heart failure at working with this cursed metal, a spawn attack that could have killed Fischer, himself, and Ashsaber II, And them decommisioning one of my Emu, I've had a horrid time so far. I can only hope that Sus can be trusted to not be overcome by madness like Draignean was. It doesn't help that I, for lack of a better word, nearly shit my heart when I heard screeches coming from part of the fortress proper.

I must admit, early into the winter that fellow Rolf was rather impressing with the intestine lassoing of a llama (or alpaca, accounts seem to vary.) I've also notice one of our number is without a journal. Since damn near everyone carries thiers on a small chain around them, I'll have to dig one out of that lost and found bin someone set up in the mess hall so he has a means of maintaining his sanity.

Work on the weapons goes well as well. We've almost perfected the chainsword, as we're calling it, and Talvi hada flash of insight regarding a weapon that fired serrated discs of smaller scale. Mr Frog seems doubtful, but he said he'll see what he can do. She also asked why niether of us had thought to include our pikes in the research and testing, saying if the blade on the sword was so good, why not attach one to a pike? She may be a touch, well, stupid, but I must admit she can have a sort of blind idiot clarity from time to time. I can only hope I have enought ime to write again when I return to that god aweful extraction duty...


[I mentioned Fischer was a she, but after the blunder on Talvieno's part I figured a crossdressing colonel confused for a mandorf would be funnier and decided to propagate it.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 08, 2012, 11:19:43 pm
Downloading the save right now. I'll get to playing later today. What version is the save updated to, BtW? I'm currently running .34.7.
[/OOC]

Start your day with Mugs
This is a Giant Emu leather bound journal. It describes the reign of 'Sus' Bibandeler as the Overseer of the Dwarven fortress of Spearbreakers, starting 1st Granite in the year 204. All pendwarfship is of the most mediocre quality. It is written in a relatively humorous tone and is rambling at places. This object is menacing with spikes of Giant Emu bone, Pine and Green Tourmaline. On the front cover is an image of mugs in Limonite. On the back cover is an image of 'Sus' Bibandeler the Dwarf in Hematite. 'Sus' Bibandeler is in a fetal position.


1st Granite, 204
Thank the Gods, the Spawn horde that shambled towards our fortress has been kill'd, in part thanks to the bravery of Ashsaber th' Second, Fischer and Draignean, but mostly 'cause of the brilliant death-trap built by Mekkia. Even staked the "lady" monster leading 'em straight thru 'er black heart, it did. I don't think I've ever seen so much blood an' guts spilled all at once.

After the ungodly monsters finally stopped twitchin', Draignean declared that he'd accomplished everythin' he set out to do and was ready to give up his position as Overseer of the fortress. His last act was to appoint a successor, as is Traditional. For some reason I can' understand, he chose me. Now, I'm a simple 'dorf, one who understan's the ways o' Limonite an' Shale an' Green Tourmaline, not the complexities of managing a fortress. I never ask'd to be the boss of anydorf.

Oh well, like Talvi used to say, "If life gives ye Prickle Berries, ye cannae make +Yak Tallow Biscuits+." (Poor Talvi; she hasn' been the same in the head after th' first Spawn attack. I kinda miss her ol' folksy wisdom, tho' I still don' see what a Wren in a Featherwood tree has t' do wit' counting the days o' Obsidian...) Anyhows, Draig did point me to a desk that seems to hold the slabs an' papers doc'mentin' what he calls "the state of affairs" in th' fort, meanin' our wealth and the various work orders to be carryin' out. Just lookin' at all those numbers an' figures is givin' me a headache.

Time t' spit in me palms an' grab the ol' pick quill and pen, I guess...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 08, 2012, 11:25:34 pm
hey now, the paperwork is my job! Anyway, glad to see you've begun. Can't wait to see how the year goes. DOn't forget to just give the randomdorfs a name so we'll have an easier time with names and keep me updated on who's been dorf'd/killed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 09, 2012, 04:12:12 am
Holy wow, that was a long-ass turn.

It was worth every agonizing day of waiting, though. Congrats.

I think the fact that our trade depot is also our slaughterhouse and now, apparently, our graveyard is beautifully illustrative of the fort's general character. Plus, it's good for business.


:(: Okiedokie, coming to trade at Spearbreakers, tumdeedum
:-\: Entrance hall coated in blood and limbs, looks like dwarves live here, everything kosher so far, doodlydoo
:(: Okay, here's the trade depot, now we get our stuff ready and --
:-\: Bob? What's that dwarf girl doing to that emu?
:(: Who the hell cares? She's just -- OH GOD IN HEAVEN WHY  WHY IS SHE DOING THAT  WHY'S SHE SINGING CAROLS
:-\: Wait... are those... gravestones over there? And am I reading that one epitaph correctly?
:(: "In memory of Stova, who met her end --" Oh God. Oh God oh God. That... that's fucked up. Is that supposed to be some sick dwarf joke?
:-\: I think the broker's coming.
:(: Good. Give him everything.
:-\: But --
:(: Just give him everything so we can leave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 04:20:21 am
15th Granite, 204
Spoiler (click to show/hide)
Wow, this management stuff sure is complex. Glad t' have Splint helping me figure this stuff out...
From what he tells me, I gather we're set up pretty good for now. We've got enough food for now, and drink production is... well, there's a bit of shortfall there, but nothing serious.

I also reviewed our military reports. From what I've read, things are pretty calm right now. Sure, there's some sort of reptile monster roaming in the caverns, but it should be cut off from the fort for now. The only other openly "hostile" things are the poor erstwhile soldiers in their isolation cells, groaning and bellowing in their own strange tongue.

Spoiler (click to show/hide)

I intend to take advantage of this pause in th' attacks to get all the goods left behind by th' merchants to someplace safe, so as my first official order I reclaim all of them and tell the haulers to get that junk in a stockpile somewhere. (Although I'm still a bit lost as t' where that "somewhere" would be.)

Also, hasn't anybody thought about house-training all these dogs, at least? I swear, if I step in anoth'r little "surprise" left by Dorf's best friend, they're all going to have a li'l meeting with Bombzero down at the butcher's. For now, I assign all of them to military training, save the puppies (who are also getting house-trained).
A lot of the other animals get sent ta' Bombzero's realm anyways. On can barely turn a corner here and not run into a stray donkey foal or whatever. Time to tone down the bestiary a bit. Emus, both giant and otherwise, and sheep are spared from the mass butchery for now.

Now just to figure out the rest of this mess... For example, nobody's bothered t' mark the levers around here in any way. I think Draig said something about that fancy red lever in the dining hall bein' linked to th' spikes and 'nother one that opens th' entrance bridge... As for the rest of 'em, I'd prob'ly better leave those well enough alone unless I absolutely have to try 'em.

...and where the heck are our stockpiles and workshops? ???

Right after the surface is declared safe again, a throng o' migrants pours in, with a fella that claims he's a "trader" and sticks around at the outskitrs o' the fort, instead of comin' in or doin' anythin' useful. What a loony... Guess I leave him alone for now; let the poor fool come beggin' to be let indoors come the next ambush...

I also send some of the guys ou t' gather plants an' fell some trees as long as we're able. One can never have too much wood in store.
Almost immediately, one of our lumberjacks gets pounced upon by a goddamn capybara, of all things. He ends up with a nasty lookin' bite to the chest. I tell the military folks to get rid of those damn giant rodents, pronto. Eventually they do, Sigun even punches one in the head so hard it drops on the spot. The wounded lumberjack is trying to limp t' the hospital.

I need a drink. Again.

Update, 27h Slate, 204
Finished assignin' jobs fer the no-good layabouts calling themselves "migrants". Also cleared all of the "jobs" Draignean has assigned himself to avoid meetin' tha liaison. "La la la, can't hear you, moppin' the floor here, la la la!" An' since that fool of a liaison still thinks Draig's th' mayor, I cannae meet 'im meself. Oh, the indignity! (Tha's a word I learn'd from one o' those silly calendars Draig kept 'round before somebody started eatin'em.)

But what's this? Me beard sense's tinglin'. Somethin' foul has come. Some kind o'... water blob?
Spoiler (click to show/hide)
Fortunat'ly, the thing is contained in the caverns. Let it rot there for all I care!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 09, 2012, 04:44:06 am
Spearbreakers Lesson 1: Everything is trying to kill you. Including the cute water rodents, apparently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 09, 2012, 05:53:43 am
Yaaay, timely updates.

Have we got a squad of crossbow dwarfs yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 09:35:12 am
Have we got a squad of crossbow dwarfs yet?
Working on that.

BtW, there seems to be ...an issue... with the spike corridor: the yet-to-be-completed end of the corridor is, for whatever reason, deemed to have "no access" to spikes/spears. What gives? ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 09, 2012, 10:54:11 am
Have we got a squad of crossbow dwarfs yet?
BtW, there seems to be ...an issue... with the spike corridor: the yet-to-be-completed end of the corridor is, for whatever reason, deemed to have "no access" to spikes/spears. What gives? ???

Have you disengaged the failsafe?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 12:02:13 pm
Spearbreakers Lesson 1: Everything is trying to kill you. Including the cute water rodents, apparently.

I nominate this for the quotes section!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 01:09:39 pm
1st Hematite, 204
'twas an oddly calm time at Spearbreakers. Th' days o' late Spring passed idly without incident, until one o' the craftsdorfs - Strazxa I think 'is name was - started actin' all weird , rollin' 'is eyes an' shoutin' all kinds o' nonsense.
Spoiler (click to show/hide)
'e ran straight fer a Craftysdorf's workshop, kickin' out the previous occupant, an' started runnin' round grabbin' stuff.

As th' inhabitants o' Spearbreakers started t' wander outside again, I noticed they found a lot o' dead migrants there, so I decided our lov'ly Shamrock o' Tombs needed expandin'. I set some miners to the task and had a pair o' Mason's workshoppes start makin' coffins fer tha poor sods.

As if pull'd in by the stench o' death, an Elven caravan show'd up outta tha blue. Got some lov'ly Barbarian blood rain on them, too. Tho' I don' think much o' tha tree lovers, I had Splint an' the mates scrounge up some stinkin' ol' (troll fur sock)s an' what hav' ye. Told Splint ta throw in a few shiny mugs ta sweeten th'deal and bought the pointy-eared buggers' whole invent'y o' booze plus some exotic animals, berries an' such. I hear sun berries make good drinkin'. Not sure what a "sloth bear" is good fer, exactly, but they sound plenty fierce so what the hey... Also giant bushtits (snicker) an' giant barn owls. Those shoul' tear at least th' Goblin scum a new one.

Hot on th' heels o' tha elves, a bunch o' Goblin ambushes strolled in town. Almost soil'd me pants when the woodcutters started screamin' "An Ambush! Curse them!"  at the top o' their lungs; was pretty reliev'd ta see 'twas just the ol' greenskins. Nothin' our militia cannae handle. At 'em, boys!
Before the militia had a go at the greenskins, they did a number on that crazy "trader" guy. Serves 'im right fer not doin' 'is job, I say!

Spoiler (click to show/hide)
Tholtig, always the go-getter, thought e'd take th' green menace all by 'is lonesome. Turns out, th' greenies still had some fight in 'em, so Tholtig got two broken arms an' a mangled nose an' ear for 'is trouble. 'e lost a lot o' blood, too, and fainted on the spot. The goblins then tried to bash 'is head in fer a pretty long time; thanks ta 'is -iron helm-, they dinnae quite manage to finish 'im off.

Spoiler (click to show/hide)
The rest o' the ambushers then tried to force their way into the fort proper, but Draignaean an' his mates had a different idea. After all was said an' done, all three o' th' Goblin raiding parties were more or less dead, along with a thief or two. I think it was ézum who pull'd Tholtig's bleedin' ass outta tha proverbial fire an' into  a hospital bed.
A pair o' war dogs also bit the big one, but all in all, we beat th' sneaky little bastards with little losses.

Meanwhile, it seems Strazxa found all the crap 'e was lookin' fer an' finished makin' whatever it was 'e was thinkin' ta make...
Spoiler (click to show/hide)
STRAZXA!!!  >:(
Of all the things... Why would' e... Ta's... Oh Armok dammit!
Spoiler (click to show/hide)
Tha's exactly what 'e did; all that precious Adamantine an' e' thinks to go an' make an earring o' the stuff. No shield, no armor, no spear; a bloody earring!
Welp, Splint tells me tha thing is worth 639600 ¤ or whatev'. I dinnae care. Useful things is what I want, not shiny baubles. Oh well, at least it has an inspirin' image on it.
Speakin o' which, I've started buildin' a new archers' tower right near our new entrance. Could prove useful sometime in the future, givin' I get tha Marksdorf trainin' underway sometime soon. After all, we already got some pretty mean-lookin' Spawn bone crossbows...

An' thus ends th' first season o' Spearbreakers und'r me leadership. Not a very eventful one, but knowin' this place, tha's one thing that's gonna change. Spent most o' th' time figurin' out the ins an' outs o' tha place anyhows.

P.S. Draig still strolls 'round like 'e owns the place, just 'cause that dolt of a liaison cannae be bother'd ta speak with 'im. Personally, I think that goblin's arse of a "diplomat" is just too happy ta be dippin' into our booze stocks...

Have you disengaged the failsafe?
The who to the what, now?
Which lever?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 09, 2012, 01:17:54 pm
Strazxa's pretty much a b*tch, yeah. She spent 50% of my turn Unhappy over every piddling little thing she could come up with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 01:20:20 pm
Holy crap, Weaver the weaver is still alive!? I figured he'd have died a long time ago. He showed up during my turn!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 01:23:09 pm
Whatever became of the runt that went moody at the end of Draig's turn, I will never know. At least I don't think there was an artifact notification, so he probably went bananas while I was still trying to figure out where the workshops were and whatnot.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 01:24:11 pm
Probably went melancholy/stark raving mad then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 02:10:02 pm
(The following notes have been hastily scribbled into the margins of the page, seemingly as an afterthought)
- Set up a second still, made of brass bars. Can't go cheap when booze is in question!
- Dariush and The Master II have been dorfed as the closest match I could find. Sadly, no legendaries available, so I picked the most skilled unclaimed weaponsmith for Dariush and the best available fighter for The Master II. Dariush has all labors disabled except weaponsmithing, metal crafting and suturing.
Spoiler (click to show/hide)
Spoiler (click to show/hide)


(Please don't kill me...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 02:40:02 pm
Steelcrazy!? Dude, The Master lucked out with that one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 09, 2012, 03:44:14 pm
Lol, wow. Sus, you move fast.  :o   Kudos to you for that. Loving every bit of the writeup so far - you're doing an awesome job. Sounds like you pretty much have everything under control. Also, pretty nice character... Scottish, right? Possibly with a little something else I can't quite put my finger on.

You're expanding the clover/shamrock?   I can't quite remember just how bad of shape it was in when I left it... lol

The image next to STRAZXA!!! is 404'd, by the way. I can't see it.

Mr Frog - Strazxa must've shown up during your turn, right? I don't recall seeing anyone by that name (or naming anyone that).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 09, 2012, 04:15:03 pm
Sorry can't read right now. got to get to work. wrote this at school

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 04:21:58 pm
Excellent Terrahex. And in my last entry, the dwarf mnetioned lacking a journal tethered to them was you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 09, 2012, 05:03:54 pm
Quote
The who to the what, now?
Which lever?

It should be to the right of the spike control level, on the same horizontal plane. I mentioned it in my sit-rep, should be grey. It controls the bridge that leads onto the spike trap.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 09, 2012, 08:02:26 pm
Excellent Terrahex. And in my last entry, the dwarf mnetioned lacking a journal tethered to them was you.

I know, but I was waiting till your dorf tracked down mine and somehow forced mine to take a diary or something. There's no way terra hex the dorf would just ask for one
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 09, 2012, 08:15:08 pm
Ah. I guess you'll be journalless til Sus' next write-up then.

And I'm glad the spawn are being merciful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 09, 2012, 08:19:15 pm
By the way, I forgot to mention that if I missed any character in that write up up there then could somebody please tell me so I could add them


EDIT: somebody name that girl who had the golden rose too
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 09, 2012, 09:11:56 pm
Lol, wow. Sus, you move fast.  :o   Kudos to you for that. Loving every bit of the writeup so far - you're doing an awesome job. Sounds like you pretty much have everything under control. Also, pretty nice character... Scottish, right? Possibly with a little something else I can't quite put my finger on.
I kind of modeled him on Durkon Thundershield from Order of the Stick (http://www.giantitp.com/comics/ootscast.html), who, I guess, is Scottish...ish. Also, I think Dwarf!Sus is supposed to be a simple, down to earth (much more literally than the usual sense :P ) working class character who's kind of over his head when he suddenly finds himself in charge of the whole fort.
Quote
You're expanding the clover/shamrock?   I can't quite remember just how bad of shape it was in when I left it... lol
It was missing two leaves, at least, and only one was partially stocked with coffins. Given our usual circumstances, I've decided to step up the funeral industry a bit.
Quote
The image next to STRAZXA!!! is 404'd, by the way. I can't see it.
Damn. It was supposed to be the something awful :rage: fist-shake... Replacing it with a >:( for now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 09, 2012, 09:30:35 pm
Spoiler: Journal of Mr Frog (click to show/hide)

NOTE TO TALVIENO: This is technically a response to Draignean's last entry, so it should probably be placed with the Year 4 journals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 10, 2012, 01:03:22 am
Osta Hateapex, the goblin. What a funny name.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on April 10, 2012, 04:49:36 pm
The picture is nearing completion!
(and maybe you want to wait until im done to see but here is the progress)
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 10, 2012, 06:56:38 pm
19th Hematite, 204
The production o' iron spikes be lagging behind. I immediat'ly order the forges t' turn out as many spikes as dwarvenly poss'ble.
While I be attendin' some o' tha less pressin' matters like bedroom designations, a commotion comes from the outdoors.
Spoiler (click to show/hide)
1)

Some kind o' weird bull-headed humanoid shows up at our doorstep. Like many others b'fore, it makes a beeline for th' fort entrance.
Spoiler (click to show/hide)
Tho' it be hard t' see thru all the miasma waftin' about, our militia an' war dogs go 'bout their business at 'eir usual eff'ency. In the end, Gemblade chops th' brute ta bits an' spills its guts all o'er the floor.
Spoiler (click to show/hide)
Cannae call it a pretty picture, but what can ye do; th' thing had it comin', thinkin' it can just walk into Spearbreakers like that.
Now ta clean up th' mess... I guess I'll need ta reclaim the gear o' the fallen goblins an' that minotaur thing, if it had any. Also need to be thinkin' 'bout beefin' up our military a bit; tho' they're plenty capable, our killin'dorfs are spread a bit thin. I figure a fresh recruit or two a squad woul' give 'em a bit more time ta catch their breath 'tween the brawls. Also need to be thinkin' 'bout that marksdorf squad.

1)I C wut U did thar. :P

15th Limestone, 204
After the bull monster bit it, I set about t' produce s' more weapons for th' militia. Some pikes an' battle axes are in order, at least. Crossbows we have no shortage of, as I'd set those on repeated product'n earlier and forgot about it for a time. O' well, at least we've got a quality crossbow or two for av'ry marksdorf.

I went ahead an' declared myself Mayor, no matter what that twat o' a diplomat says. 'e seemed to make a big deal out o' it, screamin' all about "outrageous behavior" or whatnot an' sayin' he had importan' friends and tha' I'd be punish'd. I helped 'im out th' door and gave 'im an encouragin' kick on th' rump ta send 'im on 'is way.

'nother wave o' migrants strolled in. I told Splint t' set them workin' on whatever he thinks they're good fer, or hauling if they've no useful skills. On the other hand, some o' the patients in tha hospital didn' make it, either due to wounds or th' fact th' medics responsible fer feedin' em seem like a bunch o' the laziest louts I ever set eyes upon. Rolf an' Ashsaber II, at least, are no long'r wit' us. Seems 'twas a timely decis'n ta make more room in th' Funeral Clover. (Somedorf's been so bold as to even stuff their pet in one o' th' coffins. Hrmph.)

There was a longish quiet while 'fore th' human caravan show'd up. They'd almost made it inside when the greenskins made 'nother pass at robbin 'em. I sent th' militia to tha gates, seein' there's nae much threat from a couple o' goblins.
Spoiler (click to show/hide)

But somethin' was off here; these goblins seem'd much more organiz'd than their usual ilk. I was surveyin' th' battle from a lookout point when I saw it: A creature much taller an' bigger 'n any goblin. A Spawn of Holistic! How in the Gods' names coul' such a thing be leadin' a band o' magny greenskins? 'twas most troublin'.
Spoiler (click to show/hide)

'twas too late ta close th' gates, as th' thing was already upon our sold'rs. A good thing they 'ad so much armor, otherwise they'd got bitten fer sure. As it was, th' thing ne'er got a bite in 'fore Fischer punched it straight innae mouth wit' 'er gauntlet, sendin' teeth flyin' ev'rywere.
Th' thing fought on fer a while, until she drove 'er spear right thru its heart. At this point th' goblins found their runnin'feet, but it was too late fer 'em an' the filthy scum got slaughtered to the last stinkin' one o' em.

Splint was makin' all sorts o' excuses not ta talk wit' the humans, so I told some random dorf near th' depot ta buy us some booze an' barrels at least, an' a couple o' spears would do nicely, thank ye.'

Tha's it fer th' summer. Now, I gotta ponder on this whole "war leader" thing. Maybe that shady Mr Frog char'cter can shed some light on what happen'd out there; 'e seems ta know more 'bout these things 'n 'e lets out...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 10, 2012, 10:37:42 pm
Spawn can assimilate into other societies (a fact which I'm sure would shock dorf!Mr Frog to no end). A Spawn that assimilated into a goblin society would likely rise to the top very quickly and stay there, seeing as how they're ridiculously hard-to-kill and don't die from old age.

Unless you wanted an in-character response, in which case you'll probably get one, if/when I ever get around to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 10, 2012, 10:51:52 pm
I request a dorfing, preferbly something to do with adamanite, migrant in the next wave so I can do a nice background, male.


And also, I am in NO position to ask anything, but your journal entries are a little to hardcore anglish, I cant understand much of it. But very nice! From what I make out your having a very !!FUN!! turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 01:10:35 am
And also, I am in NO position to ask anything, but your journal entries are a little to hardcore anglish, I cant understand much of it. But very nice! From what I make out your having a very !!FUN!! turn.

>.>

<.<

I was too polite pathetically softhearted polite to say it, but now that someone already has: yes, I agree; can you please turn the phonetic Scottish accent down a notch? It is a bit of a headache to read.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 03:11:00 am
Yeah, just for the record, I'd let everyone be able to trade partially because of the broker's general bad habit of doing other shit during cravan season. Plus when doubling as bookkeeper I think they prioritize record upkeep due to the sudden influx of stuff on the map.

Also I don't see why you guys are having issues understanding Sus' entries. But then again i have a habit of speaking very archaicly (My own manner of speech is some horrible combination of modern american, late colonial english, 1960s US military and a mess of other languages' convetions sprinkled in) And I think it adds a little character to him. So Ashsaber, you now has the most deaths of us as players/requested dorfings. You want another one?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 11, 2012, 03:39:24 am
I was too polite pathetically softhearted polite to say it, but now that someone already has: yes, I agree; can you please turn the phonetic Scottish accent down a notch? It is a bit of a headache to read.
Ok, I'll try to drop two out of three ap'strophes and mangled spellings or so from now on.  :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 11, 2012, 03:49:12 am
Spawn can assimilate into other societies (a fact which I'm sure would shock dorf!Mr Frog to no end). A Spawn that assimilated into a goblin society would likely rise to the top very quickly and stay there, seeing as how they're ridiculously hard-to-kill and don't die from old age.
Well that... was kind of a surprise. I sort of figured they'd be innately hostile to any and all non-Spawn forms of (un-)life, given that they tend to tear other invaders and traders to shreds on sight.  :-\

Then again, I assume that is the modus operandi of the Clown Car1), too, and they also occasionally emerge as leaders of civilizations.
1) While delivering the ‼Fun‼ to your fort, that is.

Quote
Unless you wanted an in-character response, in which case you'll probably get one, if/when I ever get around to it.
That would be much appreciated, yes.

Yeah, just for the record, I'd let everyone be able to trade partially because of the broker's general bad habit of doing other shit during cravan season. Plus when doubling as bookkeeper I think they prioritize record upkeep due to the sudden influx of stuff on the map.
Duly noted (you lazy layabout you!). Although to Dorf!Splint's credit, he spent a good amount of time carrying the wounded (the macegoblins got a few nasty blows in) to the hospital, instead of just being On Break or Sleeping all the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 04:39:23 am
I think the sole reason Spawn can be integrated is spawn larvae get abducted during world gen. Also, just a thought that occured to me: Could the bookkeeper's upkeep be a sign of an ambish approaching if they've already updated the records and there's suddenly more weapons of foreign origin than there were before?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 11, 2012, 07:06:50 am
I think the sole reason Spawn can be integrated is spawn larvae get abducted during world gen.
That would sound reasonable, except who would want to abduct one, let alone be willing to face a horde of Spawn to get it?  :o
Quote
Also, just a thought that occured to me: Could the bookkeeper's upkeep be a sign of an ambish approaching if they've already updated the records and there's suddenly more weapons of foreign origin than there were before?
IIRC, the weapons (and other possessions) of ambushers also appear in the z-Stocks menu as forbidden, courtesy of the All Knowing Bookkeeper.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 11, 2012, 08:34:37 am
I think it would be more beneficial to replace a book-keeper then a broker; appraiser is a lot harder to level and is a bit more vital to the job. All a good organiser does is make updates (and really, who cares?) a bit faster.

Also, big drops in FPS can also detect ambushes early. I've also experienced instances where goblins riding giant olms would stealthily drown and I'd just see corpses appearing in the river from out of nowhere. It was quite scary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ahra on April 11, 2012, 12:59:36 pm
I think the sole reason Spawn can be integrated is spawn larvae get abducted during world gen.
That would sound reasonable, except who would want to abduct one, let alone be willing to face a horde of Spawn to get it?  :o
Quote

"Okay men, you are our elite soldiers and you are to distract the "Spawn" So we can infiltrate their nest and abduct as many of these walking WMDs as possible, UNDERSTOOD GOBLINS?
"SIR YES SIR"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 11, 2012, 01:14:52 pm
I never really had much of a problem reading Sus's stuff, either. :P As to the broker deal - I only set it to "anyone may trade" when it says they'll be leaving soon. I don't like not having brokers with appraisal skill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 01:33:26 pm
 Can i be dwarfed? perferably as a male who only knows how to ue a spear, a shield and a crossbow. well, hee can make bonebolts to i guess. if so can he be named Aseaheru[origional name here]? also with the job title of out-tower guard? you might even build  a random grey tower with a few peeps in it watching for spawn. and possably some F.R.O.G.s in it. if not than thanks anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 02:59:47 pm
Not a problem on the dorfing. You'll be on the awaiting dwarves list til Sus does otherwise.

And on brokers, it doesn't have to be the broker trading. Whoever you have assigned will still give the value to the guy who actually is trading. Plus every dwarf who trades gives you a back up apprasier if the original dies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 03:31:23 pm
wow. i just looked at the last save. because i can. and . wow. just wow. also holy crap but who cares.
edited here
whats with "im a magnet, but somehow it think your the north to my north"? [i may have screwed up it a bit]
also the dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 04:38:03 pm
I think the Spawn can also integrate into civs if one of their cities is conquered and the residents are captured.

I personally think it's better this way. Instead of having an entire species that's just arbitrarily evil, you have a race of thinking beings (with a bit of a vicious streak, but still basically people) which have been indoctrinated from the moment of their creation into viewing the rest of the world as their personal chew toy; they're consciously choosing to kill everything based on their own corrupted values instead of just Doing What Spawn DoTM, which I think is scarier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 04:42:58 pm
Plus, they can speak. Perfectly fine in fact, despite thier physiology. Which is equally disturbing. (I had a human adventurer able to communicate with one in a city as if it were any other creature.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 04:54:24 pm
Well, I'd imagine that if your next-door-neighbour was a screeching vajayjaw'd crime against nature, screeching vajayjaw'd crimes against nature would stop being strange after a while.

With my lunch today, I drank a glass of a white substance consisting of animal fats suspended in an aqueous solution, which had been secreted from specialized glands on the underside of a large spotted creature with four stomachs that walks on its toenails. Not one bit of that scenario struck me as unusual, because for me, it is usual.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 05:16:55 pm
Yeah, but thing with giant gash down it's front and no visible means of forming words, and is naked, would strike me as odd (doubly so, since I was a very long way from home on a titan hunt.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 06:00:44 pm
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 06:24:29 pm
15th Hematite, 204. Interm Entry.

Finally ran down that little bugger who didn't have a journal. Said his name was Terrahex and asked me if I knew anything about a particularly manageled freak of nature. I told him to just take his 'new' journal and try not to think about it. Upon looking through it though, I found it belonged to Sergeant Ashsaber the first. I tore out the pages, as evidently that thing still knows he's... himself... Sort of. He can still write anyway. It's mostly death threats and complaining about the lack of emu lately, but still. Someone found it pitched through the hatch to his quarentine cell and just dumped it into the lost and found bin.

Also, Mr Frog's been acting a bit off lately. He's been gathering more moss than normal for his hallucinogens ever since that pink looking abomination to the gods showed up. Keeps muttering about "Upmanage" and the monsters are "different."

On the upside, Sus has been doing a bang up job, and I think I'm finally making headway with my phobia of the cursedmetal. But, if ANYONE makes a breastplate artifact from it, I will tear it from thier hands and beat them to death before I pitch it into the forges to melt. I won't have another demon be born here....

15th Limestone, 204. Interm Entry.
Rolf the gut lassoeer and Ashsaber the second passed on sometime this morning. Evidently they died largly due to neglect. I've arranged for funeral sevices to be held with Sus' permission, as he was in the middle of expanding The Clover when they died. Some other jerk off decided thier pet needed to be interred, and while I don't know what it was, I'll piss in thier booze at the reception if it wasn't a fighting animal.

Mr Frog's become even more of a nervous wreck than usual since a spawn-led attack force made up of greenskins stopped by to visit. Understandable, since a few dwarves have even asked for some of his various narcotics and such to cope with the sight of the Spawn. He usually replied by smashing a mug in thier face and telling them "Fuck off you inbred prick!" before he retreats into his room is the usal response. Or at least that's my interpretation of the mug to the face he gave Draignean when he asked for some.

I can finally think when I'm around the cursedmetal now. My previous written promise to beat any cursedmetal breastplate producing artifact makers into bloody mush still stands. Perhaps I'll use one of Stova's pitchblende hammers for the task...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 06:41:50 pm
Quote
shamshing

If this isn't a word, it should be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 08:26:47 pm
@Sus


Oh, I mean't no offense, its quite quaint, I simply could not read much, its quite hardcore. Never seen anyone able to do that and make it good at the same time.


GO TO SCOTLAND AND WRITE STORIES.


But really, keep the accent, dont get rid of it. Charecter is 40%, the story and !!FUN!! is the rest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 08:28:48 pm
Welp, we now have a lovely string of mentally ill or unstable individuals, and that's just from the few who've posted journals/storie and the overseers.

Just imagine what the other dwarves are like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 08:31:01 pm
Welp, we now have a lovely string of mentally ill or unstable individuals, and that's just from the few who've posted journals/storie and the overseers.

Just imagine what the other dwarves are like.


Just imagine what Im gonna cook up if I get dwarf'd.



Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 08:36:34 pm
We're doing a good enough job of getting dwarves killed as it is. Direct intervention is unneeded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 08:40:15 pm
We're doing a good enough job of getting dwarves killed as it is. Direct intervention is unneeded.

Im going to edit that out now. I truly suck at writing without giving false-hints.



Edit: Yes, yes I do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 08:52:44 pm
alright, you asked for it! i am going to write a journal to! and Mr Frog is going to have yet another random quasi-time-traveler-time-thing. Mr Frog, what the Circus ARE YOU!?!?!?!
YOU HAVE BEEN* WARNED




*yes BEEN now feck off cup!*****



*****hehehe
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 08:59:38 pm
He's clearly an extradimensional/ time traveling researcher in exile with a drug problem. Anyone who's stupid enough to live in Spearbreakers can see it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 09:03:01 pm
He's clearly an extradimensional/ time traveling researcher in exile with a drug problem. Anyone who's stupid enough to live in Spearbreakers can see it.

I thought he was a member of Parasol. But that makes more sense.




Never thought I would ever say that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 09:09:33 pm
I was being funny. The only thing we can all agree on is it's his fault we have Spawn here and he's working for some strange company, maybe Parasol, maybe not. I honestly haven't a clue.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 09:10:39 pm
@Aseaheru:

O__o

I suggest benzodiazepenes. It should help with the mania.

@Corai:

I intentionally left open the question of whether dorf!Mr Frog works for Parasol. I was a bit sketchy about bringing Parasol back officially.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 09:15:27 pm
Oh yeah, the drug problem is also something we can all agree on. But given the circumstances, it's understandable...

I would imagine he takes some things that really shouldn't be mixed with booze, but he probably doesn't care at this point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 09:18:17 pm
@Aseaheru:

O__o

I suggest benzodiazepenes. It should help with the mania.

@Corai:

I intentionally left open the question of whether dorf!Mr Frog works for Parasol. I was a bit sketchy about bringing Parasol back officially.

Well im just not trying to to interfere with anything. But parasol did have time-travel, time-swaps, and the spawn were there "enforcers" as you could say.


...I think the Detective may be the CEO of parasol!


......Shall I make a theory for the thread?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 09:19:36 pm
im still quasi-dementional, because we all are in the 3ed, the 4th and the 5th dementions. also the Hippocratic detention. and the Pachyderm one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 09:20:53 pm
who else knows what a Pachyderm is? me! feck off steve! wrong game!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 09:26:41 pm
I believe the term you want is Dimension. And we all know what elephants are yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 09:27:35 pm
@Splint:

I imagine dorf!Mr Frog is basically a walking chemical waste dump at this point. I feel very sorry for any unsuspecting critters who try to jump him. His blood probably does ten kinds of funky shit if it gets on you, plus it'll give you cancer.

@Corai:

I left it an open question specifically so you can decide for yourself :p If you have a theory, feel free to post it. I reserve the right to mock it if it's completely ridiculous, though :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 11, 2012, 09:32:35 pm
i hoped no one spotted that. or knew what Pachyderm's are. oh well. hey Mr Frog, may my guy was brought to this time by you! wont that be fun! someone who hates you AND knows who you are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 09:43:02 pm
Look for mentions of a "Joseph."

We've got that base possibly covered. Or dorf!Talvi stole some kind of future dorf ipad. Or is batshit crazy. or all of the above.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 11, 2012, 10:01:47 pm
Spoiler (click to show/hide)


Spoiler (click to show/hide)


Yes, it sucks. I made it simply to contribute. Spoiler for those who have not finished the stories yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 11, 2012, 10:57:33 pm
I was entertaining the idea that Mr Frog's dorf worked for some future government. Can we please step at least a little bit away from Syrupleaf?

Also, by the way Mr Frog was talking in his last journal it sounded like my theory was spot-on!

One more also, Splint, your journal left out the part where my dorf vomitted all over you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 11:01:49 pm
Not like dorfSplint would have known who the hell he was anyway.

And I personally favor the time travller Mr Frog myself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 11:43:52 pm
I'm kind of worrying that my dorf's become a bit of a Marty Stu... Genius pharmacist/bioengineer, time traveller/planeshifter (I prefer planeshifter; I hate time travel), secret agent, capable of ingesting chemicals in amounts and combinations that would at best leave an ordinary person convulsing on the floor, and he may possibly literally bleed drugs depending on how serious I was with that last comment above ^^^^^^. And he may or may not be directly affiliated with a certain corporation which pretty much defined realityhax back in Syrupleaf. Overpowered much?

EDIT:

@Terrahex:

Well, it's still possible that upmanage/"Joseph" tricked dorf!Mr Frog and that the creatures he released weren't actually the HS-2 he developed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 11:47:39 pm
I would say tolerance is a powerful thing. Also comes of as a twitchy nervous wreck at times, extremly hostile, and possibly unwittingly exiled and used as a pawn. He's probably quite killable too. And probably not a great fighter due to being a researcher more than anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 11, 2012, 11:53:09 pm
Quote
probably quite killable

Apologies. When I said "genius", I meant "!!GENIUS!!". As in I've already foreshadowed dorf!Mr Frog having a very simple countermeasure against friggin' dying :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 11, 2012, 11:56:48 pm
And even that probably won't work given this loony bin of ours seems to enjoy defying all reason as it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 12:00:28 am
We already know almost for certain that his countermeasure works. That's the most I'll say :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 12, 2012, 12:08:54 am
The if its so, it was unintended and therefore we can ignor it. besides, I like the thought of him being a walking afront to the genva convention ban on chemical weaponry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 12, 2012, 12:09:56 am
We already know almost for certain that his countermeasure works. That's the most I'll say :3

Suicide by spawn bite?

Also, your dorf is awesome the way it is
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 12:32:32 am
Quote from: Terrahex
Suicide by spawn bite?

Guess again! :p

I reread Sus's last update, and I'll say this: it ain't the teeth in their mouths you should be worrying about :3

Dorf!Mr Frog was so hostile in his last few journals basically because dorf!Draig was in charge and dorf!Draig is perfectly-suited towards rubbing dorf!Mr Frog the wrong way. I wouldn't say he's a pleasant person; just that he's not the simmering cauldron of !!RAGE!! that dorf!Draig consistently reduced him to :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 12, 2012, 03:33:03 am
An Interlude

There's no way out. A dead end. How did I even end up in this corridor? I've never seen it 'fore.
The Spawn is bearin' down on me. But this isn' just some crude beast bent on killin' everythin' it sees; this is a thing posses'd of an evil intellect. It knows I'm trapped, an' lets out a snicker, followed by what sounds like Goblinese. In th' dark behind it, I hear its greenskin minions cacklin' gleefully.

IT spreads its chest-maw wide open an' charges. I try to swing my pick but it's som'how stuck in the wall behind me. I raise my left arm in front of me face, knowin' full well it's just two layers o' no-quality bismuth bronze chain 'tween me and certain death or worse.

Som'how, in the nick of time, the pick comes loose. I swing wit' all me might and it strikes true, straight in the mouth o' the ungodly horror. The spawn explodes in a spray of teeth and....


I wake up. In my own bed. A nightmare, tha's all it was.
This overseein' stuff must be more o' a burden than I realiz'd. Ever since I named meself the "Foreman" of the fort, I've hardly had one night o' proper sleep. Or a decent drink. Leafin' throught me journal entries from the summer, it looks like I've been almost sober by th' time the War Leader's band came ambushin' the merchants. I can barely read th' scribble meself. Come to think o' it, I say it's time I head down the pantry an' grab a barrel or two o' that good ol' "fortified brandy" stuff the brewer keeps hidin' away for himself...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 03:43:51 am
dorf!Sus, you don't actually want to know what's in the "fortified brandy", but rest assured that it is in no way good for your general well-being or long-term life expectancy :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 12, 2012, 06:46:06 am
dorf!Sus, you don't actually want to know what's in the "fortified brandy", but rest assured that it is in no way good for your general well-being or long-term life expectancy :)

Neither is anything else in this fortress

Except Spawny. I see why she left now  :-\

May end up writing up my first new journal today about how I got my new journal the other day. Looking forward to writing it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 12, 2012, 09:10:20 am
Joseph isent there. hes not living in the fortress, he just communicates with one who lives there. besides, i was thinking more line Mr Frog took me from a different time, not his time, into this time by accident and thus he had to explain himself to me so i dident go totally batshit crazy.
Spoiler (click to show/hide)
fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 12, 2012, 12:10:42 pm
dorf!Sus, you don't actually want to know what's in the "fortified brandy", but rest assured that it is in no way good for your general well-being or long-term life expectancy :)

Neither is anything else in this fortress
I tend to agree.

[OoC]
Corai and Aseaheru have been dorfed. Corai got one of the available male dorfs, apparently a craftsdorf of all trades. Aseaheru was dorfed as Not Speardwarf, unfortunately, as most of the skilled spear users are already claimed. However, he was recruited to The Gloved Pages, our go-to speardorf outfit, so he should pick up rather quickly.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
(For whatever reason, the nicknames assigned via Therapist don't seem to "stick" in the game in some cases.  :-\ )
[/OoC]

7th Opal, 204
Ah, been feelin' a lot better after I got some proper booze in me system. Also, things seem t' have quieted down for a bit again. The construction of th' archers' tower is coming along right nice, as is the spike trap corridor. Also, I finally found out the matter wit' the outdoors entrance to th' trap corridor: some smart lad had order'd the ramp in thar to be floored over. Now that the spikes are built almost ready an' nearly finished hookin' up to the lever, I've ordered the floor to be torn down. I'd say 'twas almost serene here right now, had I not been nearly ran over by one o' tha woodsdorfs - Lor I think 'is name was. He ran down the corridor shoutin' all about some "great idea" an' having That Look in 'is eyes. He settled down in an empty carpenter's shop an' started dragging all kindsa stuff in there.
Spoiler (click to show/hide)

I also had a talk 'bout the strange "War Leader" Spawn wit' Splint and Mr Frog, who seem to know the most 'bout the accursed things around here. Splint figures the War Leader I saw must've been snatched by goblins as a child an' risen to power as it grew up, 'cause if there's something those things knows how to do, it's killin'. Sounds reasonable but fer one thing: what kind o' goblin would want to steal one of those ...things..., even as a child? They must be even crazier than I've ever thought. As I told Mr Frog 'bout the Spawn seemin' to speak wit' the goblins, he went awful pale. I don' know what frightens me more, the fact that those beasts seem to be all intelligent an' having some kind of plan to wipe out ev'ry last dorf in the world, or his react'n. I later caught a glimpse o' him poking that odd glowing rock o' his and mutterin' something about "Upmanage". Whatever that is, it doesn't sound good. One o' the less known Gods, maybe? If it is, I don' think it's a benevolent one...

Some time after th' incident wit' Lor, another throng o' migrants show'd up. They got quickly assigned to some new jobs. Whew, we're startin' to have quite a lot o' folk here already. Figure I need to be designatin' some new bedrooms. Also noticed our current bedrooms are startin' to get an awful lot o' clutter, so buildin' some coffers an' cabinets is in order.
Spoiler (click to show/hide)

The military is gettin' in some good training an' gear. Th' dog training program is also startin' to pay off, so I got some freshly train'd war dogs assigned. Otherwise, ther's still a lot to do on controllin' the animal populations... Even buildin' two more butcher's shops hasn't sped up the process much.

Did I say it was quiet in 'ere? Somebody must've heard, since down in the caverns, somethin' evil was once again afoot. This time, I hear, it's a huge man made o' flames.
Spoiler (click to show/hide)
A goblin thief also shows up, stabbin' a plant gatherer in the leg before running off. Urvi is added to th' list of missin' dorfs, only to be found  moments later, dead from thirst. Yet 'nother testament to th' legendary "efficiency" of our health care...

Lor finish'd his "great idea". Turns out 'twas a feather wood splint.
Spoiler (click to show/hide)

Well, since I've been improvin' my own mood wit' generous amounts of brandy lately, I think it's time to share the fun! I'll be throwing a party at this here shale Table, if anyone's feelin' the need for a little pick-me-up! Might even perform me famous Mug Dance...
Spoiler (click to show/hide)

Whew, some party that was! How I got this *palm bucket* on me head an' all dressed up in nothin' but a +capybara leather thong+ an' (­«cave spider silk dress»), I may never know... As I was changin' into a bit more appropriate gear, a messenger came in sayin' the caravan was here, along wit' the liaison from tha Mountainhomes. Knowin' that the greenskins love ta pay their nasty visit at the same time as the caravan, I sent our militia squads to th' depot, just in case.

Sure enough, the goblins were up t' their usual tricks: a "trader" near th' border of our lands spotted a three-goblin ambush movin' towards the wagon train. I sent the militias after 'em, while they kept harassin' the poor merchant. At the same time, a pair o' kobold thieves thought they'd grab some easy loot durin' the commotion. Boy, were they mistaken; th' first one got in a bit of a ruff 'n' tumble with the militia an' dodged off the spiked walkway. It ended up several floors down on a stone floor wit' a satisfying *crunch*. The second one was chopped to bits by Gemblade. The militia then set off to chase the greenskins.

'nother disturbing example o' the malicious wit of these things: as the militia was busy chasin' the first ambush, two more sprang out right on top o' the caravan, one of 'em with yet another Spawn soldier. This one seem'd to be just a grunt, though, not a leader. Fortunately, the caravan guards managed ta keep the ambush at bay long enough for our soldiers to come bail them out. One hapless plant gatherer wasn' quite so lucky an' got torn to pieces by the Spawn. After our boys joined the fray, the goblins' resolve broke right quick, an' the spawn was put outta commission. It did get a bite out of  a caravan guard's lip before dyin'. I don' have the heart t' tell the poor soldier what's probably comin' to 'im... Even as the wagons were pullin' up to the depot, one final greenskin ambush an' a pair of baby snatchers did show up.  They were no match for our season'd militia. I don' think a single one of 'em went back home.

Anyways, tradin' time. We dumped some magny ol' clothes, a couple o' shiny mugs an' some mechanisms on th' traders fer all the booze an' barrels they could muster. I think we got some spears an' pikes outta the trade as well. Th' traders made a comment or two about the Barbarian blood rain in these parts that had started once again. They also gave a dirty look to th' butcher's shoppes runnin' at full capacity right near the depot... Traded a bit more though, this time for a bunch o' Plump helmets an' a lot of cheese. Seems there was some kind o' confusion regard'n the position of Mayor yet again, so the Liaison just scoffed an' turned on his heels. Th' merchants left soon after him.

After the tradin' was done, somebody told me Strazxa had apparently starved to death. By the Gods, isn' anybody feedin' the bloody patients 'round here?!
(Note t' self: must look into some kind o' "designated medic" system in th' near future.)

As I was surveyin' the fort, somethin' odd caught me eye in the caverns: an area of the undergroud was full o' smoke wit' the cave moss and fungi all smolderin'. Turns out that flame lad down there had been startin' fires everywhere 'e went.
Spoiler (click to show/hide)

So, tha's about it for Autumn. Now tha' the winter is comin' on, I have a daunting task ahead o' me: I'll need t' sit down wit' Splint an' look over our entire inventory. There's just too many bloody (xlarge troll fur sockx)s, (copper cap)s an' whatnot around here. What we can use we'll keep, but any tattered rags, large an' small clothes an' other worthless crap will be either dump'd in the magma or melted down fer metals. The great cullin' o' animals shall also continue wit' all haste. All in all, I'd say we're doin' pretty good. The second still is producin' impressive amounts o' booze, there's plenty o' food, the spike corridor is almost ready an' our military seems to kick some pretty serious arse.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 12:16:42 pm
@Aseaheru:

I don't think dorf!Mr Frog is brain-dead enough to accidentally friggin' let someone into a interplanar wormhole :p  He may casually mix booze and tranquilizers, but he at least has more discretion than that.

I thought Joseph was affiliated with the corporation at first, but that doesn't make a lot of sense to me, so I've decided that he's some sort of interplanar terrorist.

Also: Joseph and Mr Frog's Drug Problem would like to jointly remind y'all: careful 'bout them offhanded jokes -- here in Spearbreakers, they take on a life of their own :p

EDIT: Wow, ninja'd by an entire friggin' update :o

I may have to take back what I said about dorf!Mr Frog having discretion... he has a truly baffling habit of forgetting to Forbid his door while he's iPadding :-\

I love how our so-called "healthcare" system has a higher fortress death toll than the goblins and Spawn combined.

You may want to do something about Torchy Burns there... having an entire cavern layer constantly up in flames will not be good for FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 12, 2012, 01:43:54 pm
wow. except for the facial features, skin collor and 2 other things my guy and i are identical.... wow.
typos are from internet explorer 7.
minkots thing is moved


well, some tipos are from internet....
also, his speaking is going to change.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 12, 2012, 01:46:37 pm
good point, bout the beaT THAT IS.

dabm rollable keaboard!1!!
did i do anything while fighting? also, what jobs do i have?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 04:44:15 pm
Okay, ya know what? I've tried to rope it in, but I'm gonna lay it out now:

@Aseaheru:

1) Learn how to spell. If your internet connection's shaky and causing letters to be skipped, type it out in Notepad and copy-paste it. If your keyboard's malfunctioning, type carefully and possibly try cleaning it. Don't post a jumble of random characters and expect me to take you seriously.

2) Extraneous exclamation marks make you seem dangerously unhinged.

3) So does random capitalization.

4) So does making random comments without establishing the proper context. I still have no clue why you were talking about pachyderms earlier.

5) Saying things like "okay, so your character brought me into this time!" without any warning is rude. You're hijacking my character's backstory to accomodate your own, even though it may conflict with what I already want to do. If you'd at least have asked first, I'd probaby have said okay, but you still have to ask before grabbing an existing element of the story.

6) There's a little "Modify" button on the top of your posts. Please use that instead of posting twice.

Have a nice day.

(Apologies to Splint for infecting his thread with my OCPD. Bonus points if you can guess which of the above faux pas I myself have already committed in this very thread.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 12, 2012, 04:49:56 pm
I'm glad I didn't have to be the one to do it.

And I haven't the slightest clue which one of the above you've done. And Sus, nice work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 12, 2012, 04:53:01 pm
I'M BAAAACK! I had a dreadful flu bug for about three days and before that I had gotten eaten by a whale and was forced to write poetry for an insane madman with a rather unhealthy fetish for cheese and then thousands of rabid goats from the fiery pits of hell came out of a fissure in the crust of the earth and demanded that I give back their tea sets!

In other words, I stopped checking up on the thread for a few weeks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 12, 2012, 04:57:49 pm
You died. Sorry to be the bearer of bad news.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 12, 2012, 04:58:55 pm
cheese is good.
i am apologetic to you mr. frog.
the keyboard i was using then was one of the odd ones that roll-up so that they take up lass space but still not me cellphone ones.
the elephants are from my deranged mind

on another note; eventually you will be able to read what i post, as i shall only post when using Google chrome like i am now.



Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 12, 2012, 05:05:22 pm
You died. Sorry to be the bearer oof bad news.
SPELLING ERROR?! MR FROG, REDUCE THE FELON TO CARNAGE! AT ONCE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 12, 2012, 05:08:06 pm
Much improved Aseaheru. Still needs work, but still much improved.

And lol Master, just lol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 12, 2012, 05:10:27 pm
FULL RECAP FOR THE MASTER:

So basically, you managed to die in a way that is literally impossible, our fortress is being defended by a catwalk covered in sharp things, Spawn hate zombies and like goblins, and one of our cavern layers has gone up in flames. Oh, and we're well on our way to having lost more dwarves due to dwarf-on-dwarf violence and medical malpractice than hostile invasion.

@Aseaheru:
Spoiler (click to show/hide)

NOT AN EDIT:

You died. Sorry to be the bearer oof bad news.

Am I the only one who sees a disapproving froggy-face? Or am I just projecting?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 12, 2012, 06:04:53 pm
no, i see it to.

i might rewrite my first entry


here it is! minkot's thing
Spoiler (click to show/hide)

on another note, did i kill anything, who do i know, and can i have some things made of bauxite? please?
edit 2 below
this world is nice. i took the last save and abandoned the fort, and i found a river without a aquifer!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 13, 2012, 08:29:47 am
First things first:

The Save! (http://dffd.wimbli.com/file.php?id=6162)

1st Granite, 205
(the entry appears to have been completed posthumously by an anonymous contributor)

I was 'bout to ask Splint about th' Spawn again, but 'e got this strange glow in 'is eyes an' started babbling about angry ferns or some such. I decided it best not t' bother him while 'e was in that kinda mood, so I stepped outta 'is way an' he went and took over a crafts shop.
Spoiler (click to show/hide)

I've been workin' on expanding the graveyard further. It's all dug out, an' more coffins are added ev'ry day. I hope to Gods it doesn' fill up as quick, too... Oh, an' I've ordered memorial slabs to be built fer some o' the lost souls whose ghosts are sometimes seen wand'rin about.
Th' work on the spiked walkway is nearly complete. There's still a few spikes that need t' be completed and hook'd up to the lever, but tha's no biggie. I also started addin' spikes at the bottom of the dodgin' shafts, just in case. Th' forges are spewin' out new spikes as well as weapons an' armour as fast (or even faster) as th' smelters can supply 'em.

Pretty soon after Splint got taken over by th' strange spirit, 'e walked outta th' craft shop wit' a toy in 'is hand. He says it's worth some 14400 ¤ an' that he doesn' remember the first thing 'bout making it. "Geniusled the Anger of Ferns", he says its name is. Lookin' pretty fancy, too, tho' I have no idea what anyone woul' do with the thing.
Spoiler (click to show/hide)

(Entries in Sus' handwriting end here. One final, terse note is added in a different handwriting)

In the late winter of 204, our military sighted a number of corpses rising from their natural rest. Before an investigation could be launched, a massive Spawn ambush sprang out and combat erupted between the undead and Spawn. Overseer Sus was seen stranded outside the fortress, some distance away from the fray. He later tried to enter the fortress through the spiked walkway. Moments later, the outdoors end of the walkway was overrun with zombified body parts and Spawn. Sus was last seen amidst the writhing mass of undead and demonic combatants and is presumed to have died in the ensuing onslaught. We were forced to deploy the spikes soon afterwards to prevent the intruders from entering the fortress.

- The journal ends here. -

[OoC]
So yeah, the biggest heap of ‼Fun‼ fell in my lap at the very end of my year. The necros raised quite a lot of the previous invaders' corpses and got into a truly epic clusterfuck with the Spawn that arrived a moment later.

I closed the main bridge as soon as the Spawn showed up, trying to get anybody still outside indoors via the spikewalk. Turns out my own dorf didn't make it and was stranded outside. I later tried to get him inside, but an animated bodypart from the butchery scared him back onto the spikewalk, where the Spawn were swarming in. He either got torn to shreds or fell from the spikeway, I think.  :'(
https://www.youtube.com/watch?v=Wn_iz8z2AGw (https://www.youtube.com/watch?v=Wn_iz8z2AGw)

Setting the spikes on repeat got most of the Spawn, and the militias got the rest (that we know of). Two necromancers were also killed by the militia, along with most of the zombie body parts. There may be a third necro lurking somewhere. Also, there's still some animated bits and pieces of slaughtered animals around the depot and entrance. In other words, Loud Whispers has some serious mopping up to do.

Oh, and Human Torch is still loose in the caverns.

Have ‼Fun‼. >:D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 13, 2012, 10:32:31 am
I'll put dorf Sus on the casualty list as Missing In Action (I consider all of Spearbreaker's miners to be emergency shock troops/Auxillia) since you said you wren't sure if you got killed yet. If that is indeed the case, would you like to be redorf'd?

EDIT: Oh and to Aseaheru, the world is almost exclusivly aquiferless, save near lakes and oceans. I hate aquifers as they have a bad habit of making stone extraction difficult.

2nd Granite, 205. Interm Entry.
We aren't sure if Sus is still alive or not. I made a note of it in his own journal should any of his relatives or, if he had any, children migrate to the fortress. Why he left it in his room while he went out to either get wood that was left out prior to the attacks or gather some plants I'll never know. I have hopes he's alive out there but none of us have dared to check until we're absolutely positive the undead horde's controllers are gone or all dead.

I also evidently made a very fancy toy. I honestly haven't the slightest idea why I made a toy relating to angry ferns or even that I made it is beyond my power to grasp. I just kinda came to in one of the crafts shops holding the damn thing.... Can ferns even get angry? Bah, I digress. Sus had left a note naming Loud Whispers to be his successor in overseership in case he either died or his term ended while he was out running errands. I'll have to tell him not to assign himself mayorship until after the dwarven caravan and liason leave so we can get specific orders in for booze and additional metals in case it slips his mind, though why the overseers need to consistently be mayor is beyond me.

I've also got a handle on my little phobia, but I still fear for everyone's very souls. Weapons research is going well, though it will be some time before we can ever produce the equipment to mass produce my little flesh rending toy (Mr Frog says he can do it himself, but Spearbreakers' current state leaves him unable to do so, lacking any source of "titanium," whatever that is, or proper diamonds for the machining tools and lightweight steel rending sawteeth.) For now, Mr Frog has stashed the chainsword as we're calling it in a special bin where he keeps that funny glowing tablet. I keep meaning to ask him what makes it do that, since he carries it around everywhere in place of a proper journal, saying it uses magic to hold his spoken word. I have my doubts though, being one to doubt wizards ever existed, and would ike to see how that thing really functions.

The following is an image of a strange glowing tablet in redroot ink. the tablet has a question mark upon it.

[I'll draw it when I get home. Sus, hope you don't mind my hijacking the entry contribution. It looked like the sort of report I'd write on certain messes.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 13, 2012, 12:12:28 pm
Ack, I've gotten majorly distracted with the whole The Twelfth Bay thing. :o :( I've missed four whole pages - and Sus finished when I wasn't looking.

I think I may end up simply dropping The Twelfth Bay anyway... I don't want to lose track of Spearbreakers, and The Twelfth Bay takes up a boatload of time. Give me a bit, let me read through what I missed... Shoot, I didn't even get a chance to make a journal entry. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 13, 2012, 12:20:45 pm
So retroactivly make one. And it's a bit of shame, the Twelfth Bay is a pretty good story so far. Oh and evidently I have issues regarding ferns and Ashsaber died again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 13, 2012, 12:59:07 pm
Awesome thing about Sus updating so quickly: No circling the drain due to dwindling interest!

Really shitty thing about Sus updating so quickly: No time to write decent journals.

Quote
So yeah, the biggest heap of !!FUN!! fell in my lap at the very end of my year.

And now, as per Spearbreakers tradition, the next guy will scramble like a madman to save the fortress from total destruction and more-or-less succeed only to have some new disaster rear its head just in time for the next Overseer to deal with it.

@Splint:

...Does everyone know about dorf!Mr Frog's iPad? <.<;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 13, 2012, 01:51:36 pm
anyone die? or get wounded? did i kill anyone?

are obsidian casters weaponised magma?
im thinking F.R.O.G. drops w/ obsidian casting
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 13, 2012, 02:59:16 pm
Only people who matter. But most just thin it's a funny glowing tablet you won't let anyone touch. Attempts to do so are met with disproportionate retribution.

And yes, Obsidian casters are weaponized magma if used for the express intent of killing. But using them simply for obsidian to make fancy stuff out of is not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 13, 2012, 05:52:28 pm
Took a look at the save for kicks and... sweet mother of God.


The next overseer is going to have a helluva time with damage control.
If you need me I'll be as far away from the hospital as I can get.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 13, 2012, 05:54:05 pm
I looked at it too - lol'd at Simon Tam being mayor... Did anyone else get the name reference?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 13, 2012, 06:04:53 pm
I looked at it too - lol'd at Simon Tam being mayor... Did anyone else get the name reference?

Who wouldn't? Though I am surprised he isn't our head doctor, but the fact that he's a surgeon makes sense at least.

Does anyone mind if I answer Ase's question? I don't want to cut the wind out of the next overseer's sails, but the poor fellow has been asking quite insistently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 13, 2012, 07:30:35 pm
I looked at the save, and... uh...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 13, 2012, 07:41:32 pm
Wow. Just wow. I'm just minding my own business studying for the ACT test and you go and finish the year before I could make a journal. How rude.  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 13, 2012, 07:42:33 pm
Just pick a date and set it then is all you gotta do. And I would imagine most of them knew Sus quite well or have been on duty without becoming weapon lords for years now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 13, 2012, 09:05:00 pm
Took a look at the save for kicks and... sweet mother of God.

Spoiler (click to show/hide)
@Splint: Yeah, I guess it would be fun to have a Sus II around to watch. A miner if they can find one, or possibly a mechanic.
Also, you did a kickass job tying up the loose ends regarding the posthumous journal. I personally felt it would've been unsatisfying to have left hanging.

I looked at the save, and... uh...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
This is starting to sound more and more like an unintentional version of "Screw the next player over". :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 13, 2012, 09:20:03 pm
THat wasn't the intention. But disasters have a nasty habit of showing up at the end of a turn it seems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 14, 2012, 01:50:50 am
I looked at it too - lol'd at Simon Tam being mayor... Did anyone else get the name reference?

Who wouldn't? Though I am surprised he isn't our head doctor, but the fact that he's a surgeon makes sense at least.
Yep... He's not head doctor because Splint already named Kannen (and mentioned him, too, I think). And lots of people haven't heard of Firefly... largely because it didn't even run a whole season. :( At least it was an artifact quality show while it lasted.

This is starting to sound more and more like an unintentional version of "Screw the next player over". :P
Yes... I noticed that... Splint's turn ended all right, but my turn ended with holistic spawn all over the place and several of the dwarves bitten and feverish. Mr Frog's ended with goblins all over the place. Draignean's turn ended with a massive spawn wave (and Holistic's equivalent of a goblin battlemaster). Now your turn's ended with miasma everywhere, everybody in the militia and walking on the spike trap among zombies, and possibly a necromancer hidden somewhere on the map... with hundreds of body parts everywhere on the surface for them to resurrect.
In Spearbreakers, the dwarves don't even care about not caring about anything anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 14, 2012, 01:54:40 am
Or as the average DF player say.




Fun
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 02:09:11 am
The proper term is !!FUN!! Corai, get it right.

I've heard of Firefly but never seen it. And Sus' Presumed dead label will stand untill someone can find his dead ass. And Kannan was appointed because at the time we had no-one available with actual medical skills to treat the wounded. Now he's basically the tradtional CMD of the fort.

Also, for Spearbreakers, this most recent mess as simply a really messy Friday.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 14, 2012, 02:35:10 am
The proper term is !!FUN!! Corai, get it right.

I've heard of Firefly but never seen it. And Sus' Presumed dead label will stand untill someone can find his dead ass. And Kannan was appointed because at the time we had no-one available with actual medical skills to treat the wounded. Now he's basically the tradtional CMD of the fort.

Also, for Spearbreakers, this most recent mess as simply a really messy Friday.

Oh, I use !!FUN!! plenty, but so far, Spearbreakers has exceeded !!FUN!! so I decided to upgrade to Fun, it seems creepier, it fits the Detective's children.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 14, 2012, 03:11:44 am
If losing is fun, Spearbreakers is fucking Disney World.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 14, 2012, 03:21:57 am
If losing is fun, Spearbreakers is fucking Disney World.

This. So much.

If Loud Whispers/whoever ends up going next manages to make it a season without our own doctors and soldiers systematically slaughtering us to a dwarf I'll call it a fucking miracle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 03:25:42 am
If we can go a whole seaon without somebody dying due to medical malpractice it'll be even more of a miracle. As I recall more of our soldiers have been killed by neglect than have died as a result of enemy action.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 14, 2012, 03:28:41 am
If losing is fun, Spearbreakers is fucking Disney World.

This. So much.

If Loud Whispers/whoever ends up going next manages to make it a season without our own doctors and soldiers systematically slaughtering us to a dwarf I'll call it a fucking miracle.


Oorrrrrrr


If winning is making love, everyones a virgin.



I made a dirty one :#
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 14, 2012, 03:31:14 am
Sorry, I typo'd my previous post. When I said

Quote
doctors

I really meant

Quote
secret cabal of interplanar assassins posing as healthcare workers
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 03:32:26 am
Look out dorf!Mr Frog. They're waiting for an excuse to kill you...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 14, 2012, 10:15:16 am
YAY! oops... :-X



i died dident i? i cant find my dwarf in the units list
well, can i re dwarfed as one of the next migrants?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 14, 2012, 04:14:10 pm
If losing is fun, Spearbreakers is fucking Disney World.

This. So much.

If Loud Whispers/whoever ends up going next manages to make it a season without our own doctors and soldiers systematically slaughtering us to a dwarf I'll call it a fucking miracle.
I also agree - that, so much. So I put Mitch's quote on page 1.

I'm really worried about Loud Whispers, honestly... Mainly because he hasn't kept up with the progress of the fort... He doesn't know what he's in for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 05:26:27 pm
YAY! oops... :-X



i died dident i? i cant find my dwarf in the units list
well, can i re dwarfed as one of the next migrants?

If you aren't in either missing/dead or citizens you weren't worf'd to beginwith. otherwise, you probably did something we've all done: Looked right at it and didn't even notice it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on April 14, 2012, 05:30:04 pm
Well, its not as nice as I hoped it would be but since Spearbreakers is moving quickly (and I'm not) here's the pic as finished as its going to get.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 05:34:18 pm
Excellent SolPyre.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 14, 2012, 06:31:33 pm
YAY! oops... :-X



i died dident i? i cant find my dwarf in the units list
well, can i re dwarfed as one of the next migrants?

If you aren't in either missing/dead or citizens you weren't worf'd to beginwith. otherwise, you probably did something we've all done: Looked right at it and didn't even notice it.

Dude, the missing/dead list is 500~ long.

Also, speaking as someone who searched through the frikkin' huge list of severed feet and dead yak hair, he is in the missing list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 14, 2012, 07:03:21 pm
YAY! oops... :-X



i died dident i? i cant find my dwarf in the units list
well, can i re dwarfed as one of the next migrants?

If you aren't in either missing/dead or citizens you weren't worf'd to beginwith. otherwise, you probably did something we've all done: Looked right at it and didn't even notice it.

Dude, the missing/dead list is 500~ long.

Also, speaking as someone who searched through the frikkin' huge list of severed feet and dead yak hair, he is in the missing list.

I hate you all, I always get peaceful and boring forts. Aside from goblin snatchers I get nothing.


 :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 14, 2012, 07:04:48 pm
Yup, Asea, You're dead. I'll stick you on awaiting dorfs.

@Corai: We included two additional hostile races, and I think alot of the casualty list is dead zombie bits that were rekilled a dozen times over.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 14, 2012, 07:09:26 pm
Yup, Asea, You're dead. I'll stick you on awaiting dorfs.

@Corai: We included two additional hostile races, and I think alot of the casualty list is dead zombie bits that were rekilled a dozen times over.

Yeah, but I have TEN more hostile races. One is a army of elephants.



And on topic, I have a feeling that the !!FUN!! !!CIRCUS!! is coming to town soon, maybe the kiddies may wanna get there cotton-candy and go visit it early.


Translated-I have a feeling that someone in the next few turns will get bored and breach HFS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 14, 2012, 07:25:31 pm
If that happens, then we'll have to use our secret weapon. The denizens of the darkest depths will learn firsthand what true suffering and anguish is. Their pleas for a merciful death will not be granted.

We'll lure them into the Hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 15, 2012, 04:29:19 am
If that happens, then we'll have to use our secret weapon. The denizens of the darkest depths will learn firsthand what true suffering and anguish is. Their pleas for a merciful death will not be granted.

We'll lure them into the Hospital.
Oh dear Gods no! D:
The straits may be dire, but at least we're still civilized (given a broad enought definition of "civilized"). Unleashing the raw chaos and terror that is the "Hospital" of Spearbreakers upon any intelligent being would be the height of atrocity, even by dwarven (merfolk-farming, whale-shooting-barrel-building) standards. Surely even Armok himself would frown upon such an act.

Seriously, I think we may have a Dwarven version of Kindom Hospital (http://www.imdb.com/title/tt0108906/) here.   :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 05:32:40 am
So a few dwarves have died of neglect.... That's not a bad sign right? right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Loud Whispers on April 15, 2012, 05:53:48 am
I see hospital and chaos in one sentence, this is good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 15, 2012, 06:01:23 am
I BEG OF YOU, LET REUDH HAVE A TURN, HE DONE KILLED MY CAT!


-Scrawled on a wall somewhere. It's not known who Reudh is, but he must've done something awful to warrant someone Cursing Him To Spearbreakers.

Yeah, I'd love a turn. This sounds epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 06:17:38 am
You might end up replacing Feb, since I can't find his damn profile. Otherwise you'll be inheriting a real clusterfuck late in the game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 15, 2012, 07:08:35 am
Oh, a little note to the next overseer: some of the spikes on the walkway probably have Construction suspended due to the various shapes and sizes of ‼Fun‼ showing up during the project. You'll probably want to un-suspend them after mopping up the undead hairballs & co.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 07:14:56 am
Feb's got 3 days to claim the save. otherwise it'll fall on Loud Whispers regardless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 15, 2012, 07:18:32 am
Feb's got 3 days to claim the save. otherwise it'll fall on Loud Whispers regardless.

FEB, GET THAT SAVE NOW. If Loud Whispers is as insane as his posts are hilarious your all doomed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 07:22:42 am
He's not insane; Just eccentric and enjoys partaking in the suffering of dwarves if it's hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 15, 2012, 07:30:52 am
Feb (http://www.bay12forums.com/smf/index.php?action=profile;u=64808) has been offline for about 25 days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 07:35:00 am
Hmm. If that's the case we'll just render him nonexistant on the turn list then.

Reudh, you want a go now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 15, 2012, 11:24:55 am
Well, its not as nice as I hoped it would be but since Spearbreakers is moving quickly (and I'm not) here's the pic as finished as its going to get.
Spoiler (click to show/hide)
Sigged. Where did you take this photograph of me?

EDIT: I swear, if ThatAussieGuy decides to join, then mugs being used to smother dwarven babies will be the least of our worries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 15, 2012, 01:24:11 pm
I hate you all, I always get peaceful and boring forts. Aside from goblin snatchers I get nothing.
Well... This is Spearbreakers. The last outpost before hell. (or, possibly a suburb.)
You've never had the Spawn of Holistic. :P

And yes, I will admit I am somewhat worried about Loud Whispers as well... lol   Mainly because you know he's looked at a thread because he seems to always post, as a rule. And there aren't many of his posts in this thread.

On the topic of pictures: SolPyre, that was amazing. Awesome pic of The Master. :) I'll get it posted on the front page.

And finally... Welcome to the madness, Reudh!

EDIT: The Master - I offered ThatAussieGuy a turn before we started Spearbreakers, but he turned it down. lol   Hopefully he'll change his mind at some point, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 15, 2012, 02:06:49 pm
nevermind. this post is null and void. in other news, i made a fort in the world and have 5 named dwarves from here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 15, 2012, 03:33:52 pm
Right now? No... I've got uni starting up again. :P

I'd like to be a little while down the list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 15, 2012, 04:49:44 pm
Ok then. Loud Whispers, you're up unless you really can't do it right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mapleguy555 on April 15, 2012, 11:52:30 pm
I request the 16th Year. For now have an invisible dwarf that I'll dwarf with my name right the book "Stukosatham".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 16, 2012, 01:19:26 am
things have been shiffeled about due to Feb's absence. I probably messed up th order cause I need to sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 16, 2012, 12:07:44 pm
the main page is messed up. it says that i am missing while i am verry much dead. it says so, on the second page of the dead list under minkot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 16, 2012, 02:59:39 pm
You're listed as MIA until another overseer actually confirms it. You'll be presumed dead but still.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 16, 2012, 03:00:38 pm
ah...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 16, 2012, 03:09:22 pm
I had intended this be a bid to make the ultimate in regularly trained dwarven armies, and due to various disasters it's going far slower than I'd have liked...

But in any even anyone who goes missing that was a militia member will be considered MIA/AWOL until proof of death/room they got locked in is found, civilians gone missing will be considered dead flat out.

I'll probably have to do more shifting of stuff, but meh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 16, 2012, 03:44:11 pm
Any confirmation for LW that he's taking his turn yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 16, 2012, 03:50:28 pm
I have no idea if he is or not. He's got 3 days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on April 16, 2012, 04:20:56 pm
I haven't had the time to write lately. And when I have, I've been so busy that I don't. I hope you'll all excuse me from not making journal entrees for awhile
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 16, 2012, 05:54:10 pm
...But your entrees were delicious ;_;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 16, 2012, 07:36:51 pm
*Looks at the turn list*

PREPARE FOR...CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 16, 2012, 09:53:03 pm
... oh God. D:

We're all gonna die, aren't we?
(Well, I already did, technically, but...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 16, 2012, 09:54:58 pm
Did the Master not already


CARNAGE!

on himself in rage? In the form of a failed mood?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 17, 2012, 04:15:46 am
I'm thinking his dor family has a history of mental instability and a need to stab things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 17, 2012, 12:53:46 pm
Splint - there's a two-year gap between The Master and Mitchewawa, in the OP.


And yes, if Whispers doesn't show up, The Master takes a turn...  :o It looks like we're finally going to see the legendary carnage... Not even the cavy warriors of old can save us now. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 17, 2012, 03:02:17 pm
Crap I knew I messed something up. Had alot on ym plate thanks to my english teacher.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 18, 2012, 01:05:31 am
Unless you PM'd him, I think he forgot. Skip?

E: Oh, and I'm dling the save and snooping around to do some science.

EE: I recommend to whoever's going next to forbid everything on the outside, clear the zombies and dump the bodies, THEN go outside. I lost about 6 guys to a yak hair and goblin hand camping outside our front door.

Oh, and I had a look at what type of demons we have. They're a doozy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 18, 2012, 06:22:02 am
 1 day remaining. Partly because I lost track.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Karakzon on April 18, 2012, 07:48:01 am
well that took a long time reading, itll be nice when you guys clear up the posts and put it into a more concise story.

Requesting dorfing (doctor or miner) Karakzon.
unless someone needs a head for the miner squad.

Ill have a go on the overseers list if it falls within the upcoming summer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on April 18, 2012, 01:13:41 pm
Wait, have both new races been revealed yet? We got the spawn, what was the other
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ahra on April 18, 2012, 02:04:12 pm
Wait, have both new races been revealed yet? We got the spawn, what was the other
the barbarians?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 18, 2012, 03:02:23 pm
The barbarians hail from thesame place as the Spawn, but were fleeing them and happned to fall back into thier old habits of fighting and raiding to survive. Essentially they were humans who shacked up with dwarves or hid in the caverns and managed to survive there long enough to eave in the future.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 18, 2012, 03:08:52 pm
well that took a long time reading, itll be nice when you guys clear up the posts and put it into a more concise story.

Requesting dorfing (doctor or miner) Karakzon.
unless someone needs a head for the miner squad.

Ill have a go on the overseers list if it falls within the upcoming summer.

And pardon the double, Talvieno is pretty much the resident chronologist, keeping a nice consise documentation of art, stories/journals, and main updates. Mr Frog maintains the growing list of theories (as I wanted to include the Spawn as an enemy, but Syrupleaf kinda melted, so I invoked the power of !!HERESY!! !!BULLSHIT!! And added in the barbarians for added possible hostiles, though from what I can tell they haven't done much aside from send snatchers. Yet.)

The Spawn are proving to be making a much better story tool than I thought they would at first, while the barbarians, until they do something substantial, have done little.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 18, 2012, 05:30:56 pm
Actually, the barbarians have been pretty consistent with cutting themselves and pouring their blood all over the place. The whole east side of the map is sticky with their blood, in fact.

Karakzon, sorry if it took you a while to read - Post #2 contains everything, so if you'd just kept that tab open and clicked through the story one link at a time, it would've been faster. :P

EDIT: Also, Mitchewawa - you're the only sane one around here. lol    Best of luck on the science... And what do you mean, "doozy"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 18, 2012, 05:55:35 pm
I meant activly done something besides being continually run through a juicer by Armok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 18, 2012, 06:41:09 pm
I meant activly done something besides being continually run through a juicer by Armok.

They provided a brief scare during my turn, then got killed to a man by our infantile militia. They were actively bad at invading us, does that count?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 18, 2012, 06:43:18 pm
Sorta, I guess. They make suprisingly good macemen though, so if some of them show up they might last longer than a few minutes.

If nothing else they provide a suitable nuisance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 19, 2012, 12:45:34 am
And what do you mean, "doozy"?

I don't feel like spoiling it, but the opening of hell may be hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 19, 2012, 12:52:07 am
Please don't. Id rather the fort go out in a blaze fo semi-convetional glory (Also known as kicking an screaming fighting the unending enemies around us,) not die in a hellstorm of demons and children quivering in a corner because you got all the soldiers killed in less than 15 seconds.


EDIT: Ok, when I get home I'll PM The Master and see if he can take his turn. I'll update the turns list then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 19, 2012, 04:31:10 am
I read through this completely, and I may say, whoever made the spawn cause transformation after bite- that was a stroke of brilliance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 19, 2012, 01:59:41 pm
I read through this completely, and I may say, whoever made the spawn cause transformation after bite- that was a stroke of brilliance.

:-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 19, 2012, 07:08:16 pm
BEGINNING MY TURN, FORCAST PREDICTS A 99.9999999999999999999999999999% CHANCE OF CARNAGE! and mugs...SO MANY F'CK'NG MUGS!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 19, 2012, 08:06:35 pm
The Master seems quite sane today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 19, 2012, 08:20:20 pm
Note that the forecast has an error window of 1*10-28 %

Yes I counted all the 9's.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: SolPyre on April 20, 2012, 12:03:16 am
A quick- make that a VERY quick sketch of Sus's final moments as a horde of spawn and a horde of undead close in.

(http://i1079.photobucket.com/albums/w513/SolPyre/Screenshot2012-04-19at113426PM.png)

I'm afraid I don't have enough time right now to do the scene justice.
(HANDS! HANDS!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 20, 2012, 10:34:28 am
I'm going to be temporarily indisposed for the rest of today and most of tomorrow. Don't kill us all while I'm gone Master.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: The Master on April 20, 2012, 02:55:57 pm
I won't be able to play until saturday, in the mean time, i'm working on the intro narrative explaining how in Armok's infinite beard I(dwarf) managed to become overseer/disembodied-voice-that-tells-you-what-to-do-and-you-just-listen-because-it's-completely-normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 20, 2012, 02:59:28 pm
Quote
explaining how in Armok's infinite beard I(dwarf) managed to become overseer

My phrase lives! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 20, 2012, 03:50:57 pm
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on April 20, 2012, 09:39:04 pm
The Master will have the GREATEST turn of CARNAGE! Long live The Master!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 21, 2012, 02:07:11 pm
yay....



oh shit. there goes the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: codyorr on April 21, 2012, 03:11:21 pm
Day 1460.

Still I lay here. Those sons of bitches never gave a bother to me. Thank Armok I get refreshing Barbarian blood on a daily basis.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 22, 2012, 08:58:57 pm
Mitchewawa - year 7 -DECREE: Since he seems hellbent on it, he gets the.... honor, of possibly killing us all by storming the HFS.

I can't guarantee I'll have enough time to take hell with no traps, military only, but I'll see if I can fit it in-between overhauling the military and industries (if I need to).

Also, you still there Master?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 23, 2012, 02:14:55 am
military only

Just send the Spawn after them. They appear to be our most effective means of clearing out unholy abominations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 23, 2012, 02:21:08 am
military only

Just send the Spawn after them. They appear to be our most effective means of clearing out unholy abominations.
Actually, yes... If we could find a way to effectively capture Spawn of Holistic... perhaps cage traps under a very, very long row of retracting bridges... or actually, I doubt that would work, as that requires the creatures to be stunned, and I'm almost positive that Spawn of Holistic cannot be stunned (I think I would've seen it at some point, with all the spawn that showed up during my turn). But if we had some way to capture them... Wait! As far as I know, they can't destroy buildings, so if you could corral a large number into a single room and lock the doors via levers... Perhaps a large spiral room with a sacrificial animal chained in the center as bait, to give plenty of time for a spawn siege to collect... And then funnel them down into hell with a sacrificial miner... holy carp, we'd be sending demons to hell to fight more demons. And I bet you it'd work, too, provided we had enough of them. I figure one SoH to four demons ought to do it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 23, 2012, 02:26:20 am
[blah blah]

If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 23, 2012, 03:05:41 am
[blah blah]

If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3
Ahhhhh, but that's only two, and we captured them by quarantining them before they turned. That's hardly an army, if you don't mind me saying so. We need more... Weaponizing demons against more demons sounds completely in line with the Spearbreakers spirit, though, don't you think?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 23, 2012, 05:03:23 am
Ok people, I am BACK!

.... What the hell is this, I hardly missed a damned thing...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 23, 2012, 08:40:25 am
Ok people, I am BACK!

.... What the hell is this, I hardly missed a damned thing...

I know, it's like my turn all over again.

[blah blah]

If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3

Hah, I'll fight them to the bitter end!

Or I'll hide under my bed until the bitter end, one of the two.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on April 23, 2012, 09:18:56 am
I can't believe I'm saying this, but we're too...expectant, on things to fail.

We should have a more carefree/tempting fate attitude toward things.  :D

Mostly just tempting fate
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 23, 2012, 01:09:21 pm
@Talvieno:

Of course. Equipment accidents happen, after all. If we drafted a bunch of useless migrants into the military and then accidentally forgot to forge them proper protective gear, resulting in one or two or ten of them accidentally getting bitten, then, well, we'd just have to make the best of the situation :3

Incidentally, if you replace the floors of the quarantine chambers with retracting bridges and carve an open chamber underneath, we'll be able to safely empty the chambers after use while simultaneously stockpiling a horde of mutant horrors below to redirect our enemies through.


@Ashsaber:

Point taken. The general theme of Spearbreakers so far is really more one of impending catastrophe being turned away at the last moment due to dumb luck/Spawn not wanting to share.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 23, 2012, 04:10:40 pm
We're expectant on failure because every damn time we got optomistic, something horrible happens (Player deaths, accidents, spawn getting stuck on ledges feaking people out, mass immigrant casualties....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mapleguy555 on April 23, 2012, 06:55:19 pm
I request the forces of Mapleguy555 to be withdrawn for this fortress. Sorry!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 23, 2012, 10:25:24 pm
If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3
Ahhhhh, but that's only two, and we captured them by quarantining them before they turned. That's hardly an army, if you don't mind me saying so. We need more... Weaponizing demons against more demons sounds completely in line with the Spearbreakers spirit, though, don't you think?
You just gave me a brilliant idea:
1. Come next Spawn invasion, send out a huge unarmored militia with big "Bite Me!" signs around their necks.
2. Quarantine any expendable test subjects unfortunate militiamen that get bitten.
3. ? ? ? ?
4. PROFIT!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 24, 2012, 12:48:07 am
If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3
Ahhhhh, but that's only two, and we captured them by quarantining them before they turned. That's hardly an army, if you don't mind me saying so. We need more... Weaponizing demons against more demons sounds completely in line with the Spearbreakers spirit, though, don't you think?
You just gave me a brilliant idea:
1. Come next Spawn invasion, send out a huge unarmored militia with big "Bite Me!" signs around their necks.
2. Quarantine any expendable test subjects unfortunate militiamen that get bitten.
3. ? ? ? ?
4. PROFIT!!!
The problem is, Holistic's Spawn have a tendency, to, er... gnaw you limb from limb. Being infected implies survival, which implies a victory, which, in reverse, implies that they actually survive... which would be difficult to guarantee in an unarmored militia...
In arena testing (I helped test them), 150 unarmed/untrained dwarves against 150 unarmed/untrained Spawn = 150 dead dwarves and seven or eight Spawn casualties. Sending an untrained militia against them is not a good idea, except as a last resort...

The Master - you wanted carnage. You're getting it. Try not to destroy Spearbreakers in your quest, though. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 24, 2012, 01:00:47 am
If you'll recall, we actually have a pair of Spawn already locked up in our quarantine cells. Sure, rerouting the demons through the cells would put dorf!Draignean at risk of having his nice pretty office trashed, possibly with him still inside, but I'm sure that's a sacrifice we're all willing to make :3
Ahhhhh, but that's only two, and we captured them by quarantining them before they turned. That's hardly an army, if you don't mind me saying so. We need more... Weaponizing demons against more demons sounds completely in line with the Spearbreakers spirit, though, don't you think?
You just gave me a brilliant idea:
1. Come next Spawn invasion, send out a huge unarmored militia with big "Bite Me!" signs around their necks.
2. Quarantine any expendable test subjects unfortunate militiamen that get bitten.
3. ? ? ? ?
4. PROFIT!!!
The problem is, Holistic's Spawn have a tendency, to, er... gnaw you limb from limb. Being infected implies survival, which implies a victory, which, in reverse, implies that they actually survive... which would be difficult to guarantee in an unarmored militia...
In arena testing (I helped test them), 150 unarmed/untrained dwarves against 150 unarmed/untrained Spawn = 150 dead dwarves and seven or eight Spawn casualties. Sending an untrained militia against them is not a good idea, except as a last resort...

Easily Fixed.

Step 1. Take unskilled militia
Step 2. Equip in Candy Armor, except for one gauntlet each.
Step 3. Throw entire unskilled militia in a controlled conflict against one of our already contained spawn.
Step 4. Sort out the people who got bitten in the unarmored hand, ditch them from the militia, strip their armor, and assign them to holding cells.
Step 5. Rinse and Repeat as necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 24, 2012, 07:06:24 am
The problem is, Holistic's Spawn have a tendency, to, er... gnaw you limb from limb. Being infected implies survival, which implies a victory, which, in reverse, implies that they actually survive... which would be difficult to guarantee in an unarmored militia...

Hm. I can see how that could be a problem, yes.

Easily Fixed.

Step 2. Equip in Candy Armor, except for one gauntlet each.
Brilliant.
Let the construction of an abomination factory commence!

Really, the only proper end for Spearbreakers would be an apocalyptic dorf/HFS/spawn/zombie free-for-all.
Probably with an epilogue written as Dorf!Mr Frog's final evaluation report.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Karakzon on April 24, 2012, 12:36:13 pm
you could just go the old fashion way of: build a long passage with a drawbridge at the entrance. put a kitten at end of passage way. wait for seige to enter and close gate. Have the entire bottom of this passage way be retractable bridges that dump the spawn into a holding area 1 z level down. Rise and repeate untill you have a vereniable army of spawn. Or: just have the candy breach point come up through this area and drop the spawn seiges ontop of the clowns every seige via kitten lure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 24, 2012, 01:19:50 pm
Well, Draignean, I tested out your idea. Here are the results:
Spoiler (click to show/hide)
As you can see, an average of about 27% of the dwarves across the tests lose their unarmored hand, despite being fully armored everywhere else. Less than half of the dwarves (just over a quarter on average) are estimated to be useful afterwards - and always less than if you had simply captured the spawn. On the plus side, the dwarves that do get converted will be wearing almost full adamantine armor when they turn (unless you force them to remove it (if you can))... Which is a mixed blessing - if one of  those got loose in the fortress... Plus, even if they didn't, you're short a whole suit of candy armor.

Honestly, I think simply capturing a spawn siege would be a better idea.

you could just go the old fashion way of: build a long passage with a drawbridge at the entrance. put a kitten at end of passage way. wait for seige to enter and close gate. Have the entire bottom of this passage way be retractable bridges that dump the spawn into a holding area 1 z level down. Rise and repeate untill you have a vereniable army of spawn. Or: just have the candy breach point come up through this area and drop the spawn seiges ontop of the clowns every seige via kitten lure.

And this would be an excellent way to go about doing it! We're going to need another entrance... And more mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 24, 2012, 01:30:54 pm
Quote
On the plus side, the dwarves that do get converted will be wearing almost full adamantine armor when they turn (unless you force them to remove it (if you can))... Which is a mixed blessing - if one of  those got loose in the fortress... Plus, even if they didn't, you're short a whole suit of candy armor.

Just eject them from the military and order them to strip down, thus allowing you to re-use the armor for the next batch.

Quote
Wielding iron pikes (SPEARBREAKERS PIKES):
93% of Dwarves survive(26)
61% of survivors infected
12% of survivors missing their hand
15% of survivors in critical condition(85% okay)
Estimated 13 potential Spawn

I like those odds. A lot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 24, 2012, 05:01:42 pm
And looking back I ask myself:

What in Armok's name have I unleashed on this community?

The best plan for battling hell ever. That's what.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Karakzon on April 24, 2012, 06:06:36 pm
And looking back I ask myself:

What in Armok's name have I unleashed on this community?

The best plan for battling hell ever. That's what.

Preferably using my capture skematics dear sir. Pitting deamons against deamons in a pit fight ^^ make sure you make the combat pit be ringed by fortifications -and windows behind those- so we can see the fight :) i just hope i get dorfed before someone decides to commence this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 24, 2012, 07:13:04 pm
The Master's been offline for five days, call it?

Also...

Spoiler (click to show/hide)

Journal of Mitch, Galena 201

Holy shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 24, 2012, 08:32:49 pm
Just keep on powering through! We'll get to someone willing to take on this hellpit eventually!

Wait... Mitchie's next? Oh geez. We're too young to die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 24, 2012, 08:33:22 pm
Well, Draignean, I tested out your idea. Here are the results:

*‼SCIENCE‼ !*
:o Wow, that's some pretty thorough research right there Talvi. +1 -«☼Forgotten beast silk sock☼»- to you.

Quote
Honestly, I think simply capturing a spawn siege would be a better idea.
Curses, foiled again! Damn you practicality, my eternal nemesis!  >:(

The lure and trapdoor design sounds workable. Less ‼Fun‼ than using candy-clad (minus the Achilles' ...uh, palm?) immigrants as Spawn bait, of course, but more practical.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 24, 2012, 08:52:42 pm
Something may have come up over the weekend. He'll get another day's grace then we're dumping him at the end.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 25, 2012, 06:31:49 am
Anyone mind if I play using a texture pack? I know how to use default, but mostly for fortresses I made. This place is fucking daunting.

Anyway, starting now with texture pack, but I'll switch back if you guys want me to. Does that cause compatibility issues?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 25, 2012, 06:34:33 am
Phoebus' tileset launcher would be very handy there. You can switch back and forth between ascii. I might be confusing it with the Lazy Newb Pack though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 25, 2012, 06:40:32 am
If I recall it can fix textures from default to pheobus but not back. Oh well, if there's a problem I'll start over. My first turn isn't going to be big, mostly just assessive work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 25, 2012, 06:51:01 am
Yeah... that's the reason I show trepidation in signing up for Community games. Playing in ascii triggers a migraine for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 25, 2012, 07:03:55 am
I got it running, Pheobus crashed because it did not have a texture for modded weapons (training pikes and whatnot). I needed to put a copy of Spearbreakers into Pheobus, update the saves, then put in another copy of the original overwriting the updated one.



Year 205, the rule of Mitch
Chapter 1: The day I got my honorary overseery badge

I had been sitting in my mason-shop for some time, busy working on a lovely rock door. People do not appreciate the difficulty of such a thing, and never seem to notice the intricacy of making a door made of rock can lock and unlock.  On the inside of the door is a series of mechanisms which lock or unlock the door at the turn of a handle. It's genius, yet subtle. And hard to do, which is why a simple door can take many hours to make.

I had however not been too busy to hear the absolute riot that burst from the halls. I had no idea where they're all going. It is the 1st of Granite; the day when the overseer must step down and a new one must be chosen.
Sus's associate (the previous overseer) hobbled over to my shop and simply fainted at my lap, and moaned, "Y' th' new ov'r-seer." in his trademark dumb accent.
"Why?" I asked, trying to lift him off me so I could etch a drawing of a scrotum (personal request by The Master) into the doorhandle.
"Y' seem t' be the onl' pers'n in th's stupid fuck'n place that'll be abl' to fix this mess." He slurred into my crotch.
"Oh, what mess?"

He simply passed me my honorary overseery badge and fainted. I did try to eloquently express my feeling about the situation, and I believe I did so with the crass the situation deserved.

"FUCK."

I stepped on his face on my way out, to survey the situation. Apparently Sus did not appreciate having her power stripped from her, and made an order for all dwarfs to die in order to annoy the next overseer in as many ways as possible. A brief look through the overseers log, I find a couple of disturbing nuances in our fortress.

- A fucking necromancer in our trade depot.
- A goblin hand at the bottom of the dodge-pit strangling some dude.
- A sleuth of undead spread across our fort.
- Our guys are being sent outside; all of them, for many many reasons. Some are cutting down trees. Some are picking berries. Some are adding a couple of goblin panties to their fetish-collection. In the middle of a necromancer siege.
- Our military is far too unsubstantial to defend our fortress in a proper manner. They're also spread far too thin between groups of zombies, picking up equipment, or in the hospital (which I am surprised to find we actually have).
- Many are depressed.

If chaos were made corporeal, it would be a black slurry that we're currently swimming in, making giant 'snowmen' and 'snow angels' out of chaos-slurry. And so begins Day One...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 25, 2012, 03:22:46 pm
Ok, so I assume The Master has been skipped and thus updated the list accordingly.

And if at all possible please switch it back to ASCII when you finish. My monitor is not tileset friendly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 25, 2012, 03:37:23 pm
so, has anyone looked at the death list, found me and will let me be redwarfed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 25, 2012, 03:52:00 pm
According to Draignean, you are listed as missing. So for intents and purposes you are very dead and awaiting redwarfing, but the main post casualty list will have both you and Sus listed as missing in action, presumed dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 25, 2012, 04:37:37 pm
I haven't actually started yet, so I'll do it in ASCII.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 26, 2012, 08:45:42 am
I glanced at the save... Spearbreakers is a total mess... It's like Armok blew chunks and then sneezed in it. (no offense to you, Sus, not saying it's your fault, lol)

Is there seriously a necromancer in the trade depot, though? How did one get all the way over there??
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 26, 2012, 03:31:43 pm
can i visit him? maybe he will resurrect me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 26, 2012, 10:26:19 pm
Wait a second... Isn't the trade depot (where the necromancer is) right next to the butcher's shop???

No wonder the necromancer wanted to plant himself there... Bombzero and her corpses. oy...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 27, 2012, 01:25:11 am
Wait a second... Isn't the trade depot (where the necromancer is) right next to the butcher's shop???

No wonder the necromancer wanted to plant himself there... Bombzero and her corpses. oy...
Welp. Looks like opening the spikewalk for business had some... unintended consequences.  :-[
That's how the necromancers managed to get all the way to the depot undetected. Sneaky bastards, bypassed the F.R.O.G. entirely.
Sounds like the situation got even worse out of control than I'd figured... probably courtesy of the surviving necromancer at the butcher's. Lots and lots of lovely resurrection material there... (Although the previous sieges left a lot of delicious corpses outdoors as well.)

Holy shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 27, 2012, 01:40:46 am
I'd say wall off the spikewalk's current entrance and dig out a new entryway that's past the F.R.O.G..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 27, 2012, 07:10:13 am
Year 205, the rule of Mitch
Chapter 2: Day One

"Hello Mitch, it is nice to see you well." called Obok, my close friend, to me.
"SHUT THE FUCK UP OBOK I'M BUSY." I replied.

1st Granite:

Okay, first day. Time to avert a disaster...

(http://i.imgur.com/H8Sgr.jpg)
A necromancer, a bunch of zombies and a ton of corpses. And where are is our great army?

(http://i.imgur.com/W152y.jpg)
They're all over the fucking place. Ugh, I really do not want my rule to be born in fire, but I'll have to make the most of it. First thing is first; bring our guys back in. All surface crap is forbidden, and the mass tree/plant designation is overruled. I will not be the one who brought this fortress to its knees on his very first day.

Aha! The necromancer has entered combat with our brave soldiers! It boasts not a weapon, but still has the power to fuck us royally. It has begun to summon the corpses of our fallen on top of our thin bridge of spikes hovering over a pit of spikes.

(http://i.imgur.com/LcVR3.jpg)

The necromancer was defeated easily by Fisher and Draignean, truly legends in the field of pikedwarf-ship. No, really, they're legendary. It's marvellous. Also lucky, only one of our guys was pushed off the bridge by a zombie. Now all that remains is 'clean up'. Here's a list of the dead, none of which were my fault of course (casualties of Sus's... sub-standard ability to handle a situation under duress):

-drawing appears to be scratched out, with addendum at the bottom-
TOO MANY TO COUNT, TOO MANY TO DRAW ON ONE PAGE, TOO MANY NOT FOUND. MANY CAN BE SEEN, NOT ALL REPORTED. ASSUME DOZENS.

There's a hole in our above ground bunker, blocked by some stone some idiot ordered not to be touched.

As far as I can see, there's a lot of levers linking to bridges... and no notes telling me where they link. Still day one and I'm about to give birth to a hate-tumor.

There's miasma all throughout the butchers area and trade depot. I've unforbid everything in the trade depot, and ordered the butcher area to be dump-purged. I do not know how much crap to haul out of the depot, and I do not know where or if we have a dumping area.


5th Granite:
There's a tantrumer in our depot area. God help us if we need to rebuild the depot; the amount of hauling to get our crafts out of the way will be staggering, especially considering our zero idlers policy.

I've cancelled all butchering orders. We do not have the capacity to store all the meat, our current butcher's shops are already full of rotten intestines and roasted Spawn tits.

The death-bridge is miasming. Considering I do not know where our air-vent is (though knowing the inefficiently of our previous rules, we don't have one), I'm going to make one.


10th Granite:

Now I've had the opportunity to really settle into my new job, there has to be a plan. What to plan? Well, our army is quite small. About eight squads of four; still not enough. They're also probably under-equipped. Tomorrow, I'll levy a larger militia to train under our best guards, preferably under the axe. Say what you will about pikes; dashing, heroic, dexterous... and they make the finest monster slayers. However, a horde of axes work equally well against the spawn and even better against goblins.

Also, I will forge new sets of armour; preferably out of iron, steel or adamantine. Our current stocks are probably low, and the armour of our champions appear to be of sub-par quality. All the lower quality armour can be used by the recruits when we have a few spare sets.

Additionally, our crossbow squad is poorly managed. As a crossbow-enthusiast, this cannot stand. The crossbow is a weapon that defines the dwarfs! Mechanical, deadly, cruel, able to be used by even the most unskilled peasant and great en masse. Truly, these are traits that define both crossbows and dwarves. I will, when I have the chance, fill our ranks in the crossbow squad and set up archery training. Forge more crossbows, and amass a stockpile of bolts.

Oh yes, tomorrow will be a better day.



OOC: Yeah, short update again. Last update I took my time surveying the fortress, tonight it was late and I spent a lot of time fiddling a lot with stuff. It's the weekend tomorrow so I will probably update again, much larger.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 27, 2012, 12:52:51 pm
Yep... lol   You've definitely got your work cut out for you... Then again, who doesn't at Spearbreakers? Every reign ends in chaos, with the fortress holding onto the cliff of sanity by a single metaphorical fingernail. This logically causes great pain to the next overseer who has to pull himself up by it.

+1 on the choice of training axelords... They have a slight advantage over pikes, I think - according to the tests I ran, anyway. Pikes are still brutal weapons, though, and they kind of define Spearbreakers... If Draignean and Fischer are actually legendary pikesdwarves, they ought to make epic teachers.

Oh, and crossbows are virtually ineffective against spawn. The spawn killed by crossbowdwarves in my tests only died because of having their ribs bashed through their hearts when they wandered over to the crossbowmen. I saw one spawn with over 90 bolts stuck in it before it died.



Oh, and Sus - thank you for the prestigious award. I am honored. lol

EDIT: Nooooooooo! SolPyre's "Armok - why have you forsaken me" pic has a broken link. :(

EDIT2: DoctorMonch, StormTemplar - you guys still around?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 27, 2012, 03:19:33 pm
Mine didn't end in disaster, though that was really only because the evil section proved more forgiving than was intended, though that constant burnt-meat smelling barbarian blood rain prooved to be quite a lovely thing to have.

And on weapons: I chose pikes partly cause I like them, and partly because they can de-tooth spawn and peirce thier hearts at the same time (Our vets seem to enjoy using thier pikes as baseball bats as I recall.)

Axedorfs were intended to be more like shock troops: Anything that a pike would be inefficent to deal with, send in soldiers with blunt or edged weapons. As it stands these spawn only die from decapitation, bisection, or heart peircing. I forwent equiping any kind of ranged troops because of this.

Plus, the main army is intended to be armed with the pike anyway. Those guys are the redshirts, if anything keep any others in small numbers to help establish thier elite...ness... compared to the pike-armed peasent levies of ours.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 27, 2012, 03:48:26 pm
Quote
Every reign ends in chaos, with the fortress holding onto the cliff of sanity by a single metaphorical fingernail.

Hey, my fort ended in a triumphant zero-loss battle. Sus got the the fort handed to him on a silver platter, menacing with hundreds of spikes of iron. Mr. Frog handed the fort to me with a contained gobline ambush, hardly a catastrophe. Talvi's turn ended peaceably as well, no hideous battles for the next overseer to inherit.

Seriously, the above quote is more than a little hyperbolic. We've had a pretty tame ride so far, what with the undead, the uncountable mugs, the mutating soldiers, the abominations against Dwarf and Armok, the insane master pikedwarves, the wailing spirits, the insane amount of adamantine, and that little lake out by the front that you can't even tell is a lake anymore because it's filled to the brim with blood, limbs, and teeth.

We should open a day spa or something, or motto could change from "Sacre Merde" to "Come for the mugs, stay for the pathogen lockdown instituted by our martial law based dictatorship.".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 27, 2012, 04:19:47 pm
Yeah, I exaggerated a bit, honestly - it's not quite that bad, but we haven't really had any anti-climactic turns. Something exciting always happens towards the end. Except for Splint, he got a tame year, but he's going to get another year soon so that'll be fixed...

My turn ended with the military in shambles (thanks to a huge spawn attack), tons of spawn hanging around outside, waiting to be let in, and a couple of the militia infected. Mr Frog's turn ended with a good-sized goblin attack, if you recall. Your turn ended with a nice spawn battle that would've ended badly, had you not been prepared... And Sus was prepared, and a necromancer still got in after a pretty good-sized battle, and made it all the way to the depot.

The only reason you can possibly say we've had a "tame ride" is because we've turtled when anything bad happened. Because we've been so careful. If we hadn't been, we'd be dead. Seriously, dead. If you'd gone before Mr Frog, for example, you wouldn't have known to look for fevers, and both Ashsaber and Softa would've gone on a rampage and killed half the fort - and then a quarter of the remainder would've gotten infected. If Sus's turn had ended with The Master going instead of Mitchewawa (I doubt The Master, if he stayed in character, would care a thing about damage control), things would be a lot worse off. If you, Draig, hadn't turtled when the spawn/zombie sieges happened, we would've been a bit more than totally screwed. As for me, I almost lost the fortress - and would have, too, had I not just barely managed to close the gates even as the spawn were storming across. We got four spawn inside the fortress even so, and one stuck out on the ledge that you later had to deal with.

We're literally just barely hanging on, just through luck, good fortune and experienced overseers - and even then it's not by much.  :P It would only take one wrong move during a spawn siege to wipe out our entire fortress. We've lost wave after wave of migrants. The fortress has seen 552 deaths total - 79 of which appear to be dead dwarves (can't tell because so many bodies have been resurrected). At 79 dwarven deaths - an average of what, 20 deaths a year, after year 1? - that places us pretty far from a "tame ride", as far as I'm concerned.



And is it sad that it's only just now, reading back through your post, that I finally realize you were being sarcastic and I'm going to look like an idiot for posting this?  ::)




And Splint - the first page has Mitchewawa saying it would've been more exciting had we embarked on in a "more vicious evil biome":
In retrospect you should've embarked on a more... vicious evil biome. Ah well, looking forward to the secret race!
Honestly, I doubt we would've made this far if everything could resurrect. :P Just look forwards to (or fear) your next turn. I'd almost bet Mitchewawa is glad we didn't embark on a more vicious evil biome now...



Oh, and...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 27, 2012, 04:26:55 pm
Dear god. The only way that pic could be more epic is if all that blood was from fighting and not Armok juicing barbarians.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 27, 2012, 04:30:24 pm
Dear god. The only way that pic could be more epic is if all that blood was from fighting and not Armok juicing barbarians.

If im correct, its battle blood. The evil-biome is on the other side of the map.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 27, 2012, 04:34:17 pm
Dear god. The only way that pic could be more epic is if all that blood was from fighting and not Armok juicing barbarians.
Yep... You can't see them in the pic, but we have two hands, two ears, and six teeth stuck in trees outside - of goblin, spawn, and dwarven origin..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on April 27, 2012, 04:45:35 pm
Quote
And is it sad that it's only just now, reading back through your post, that I finally realize you were being sarcastic and I'm going to look like an idiot for posting this?   ::)

Nah, you're good. :P

I'm loving this fort so far, I usually play with FD so it's not quite as OH-JESUS-MARY-AND-JOSEPH as it would be otherwise, but this fort certainly keeps you on your toes.

At least until our medical staff gets a hold of your toes, then you have to find a different extremity to be on top of.

Dear god. The only way that pic could be more epic is if all that blood was from fighting and not Armok juicing barbarians.

If im correct, its battle blood. The evil-biome is on the other side of the map.

Nah, it's a mix. Everything to the right side of that wavy partition between the green and the red is in the blood biome. I'm truly interested to see what it would look without the constant barbarian blood though. If I recall correctly, you could use the look function to find blood spatters that had somehow embedded themselves 60+ft up in the sky.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 27, 2012, 04:54:13 pm
I've never tried Fortress Defense, maybe I should at some point... I don't know, I like designing my own bizarre, deadly creatures... like manamaids, for instance...

Quote
At least until our medical staff gets a hold of your toes, then you have to find a different extremity to be on top of.
Definitely lolworthy.
Dear god. The only way that pic could be more epic is if all that blood was from fighting and not Armok juicing barbarians.

If im correct, its battle blood. The evil-biome is on the other side of the map.

Nah, it's a mix. Everything to the right side of that wavy partition between the green and the red is in the blood biome. I'm truly interested to see what it would look without the constant barbarian blood though. If I recall correctly, you could use the look function to find blood spatters that had somehow embedded themselves 60+ft up in the sky.
You're right. Plenty of skyblood all over the place, over all the severed limbs and teeth. It's small wonder it rains blood, really.

Hm. :-\ and we only have one cavy in the entire fortress... Talvi will be so unhappy...

MOAR CAVIES! MOAR MUGS!


EDIT: And for Codyorr:
Spoiler (click to show/hide)
I didn't forget. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 27, 2012, 05:22:22 pm
I like how Talvieno's aborted swirly-walls/drop-pit-o'-doom construction has pretty much just become part of the landscape.

"Oh, that 20-metre-deep hole in the ground has always been there. No, the bridge does not work anymore. Now, returning to the topic at hand, to the left you can see our meat-processing facilities, as well as our piles and piles of recently-reslaughtered yak hair."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 27, 2012, 05:28:37 pm
We really need to industrialize or processing... processess. I recommend if at all possible a 'cleaning' program to use up, utilize or otherwise dispose of anything necromancers might decide would be great fun to resurrect. hair? SPIN THAT SHIT INTO SUTURES. Bones? Training bolts and cratfs. hides? if there are any left unattended I will end you with a pitchblende hammer. dead sentients? magma. I never said magma couldn't be used as garbage disposal. Just not as an explicit weapon. Though accidents do happen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 27, 2012, 05:32:18 pm
We really need to industrialize or processing... processess. I recommend if at all possible a 'cleaning' program to use up, utilize or otherwise dispose of anything necromancers might decide would be great fun to resurrect. hair? SPIN THAT SHIT INTO SUTURES. Bones? Training bolts and cratfs. hides? if there are any left unattended I will end you with a pitchblende hammer. dead sentients? magma. I never said magma couldn't be used as garbage disposal. Just not as an explicit weapon. Though accidents do happen.

*cough*Magmatrashchute*cough*

EDIT: Bloody Armok no to sutures. We are not giving our doctors garrottes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 27, 2012, 05:34:39 pm
I wonder, did any of the dead necros happen to have thier books on them? is so, then we could also make Spearbreakers a hub of research into the arcane field of necromancy.... Let the dead and thier masters come, We will only be made stronger to fight off the true invasion the beast has planned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 27, 2012, 06:28:06 pm
 
We really need to industrialize or processing... processess. I recommend if at all possible a 'cleaning' program to use up, utilize or otherwise dispose of anything necromancers might decide would be great fun to resurrect. hair? SPIN THAT SHIT INTO SUTURES. Bones? Training bolts and cratfs. hides? if there are any left unattended I will end you with a pitchblende hammer. dead sentients? magma. I never said magma couldn't be used as garbage disposal. Just not as an explicit weapon. Though accidents do happen.

Eh, I don't think we'll be getting any more necromancers (unless we embarked near 2 or more towers), but I will probably add industrialising the fort to my to-do list. Seriously, I think the only thing we're making right now are mugs, food and booze.

I wonder, did any of the dead necros happen to have thier books on them? is so, then we could also make Spearbreakers a hub of research into the arcane field of necromancy.... Let the dead and thier masters come, We will only be made stronger to fight off the true invasion the beast has planned.

I guess we could make a statuary garden and put a lot of relics and artifacts in there, including the necro-slabs. You know, to commemorate the fact we haven't all died yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 27, 2012, 06:33:53 pm
We really need to industrialize or processing... processess. I recommend if at all possible a 'cleaning' program to use up, utilize or otherwise dispose of anything necromancers might decide would be great fun to resurrect. hair? SPIN THAT SHIT INTO SUTURES. Bones? Training bolts and cratfs. hides? if there are any left unattended I will end you with a pitchblende hammer. dead sentients? magma. I never said magma couldn't be used as garbage disposal. Just not as an explicit weapon. Though accidents do happen.

Eh, I don't think we'll be getting any more necromancers (unless we embarked near 2 or more towers), but I will probably add industrialising the fort to my to-do list. Seriously, I think the only thing we're making right now are mugs, food and booze.

I wonder, did any of the dead necros happen to have thier books on them? is so, then we could also make Spearbreakers a hub of research into the arcane field of necromancy.... Let the dead and thier masters come, We will only be made stronger to fight off the true invasion the beast has planned.

I guess we could make a statuary garden and put a lot of relics and artifacts in there, including the necro-slabs. You know, to commemorate the fact we haven't all died yet.

Zombies keep coming even after Necro is dead. Until theres NOTHING left. If theres ONE finger left, they keep coming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 27, 2012, 06:39:37 pm
Zombies keep coming even after Necro is dead. Until theres NOTHING left. If theres ONE finger left, they keep coming.

Hmm, I'll have to check that.

Also on my to-do list is to create a surplus of everything. Extra crutches, floodgates, doors, hatch covers, beds, leather, etc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 28, 2012, 12:46:38 am
Year 205, the rule of Mitch
Chapter 3: Overhaul

Okay, now that the 'excitement' is over, I can finally start building up the the fortress proper. I will start with the obvious depression that's spreading around like a disease; work on a great statuary and memoriam hall shall be my first act. I will also construct fine roads over our dirt and engrave our walls of stone.

16th Granite:

I've gone over our local job-manager, and asked for an overview of the fortress. A few things disturbed me:

- We're severely underpopulated; previous overseers tell me that 'we couldn't save them'. I believe that they were just too scared to try. At 65 dwarves, most of which are useless, we're not functioning at full capacity. We need to attract more migrants.
- Corai, Weaver, Dariush, Litar and a dozen others are reaching breaking point. See below.
- I also extensively altered our workforce; woe be the idiots who designed this dumb place...
   - Two miners is hardly acceptable, seven peasants have been given mining jobs. Prominent figures include Solpyr, Nomia, No-Hair and Greenback
   - Five people, with no skill in carpentry, have had that job taken from them. One with some skill was given the job.
   - Five people have no skill in masonry, but we need them to build walls and whatnot. One with some skill was also given the job.
   - Two people, with no skill in engraving, have had that job taken from them. Five with some skill was given the job.
   - All nine people with the hunting skill have been, thankfully, released from that awful duty.
   - A whopping twenty two people did not have the 'recover wounded' skill. God knows why.
   - Two miners have had the furnace operating skill taken off them. They're too busy.
   - Eight people, with low skill in weaponsmithing, have had that job taken from them.
   - Eight people with no skill in armoursmithing have had the job taken from them. No wonder our armour and arms are of such fucking shit quality.
   - Five people with no skill in gem cutting and setting have been given a firm slap in the face.
   - Splint, a master-level stone crafter, has been given the job back. Five no-skills have lost their job.
   - Everyone except miners have been given the strand extraction job.
   - Four no-skill mechanics have been taken off the roster.
   - A lot of the fortress did not have the hauling labours. A lot of the fortress has been given the hauling labours.

There were also a lot of fiddling which I won't go too much in-depth to.

(http://i.imgur.com/5Unfq.jpg)


17th Granite:

Fighting on the bridge. A skeleton that remained outside during the necromancer siege just straight up bit that dog's feet off. My word.

Overgrowth of trees in the upper levels is to be trimmed.

Food stockpiles are too small, using old mine-shafts to store food.

(http://i.imgur.com/EQE2O.jpg)
I've tested all of the levers, and clearly marked their uses. Gods bless my foresight.

(http://i.imgur.com/vQ98o.jpg)
Surplus of many things ordered, not shown are rock tables and traction benches. This will keep our masons busy for a while.


26th Granite:

Migrants! Among them an expert marksdwarf, a skilled blacksmith, a miner, a competent marksdwarf, two expert gem cutters, a high-master wound-dresser/diagnostician, a high-master wound-dresser/suturer, a weaponsmith, a high-master armoursmith(!) and 20-something useless layabouts. Glorious day indeed!

Kannan (a no-skill doctor) has been replaced from the head-doctor by Cog, the high-master diagnostician. Some are protesting our out-sources labour, but they'll stop when they're properly taken care of.

Splint, the skilled appraiser, has been replaces as broker of Spearbreakers by Simon Tam, the adept appraiser and current mayor. Splint is far too busy being the manager and bookkeeper to handle that affair anyway.

Simon Tam and Weaver, the mayor/broker and hammerer/captain of the guard have finally met with me to complain about their lack of... anything. The other overseers should have handles this, but I can't say I'm surprised they have not. I'm beginning to think that they were all either lazy, inept, corrupt, or all three.


8th Slate:

Found no less than three holes to the caverns. Ugh. We're also far too busy to patch them up any time soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 28, 2012, 09:09:57 am
Lovely. And.... why did the skeleton bite off a dog's feet?

I also vote we install more F.R.O.G.s around the outside as early detectors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on April 28, 2012, 09:18:23 am
You just USA'd the fort........
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 28, 2012, 09:27:14 am
A bug with the lever-note image; I meant to paste the note for the REAR caravan bridge, but I pasted the front one twice. Oopsie.

Lovely. And.... why did the skeleton bite off a dog's feet?

I also vote we install more F.R.O.G.s around the outside as early detectors.

Also, what was F.R.O.G was again?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on April 28, 2012, 11:14:14 am
F.R.O.G.
 a uncooked stew pet kiwi in a hole over a entrance looking down via floor grates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 28, 2012, 03:24:40 pm
Basically a primitive survalliance system to supplement Dorf!Mr Frog's person security cameras.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 28, 2012, 06:12:50 pm
Wow, lots of changes to jobs... I have to say I approve - everything looked to be a mess before.
also, I obviously gave the name "Simon Tam" to completely the wrong person.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: NCommander on April 28, 2012, 06:14:39 pm
This is seriously epic. Sign me up for a turn and a dwarf (preferably a mechanic, or at least any of the engineering professions).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 28, 2012, 08:16:22 pm
This is seriously epic. Sign me up for a turn and a dwarf (preferably a mechanic, or at least any of the engineering professions).

Can do, but you'll likely end up a conscript I mean... uh... a volunteer! Yeah... Volunteer...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 28, 2012, 08:25:10 pm
Year 205, the rule of Mitch
Chapter 4: Picking up speed

Knowing full well the shear unkillability of the Spawn, a fully functioning military is paramount to survival of this fortress; and for every fortress that withstands the Spawn onslaught there's another bastion for dwarves and a wall for Spawn, and as each fortress falls we draw closer to being the last stand of dwarf-kind. And if others can survive, so can we.


9th Slate:

The military needs an overhaul; we're too few in number, under-equipped and under-trained. Considering Corai's severe depression, and the fact that he has no skill in pikedwarfship, he has been withdrawn from the military. However, there will be a wave of conscripts added to each squad (so far eight squads) to bring each squad up to five dwarfs. This will keep the logistics running smoothly with training whilst also reducing confusion between military tacticians in regard to which squad does what. Additionally, I am forging 20 sets of iron armour; this is to fill in the missing pieces of armour some of our guys have. If we train our low-level armourers, they will be able to suit us up quite nicely when we can get sets of adamantine running.

Okay, so here's what I can gather from our squads:
- The Brass Yor, lead by Weaver, is a hammerdwarf squad with 2 novices and 1 adequate . None of them have breastplates, one is missing greaves and boots.
- The Gloved Pages, lead by Fischer and Draignean, is a pikedwarf squad with 2 legendaries and 1 no-skill. Fully equipped with adamantine and steel but the quality is low.
- The Universities of Steel, lead by Gemblade, is an axe squad with 1 proficient and 4 novices. Well equipped in iron.
- The Lean Swords, lead by Fb, is a hammerdwarf squad with 1 expert and 4 novices. Equipped with iron with a few pieces missing. Not all have breastplates.
- The Gloved Bells, lead by The Master II, is a pikedwarf squad with 1 adequate and 3 novices. Low quality iron armour with a few pieces missing and no breastplates. Requisitioning additional breastplates.
- The Rooms of Glazing, lead by Wynz, axes, 4 adequate 1 novices, low quality iron and missing a few parts. No breastplates.
- Hatches of Fording, hammers, 1 proficient 2 novices, low quality iron with missing parts and no breastplates.
- The Safe Gloves, 1 expert, 2 competents and 2 novices. Not enough bolts, not enough pieces of armour.

I've levied a list of dwarves, based on their current happiness, to fill in spots. I've ignored those with useful professions.
Zinkydink
Greenback
Codyorr

Our stocks of metal are dangerously low, however. Probably due to the fact that we're under-populated. This might take a long time to get running properly...


12th Slate:
Turns out our high-master armoursmith died before my reign, and has risen from the dead... it seems like we'd be a lot better off if people would actually protect their constituents, but I guess this is what happens when you elect overseers via 'First in, best dressed'.

Our head doctor and high-master diagnostician has started calling himself 'NComannder'. Keeps saying he likes to fix people, which is more than what I can say for a lot of people here.

Wynz, recently injured, is eerily close to dying of de-hydration. No one has brought him water. And do you know what his injury is?
(http://i.imgur.com/CorOO.jpg)
No really, that's it. I can't tell who I'm more shocked at; the idiot for starving himself over a stubbed toe or the idiots who are letting him. I'm going to dig a well in the caverns so people can bring the injured some fucking water.

We need more rope. We have plenty of cloth.

Moods are uplifting as the fortress bustles with activity. We still have no idlers still, which is a bad thing, meaning we're tasked beyond capacity.

(http://i.imgur.com/BSU9F.jpg)
It began to rain; normal rain. It washed away the blood, but it will be back again. Some children went out and played in the rain but it rained blood shortly after and they came back in, crying.


10th Felsite:

Wynz has died, and there are others who will shortly follow. Will someone please give them water?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on April 28, 2012, 08:33:29 pm
I'd love a dwarfing.

Name: Lord Reudh - Profession: Mason or Bone Carver, anything useful. Conscript Reudh if need be.
Custom Profession - Swift Worker
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 29, 2012, 02:07:57 am
Mitch, you have the DT and the current fort -- is there any particular reason why not one single dwarf in our entire damn fortress has apparently ever even once bothered to get a wounded soldier a drink?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 29, 2012, 02:26:35 am
80 dwarfs, 30ish are soldiers, no idlers. I think, anyway, maybe we just didn't get any altruistic-personality dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 29, 2012, 03:04:51 am
Quote
Every reign ends in chaos, with the fortress holding onto the cliff of sanity by a single metaphorical fingernail.

Sus got the the fort handed to him on a silver platter, menacing with hundreds of spikes of iron.

Seriously, the above quote is more than a little hyperbolic. We've had a pretty tame ride so far, what with the undead, the uncountable mugs, the mutating soldiers, the abominations against Dwarf and Armok, the insane master pikedwarves, the wailing spirits, the insane amount of adamantine, and that little lake out by the front that you can't even tell is a lake anymore because it's filled to the brim with blood, limbs, and teeth.

We should open a day spa or something, or motto could change from "Sacre Merde" to "Come for the mugs, stay for the pathogen lockdown instituted by our martial law based dictatorship.".
Yeah, most of my turn was actually pretty smooth sailing, too, with just the occasional spawn-augmented goblin ambush. It wasn't until the very end that all ‼Fun‼ hit the fan.

I've tested all of the levers, and clearly marked their uses. Gods bless my foresight.
You know, I considered doing exactly that, but decided against it in the interest of ‼Fun‼. There were, of course, ...other issues... later that caused a lot more complications though. Trying to reclaim the surface turned out to be a major mistake to say the least...

I honestly can't fathom how I could miss the necromancer at the depot. :-[ Apparently, our guys were too busy trying to keep the hordes of zombified hands and whatnot at bay to notice.

Kickass job bringing the fort up to shape so far. The job designations in particular were such a mess that I didn't really get any further into them than quickly slapping generic miner/builder/hauler/craftsman templates on any immigrants.

Wynz has died, and there are others who will shortly follow. Will someone please give them water?!
Well, it's good to know our fine doctors are up to their usual efficiency.
I wonder if removing the hospital entirely wouldn't actually improve survival rates?  ::)

Also,
(http://i.imgur.com/LcVR3.jpg)
I've become an undead abomination.  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 29, 2012, 03:31:25 am
Agh, this would be a lot easier if that high-master armoursmith was still alive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 29, 2012, 02:13:48 pm
I've seen forts with occasional neglect killing wounded. I don't think I've seen a succession fort where the leading cause of death was the medical staff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 29, 2012, 03:27:45 pm
I've seen forts with occasional neglect killing wounded. I don't think I've seen a succession fort where the leading cause of death was the medical staff.
"Sir, he's got an acute infection in his respiratory tract, what should we do?"
"Ew! I'm not going anywhere near that - you can leave me out of it."

Or perhaps,

"Sir! His left arm is cut! The cut is inflamed! What should we do?"
"Get me my equipment. We're going to need to remove his bladder or he'll die."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 29, 2012, 08:19:54 pm
I'll be playing when I get home, any one have any requests? Beyond dwarfing Reudh, working on new sets of armor, working on new industry and overhauling the health care system there isn't much I need to fix or do, so I'm open to suggestions.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on April 29, 2012, 08:28:32 pm
Yes. Spawn Science. Like this, but Spawnier: http://www.youtube.com/watch?v=avYBuijHPBI (http://www.youtube.com/watch?v=avYBuijHPBI)

EDIT: Also, I thought you were going to unspoilerize the epicness in HFS?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 29, 2012, 09:39:47 pm
Have you checked the main post? I wanna know if there's anyone who doesn't need to be on the dwarfing list and if anything notable has been killed recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on April 29, 2012, 09:44:03 pm
Eh, I'm planning some sort of major construction project on my turn, so please try to get the fort to a place where it can sustain that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on April 29, 2012, 09:56:19 pm
I've seen forts with occasional neglect killing wounded. I don't think I've seen a succession fort where the leading cause of death was the medical staff.

Nominating this for the quotes section. Because seriously.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on April 30, 2012, 03:46:42 am
I'll be playing when I get home, any one have any requests? Beyond dwarfing Reudh, working on new sets of armor, working on new industry and overhauling the health care system there isn't much I need to fix or do, so I'm open to suggestions.
Yeah, good luck on that. ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 30, 2012, 05:41:18 am
I'll be playing when I get home, any one have any requests? Beyond dwarfing Reudh, working on new sets of armor, working on new industry and overhauling the health care system there isn't much I need to fix or do, so I'm open to suggestions.
Yeah, good luck on that. ::)
Hey, it's attitudes like that which cause this to happen  :P

Eh, I'm planning some sort of major construction project on my turn, so please try to get the fort to a place where it can sustain that.
Already on it, if you've been reading. ALL HAIL MITCH'S SOCIAL REFORMS.
Now that I think about it, every time some one said 'make the fort fit for my construction' (Deathgate, Icemachines), they arse it up and wipe out a lot of the fort. Do please be careful  :P

EDIT: Also, I thought you were going to unspoilerize the epicness in HFS?
The more I think about it, the bigger feeling I get that one year isn't enough to prepare, what with fixing the entire place and all.



Year 205, the rule of Mitch
Chapter 5: All Hail Mitch's Social Reforms!

Okay, following Wynz's tragic yet totally avoidable death, and the imminent deaths of a few of our other soldiers, I am issuing a state of emergency. My rule, in a mere two months, has had a significant impact on the fortress. Many are finding jobs beyond simple hauling with my clutter-purge (no longer will we be wasting valuable time hauling crummy copper weapons perpetually), and those jobs are being better preformed with my job-overhaul. The military is a bit better fleshed out, and future enhancements will be adequately equipped (would be better if Sus didn't kill our awesome armour-smith).

Dissenters, heretics, nay-sayers and traditionalists dismiss and protest my 'radical' reforms, citing them as 'ruinous', 'time-wasting', 'over-ambitious' and 'grounded in fantasy'. Detractors must be silenced, lest they become a problem to the Great Plan. And what is the best way to win over naive traditionalists AND the masses? Why, saving our fighting men and women, of course. I will do what they say is impossible; I will overhaul the medical system. A foul, almost non-existent practice that people are calling 'beyond saving'. If this works, they will trust in my Great Plan, yes...

12th Felsite:

Okay, after some searching I have found the 'hospital' (it feels like lying calling it that). It is so un-managed it almost seems like the previous overseers were just trying to jury-rig the perfect killing field. I've made a list of quips to fix:

- We have no dedicated doctors. Those with the skill are often far too busy eating an acre of cocks or something to save the needy. Should four dedicated doctors be enough?
- We seem to lack any altruistic dwarves, the kind that go out of their way to help people. Pure bad luck, or a habit that Spearbreakers breeds? (http://i.imgur.com/00fhI.jpg)
- Our hospital is a fucking mess. There are cabinets (for what reason?), there's crap everywhere (Wynz hasn't even been carried off), the beds are separated from the surgical tables which are separated from the traction benches. Dying dwarves have to be carried dozens of paces to and from their beds, tables and benches, it is ridiculous.
- There's no water nearby, for whatever reason. Maybe the doctors like walking down 40 floors and drag heavy buckets of silty, contaminated water back to the patients (or not, as is the case).
- There isn't enough of a lot. There is literally zero thread (some previous overseer spun it all into spools of useless, cunt-shitting cloth), there is 5 tables and 7 benches to our 14 beds (it is supposed to be 1:1:1, all of which are one pace away from each other), and there is hardly any crutches or splints.
(http://i.imgur.com/takqC.jpg)

We simply do not have the man-power to haul all the clothes and trinkets of the deceased out, but an order to re-arrange the hospital will be completed in relatively short order. I had already began working on spare traction benches when I set up all of the work orders, but it had to be cancelled because no one made spare rope. So I'll have to make do with what I have. Commence re-furnishing!


14th Felsite:

Elves have arrived, and with them tons of thread and medical supplies. I'm happy to see elves! I can't believe it!

To counter-balance that spike of ecstatic, here's a drawing of Wari looting Wynz's corpse instead of feeding the patients
(http://i.imgur.com/9Ijy9.jpg)

Oh, and I've found some particular laziness on the part of whoever made the iron spike traps, that were ever-so-lovingly originally thought up by me.
(http://i.imgur.com/Xfgiy.jpg)
Half-assed our defence, but oh well.

I guess Simon Tam has to go trade with those pricks, but he's complaining about how he 'can't find those cunting mugs in the trade screen'. I told him to stop bitching.


15th Felsite:

Sweet Armok we're running out of mugs.
(http://i.imgur.com/yMYaf.jpg)
I know it doesn't look like it, but that is incredibly low by Spearbreaker standards.


16th Felsite:

(http://i.imgur.com/XfarV.jpg)
A Spawn Master Thief! In our base. Luckily, it happened to find Fischer, our friendly neighbourhood legendary pikedwarf. Luckily, it turns tail and flees... whereupon Fischer runs him down and slashes its spine until all the pieces re-arrange like a damn jigsaw puzzle. Also, there was a war black bear involved; don't ask.



Okay, that was fun. There's probably an ambush waiting for me next turn. Also, according to Therapist my dwarf is 200 years old. Hahaha.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 30, 2012, 06:08:18 am
I fiddled around with dwarven life spans. Can live up 275.

I laughed my ass off at the bit about poor Wynz getting looted instead of buried. Give that poor bastard full miltary honors when he eventually gets buried.

And dear god, that hospital is a friggen mess compared to when it was first made. What the hell happened tot eh well? There was one over the cavern water installed as I recall...

Also: Our dwarves are a bunch of selfish pricks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on April 30, 2012, 07:25:45 am
I saw that well, and added about 3 others to it. It's just too far down to efficiently hydrate the waves of injured people we often accumulate.

Anyone mind if I DFHack away the bucket-glitch?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 30, 2012, 10:59:25 am
Bucket glitch?

Hmm... Methinks it's time for a journal entry.

11th Felsite, 205. Interm Entry.


Since Mitch picked up the mantle after Sus' untimely death (Col. Fischer, who has become uppity about not being reffered to by rank, said she had to kill his severed head) things have been showing marked improvement. While I'd rather be in my little dirt-rooms with my various census, stockpile, and other accounting logs and ledgers, Mitch said I should put my crafting skills to good use since I currently have little to do since I recently updated the records and there's no merchents at the moment. Been plying my once-stopgap trade for the last couple months since. So much shit hit the windmill when Sus was killed and Mitch took over it was rediculous. It was so bad infact reports on the clusterfuck in the trade tunnels, spikewalk, and surface resulted in things the Army already wasted ending up listed on the killcounts and such multiple times, and I've since lost the papers amidst my many uncleaned mugs and books and so can't correct them. Corai was also taken out of service, due to him allegedly lacking skills. Clearly he simply hadn't finished learning the basics of soldiering and self-defense manuever and hadn't gotten to weapons training yet. That crap takes time! And if our original few warriors could deal with it, he should be able to put up with it too. We're here to build a full-time professional army afterall.

It seems I actually have fewer mugs than normal on hand.... Odd. I've become so used to the things when we run low it actually kinda feels empty in the stockrooms and cabinets... Maybe I'll make a few hundered more until I get put back on bookkeeping duty... I've grown attached to the stupid... Why is there a pitchblende mug in.... Who the fuck is using hammerstones for mugs!? If I catch somebody using the pitchblende we do have for trivial things, I will beat them within an inch of thier miserable lives! I made it abundantly clear that that was to be used for hammers only! If I find out who made them..... Now now Splint, calm yourself, keep writing, don't flip shit....

Also, HARD's cousin Wynz went to join both HARD and the war god in his ale hall earlier today. Mr Frog made a snarky remark saying something to the effect of "If I ever get wounded, remind me to stay well away from that lovely hospital we have." Can't say I blame his distrust for the medical staff. I've seen neglect kill a soldier here and there in my time, but it's at the point where our hospital is killing more of our fighting men and women than even the she-demon's spawn! Mitch said he aims to rectify this, so I do have faith. I do admit ashamedly journal, that I don't go down to the hospital to visit the wounded, largly because I'm afraid I'll catch something. Afterall, that place can't be in a hygenic state if the doctors can't even be bothered with bring water for the wounded down or... up.. I guess, to them.

I'm going to try and arrange a funeral for Wynz, Sus and a few others, with full military honors. They deserve that much, but gods, this is place is a terrible mess as it stands... I don't know if we can even arrange a proper funeral for anyone right now. We may need to wait until everything is sorted for the proper ceremony and just try to stuff thier remains in a coffin quick as we can for now...

I've piddled about with you too long today journal, I must be off to the crafts shops. These stupid things won't make themselves...

___________________________________________________________

Don't have time for spellcheck at the moment. Seriously, about Corai, I didn't mention it earlier but the first pikesquad had everyone go down into unhappy at least once due to patrol duty. Unless he was about to snap you should have just made him suck it up. Here he's a dwarf after all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on April 30, 2012, 12:41:53 pm
Df hack it away. The master df hacked a giant obsidian phallus in hellcannon and no one cared, I doubt anyone will take issue with you fixing a simple bug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on April 30, 2012, 03:04:49 pm
I am deeply disturbed by this obsidan dick you speak of. Armok himself was saying FUCK YOUR FORT with that one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: JacenHanLovesLegos on April 30, 2012, 11:23:01 pm
I just finished reading this. Amazing how many terrible things can happen in only six turns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 01, 2012, 02:12:25 am
I would say go easy on the DFHack... Bucket glitch is a go, I'd say, but I wouldn't want to overuse the hacks... Kind of dulls the game, imo. Makes it too easy.

I just finished reading this. Amazing how many terrible things can happen in only six turns.
I know, even now I have trouble wrapping my mind around it all... And I even took a turn. lol   Welcome to fucking Spearbreakers. Hope you like severed limbs.

EDIT: Oh, and I updated the second post. If I missed anything, let me know... I'm going to make a journal entry soon, so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sappho on May 01, 2012, 05:25:48 am
Wow. Took me three days to read through all this and I'll definitely keep reading. Amazing.

Any chance I could get dorfed? Name Aira, preferably female, the laziest dwarf you can find please!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 01, 2012, 05:34:53 am
No dice on lazy dorfs. We keep everyone busy doing something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 01, 2012, 06:02:34 am
Feh, had a specialist maths exam today that went for 4 hours and zapped me mentally, I'll update tomorrow.

No dice on lazy dorfs. We keep everyone busy doing something.

Yep, it's actually our biggest problem, we're so under-staffed and spread so thin that nothing gets done in a timely fashion.

Case-in-point; that ambush I guessed was going to appear earlier, did. No one could man the spike-lever in time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 01, 2012, 06:06:12 am
To be fair, we've had a pretty high attirtion rate with migrants due to ambushes popping up made of spawn/goblins right when migrants show up. Maybe we need a healily trapped emergency entry point for migrants to try and run to?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sappho on May 01, 2012, 07:15:47 am
I just meant lazy personality-wise, like no sense of duty or somesuch. But I'm not picky, I'd just be happy to find my way into the story somewhere. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 01, 2012, 11:13:29 am
Might be awhile. With our luck the next migrant wave will end up like the vast majority of recent ones: Very very dead.

I'm bored at school, since we took a test and have nothing to do in a room with busted AC in 99 degree weather, so here I sit at the computer lab. This stupid idea popped to mind regarding Draignean and The Master following the Vampiric Wars and just prior to coming to Spearbreakers (a conflict I admit was pulled from air as a useless bit of background explaining all the trained fighters.) It is a very short little anecdote of sorts.
Also, expect the two to be different from before. I like to think Spearbreakers made them they way they are/were now.

Two dwarves sit in a decaying old barracks in a long disused section of the capital. The tables and chairs collect dust, mugs and the occasional bronze helmet scattered upon the tabletops. "Guess we're it." The Master said to the dwarf across from him. His voice was heavy with sadness, as it was clear they were the only ones from thier old company left alive. "Aye, it looks that way. What happened to Urist?" Draignean said. He hadn't heard from most of the company, though he knew how all but a few had died. "Cave-in month and a half ago. Him and some other poor bastard when that glass monstrosity was rampaging through the farms knocked out a support." The Master replied. He'd been one of several pikedwarves to fight that beast. One of the few to survive. "And Obok? Sarvesh?" Draginean asked quickly, hoping they had simply moved to another settlement. "Obok died on a hunting trip, Sarvesh lost his mind over an artefact." There was silence. The two looked at the booze they had poured themselves in thier mugs. "To the 88th's fallen!" Draignean said, raising his mug to The Master, who clinked his to it with a "To the 88th..."

They downed thier drinks and looked around. So quiet. It used to be packed with members of the 88th Pike Company this time of year .  But the last few years have seen all but two killed in various accidents, projects, or claimed by madness. "So, Splint said he was founding a fortress by monarchal order out east." Draignean said. "I know, he asked us to go and we turned him down." The Master said, tossing his mug at a rotting wooden bin. "Well, it's not like there's alot here to miss. We'd have to leave our gear of course-" The master held a hand up. "Way ahead of you my friend. I thought about it and told him we'd come in a few months." "Hardly fair to speak for me. But I do have a quick question." Draignean said, holding up a heft bag of calanders. "What?" "Can I bring my Word of The Day calanders?"


It sucks, I'm bored, I'm irritable, and I'm tired. As I said, it simply popped into my head. Have a nice day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 03, 2012, 01:04:46 am
Sorry about the wait, I've been a bit frazzled with school lately (4 hour long high-level math exam). I'll modify this post with update when I'm done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 03, 2012, 02:13:34 am
Not a problem. Conversation's been stale here anyway the last day or so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 03, 2012, 04:15:24 am
Not a problem. Conversation's been stale here anyway the last day or so.
I meant to get a journal entry in, but I came down with something a couple days ago and haven't really felt like moving, let alone writing. lol   I'll be making a nice, long post when I'm feeling a bit better.

Sorry about the wait, I've been a bit frazzled with school lately (4 hour long high-level math exam). I'll modify this post with update when I'm done.
Take your time, Mitch - I doubt you'd abandon us. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 03, 2012, 04:40:24 am
Sorry about the wait, I've been a bit frazzled with school lately (4 hour long high-level math exam). I'll modify this post with update when I'm done.



Year 205, the rule of Mitch
Chapter 6: Holy Shit

(http://i.imgur.com/WJX8p.jpg)

Uh-fucking-oh. My first real Spawn combat situation; and with half the squad selecting new pieces of armour, four in the hospital, and Fischer on the surface chasing down a Spawn Master Thief right into the ambush. Luckily, my suggested trap was actually installed, though not finished (just in case they get in).

Here's how it works; Spawn are fast and strong, and standard weapon traps are usually just stepped over or broken by the more intelligent Spawn. My idea was this; the Spawn charge through a narrow hallway, and a lever is pulled. Gears shift, and per square meter of floor rise ten iron spikes, menacing, jagged and stuck to by bits of gore. Surely a Spawn couldn't even dodge a veritable wave of sharpened iron, and would either jump to its death or be impaled.

There is, of course, one flaw in my plan. No one can pull the stupid lever. Why? Because we're so under-populated from all the racist immigrant genocide previous overseers allowed, there isn't a single person watching it.  I decided to remedy the situation by assigning a peasant to watch the lever 24/7.

And the matter at hand; Fischer is caught alone, against seven Spawn This will end... badly. Rally the troops?


16th Felsite:


Fischer leads the Spawn away from the fortress, he seems to be running away. Strange. Also, I can conform that Spawn are immune to black mamba bites, as the Master Thief Spawn is not keeling over and dying from the sloth bear/black mamba attack.

(http://i.imgur.com/N76xi.jpg)
A second ambush! Man the lever, guy!

(http://i.imgur.com/WZRFA.jpg)
Fischer is caught and is fighting a losing battle, not hit yet thankyfully.

Draignean has exited my makeshift backdoor (hadn't yet floored it over, it was the garbage dump), to fight the Spawn Master Thief that was caught earlier. Fischer is still caught in a clusterfuck of jaws on legs. He might not make it. Meanwhile, the spikes tear a few of the Spawn various new holes, yet despite getting a spear to the head, they're not going down.

(http://i.imgur.com/zDwAL.jpg)
Fischer entered a martial trance, and became a blur of dwarven fury; a losing battle of dodging turned into a tornado of strikes, bites and kicks. It would be more effective if we gave him a proper quality adamantine pike instead of a low-quality steel one. Draig is closing in on the battle! We might have a chance to save them!

(http://i.imgur.com/TwXEM.jpg)
Fischer has lapsed back into his dodge-dance, and a few prepared dwarves have left the hole to assist. They're too far behind. Three Spawn remain at Fischer whilst two Spawn distracts Draignean.

(http://i.imgur.com/vUJO2.jpg)
This is... poetic justice.

(http://i.imgur.com/CXw3v.jpg)
And the reinforcements are here! They quickly take down the two Spawn blocking Draig, whilst Fischer... kills all three Spawn on his own. This is incredible! Fischer just got into a fight with seven, fought for two days straight, killed five, and came out with only a few bruises! If this is not an Armok-sent miracle, I have no idea what is. A hero's celebration is in order, right after Simon Tam deals with those pesky elves who probably brought them here.


18th Felsite:

This isn't just a victory for Spearbreakers, but me as well. The nobles and higher-ups have been congratulating me on my military victory, and people are starting to ease into my way of thinking. Soon, my rooms for the nobles will be complete and then no one will resist my rule, and my Great Plan will be enacted.

In other, miscellaneous news, bought all the animals, ropes and booze I could from the elves. Gave Draignean's extravagant housing to the hammerer, made a room fit for a baron, started installing additional spikes. It's a good day!



You will not believe how close Fischer came to dying. At one point he got knocked into a pool and started to drown.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 03, 2012, 06:13:35 am
Love the custom job for Draignean. Fishcer's, while I like the  legend reference I could care less about.

Also, I find it hilarious the Draignean and Fischer went for biting the shit out of them. Made my morning.

And really, Fischer has been the Fortress Colonel since day one. He/She is one tough bastard. A little water can't kill the almighty Colonel Fischer! (That was some damn blind luck Fischer didn't drown though.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 03, 2012, 08:05:49 pm
All that and it's still only late spring. If he doesn't do something insane Mitch might be the most productive overseers in the fort's history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mapleguy555 on May 03, 2012, 11:46:05 pm
I request the forces of Mapleguy555 to be withdrawn for this fortress. Sorry!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 04, 2012, 12:20:03 am
I request the forces of Mapleguy555 to be withdrawn for this fortress. Sorry!

Hm, yeah, Splint; I'm thinking you should get on that.



I've been wanting to make a journal entry, but I'm getting sick of just writing vapid "Entry #{n}: Today, [name of current Overseer] [performed some sort of action]. [Passive-aggressive comment]" variants over and over.

Would it be okay for me to start following subplots (e.g. Joseph, HS-X) of some sort with my entries? Or would that be too SRS BSNS?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 04, 2012, 12:52:00 am
Anything goes my friend. We have all measure of things from stalkers to slicing dead things addiction, to an uppity Army officer and Mitch possibly hiding a case of... I can't think ogf the word.

And @ Mapleguy: Sorry about that. Do you mind being dorf'd at least?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 04, 2012, 04:39:22 am
Okay, any requests for next turn? I know I have to dwarf Reudh, Aira and possibly Mapleguy, road the dirt layers, add a moratorium, fix the up the spike-traps and the equipment some more. Anyone got any other ideas?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on May 04, 2012, 05:58:00 am
Fischer leads the Spawn away from the fortress, he seems to be running away. Strange. Also, I can conform that Spawn are immune to black mamba bites, as the Master Thief Spawn is not keeling over and dying from the sloth bear/black mamba attack.
The sloth bears and black mambas are intended to be used against the goblins and barbarians, not Spawn, goddamnit!  >:(
Those, the mambas should be able to one hit KO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 04, 2012, 06:31:54 am
From what I understand, these spawn don't bleed, nor do they have a brain to destroy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 04, 2012, 06:44:16 am
Yep.

They're just about invulnerable to anything short of having their heads ripped off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 04, 2012, 02:57:33 pm
Decapitation, bisection, and heart damage. Anything else will just piss them off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 04, 2012, 05:33:29 pm
And you guys made our weapons pikes  ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 04, 2012, 06:12:21 pm
Stabbing through the head probably works, are they no pain?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 04, 2012, 07:17:38 pm
The pikes can cripple them, and a well aimed stab into the upper body tends to bruise the heart, causing instant death. besides, axes and hammers would be too easy to kill them with.

@ Stormtemplar They don't breathe, feel pain, or damn near anything that would ordinarily hurt most living things.

Bisection kills them for obvious reason: Ebntire nervous system disrupted and severed, resulting in a, for all intents, dead spawn.

Decapitaction renders them litarally blind and equally useless to the she-beast. magic heart turns off.

Heart damage: Thier heart is made of obsidian, which breaks and flakes easily, and is what makes them go. that get's damaged and it may as well be having a bolt or pike through the brain of a normal critter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 04, 2012, 07:29:23 pm
But a pike through the head kills them? Or do they not have a brain? Darn these things are scary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 04, 2012, 09:23:55 pm
They do have brains, but they are completely-vestigial (their hearts get the [THOUGHT] token). Damaging their brains does exactly nothing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 04, 2012, 09:38:56 pm
Exactly. And if you'd read one of the battles, a spawn took a pike through the face and it basically laughed at whoever did it. Before suffing a string of debilitating injuries and then a literal broken heart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 05, 2012, 12:16:26 am
Suddenly I'm questioning my decision to run this fort. Armok protect us. BTW is spawn infection certain if bitten or do people recover? Even without the spawn infection, I'm now amazed that syrupleaf survived as long as it did.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 05, 2012, 12:22:55 am
They had the wonders of 40d to help them. And Spawn infection, if I recall right is 1 out of 5 or something like that will turn right? Asking Mr Frog would be better, as he made the raws.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 05, 2012, 01:14:11 am
IIRC, the transformation rate is 25%, unless you save and reload between the time of infection and the critical moment, in which case (due to an irritating bug) they'll always transform regardless of whether they would have had you not saved and reloaded.

And also: relax. Spearbreakers may be a hellpit, but it's not a 24/7 clusterfuck like the succession forts of lore :p  Just spend your calm periods wisely and try not to completely lose your head when the inevitable crisis situation hits and threatens to destroy the fortress and you'll be fine.

Also, stay out of the hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 05, 2012, 02:07:56 am
Quote
stay out of the hospital.

Please, for the love of god if you value your life, take his advise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HorridOwn4ge on May 05, 2012, 04:32:12 am
Can I be dorfed as Kramer, a crutch walker with a military background will do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 05, 2012, 04:42:52 am
Anyone who needs a crutch here will probably die. The medical staff will see to that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on May 05, 2012, 04:47:07 am
I was bored, so have a SoH picture!

Spoiler (click to show/hide)


Love and Kisses from your favorite Kobold, enjoy your cuddly picture.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 05, 2012, 07:05:09 am
Yes, you're right, I suppose reading up on hellcannon (which I'll be leading in 10 years if it survives) left me a bit shellshocked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 05, 2012, 03:32:37 pm
MAKE POTS PLEASE.




there. i said it. bye!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 05, 2012, 05:46:31 pm
Spearbreakers may be a hellpit, but it's not a 24/7 clusterfuck like the succession forts of lore :p
To paraphrase Splint: They had the wonders of 40d to screw them.

And at the moment, I'd say it definitely qualifies as a clusterfuck... Mitchewawa got a really nice turn. lol   Spawn ambushes actually making it into the fortress because nobody will pull levers, people dying in the hospitals because the doctors are too "ewwwwww" about everything, a well nobody can get to, fires raging down below, miasma everywhere and nobody free to clean anything up?    Oh, and Fischer may become a new child of Holistic now, after her battle with them aboveground.


Making a journal entry atm, hopefully it'll be legible. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 05, 2012, 06:01:11 pm
Spearbreakers may be a hellpit, but it's not a 24/7 clusterfuck like the succession forts of lore :p
To paraphrase Splint: They had the wonders of 40d to screw them.

And at the moment, I'd say it definitely qualifies as a clusterfuck... Mitchewawa got a really nice turn. lol   Spawn ambushes actually making it into the fortress because nobody will pull levers, people dying in the hospitals because the doctors are too "ewwwwww" about everything, a well nobody can get to, fires raging down below, miasma everywhere and nobody free to clean anything up?    Oh, and Fischer may become a new child of Holistic now, after her battle with them aboveground.

Wait, there's a fire? And miasma? Oh shit-

Oh, and I don't think Fischer got bit through the adamantine, and the well is accessible, just too far away and covered in blood and vomit.
I'll start playing later today, though I did just get Infamous 2...

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 05, 2012, 07:05:02 pm
From the third journal of Talvi Diamondknight
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 05, 2012, 08:56:45 pm
Weapon development has ceased for now; we can't figure out how the hell we'll be able to build a manufactury for the new designs. And as I recall a few kobolds are dead, perhaps they still have thier lockpicks on them....?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 12:38:59 am
Yeah, I knew about the weapon development. As to the kobolds... what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 01:44:40 am
Year 205, the rule of Mitch
Chapter 7: The Machine Turns

So, considering last week's success against the Spawn, we're in a pretty good spot right now. Or we would be, if the Spawn weren't just getting stronger and stronger. We need to make more Fischers and Draigneans; Headshoots wasn't carried on the back of just two champions! My plans to properly outfit our guys in sets of iron, followed by sets of adamantine when we're ready (proper armourers, enough strands) are currently being shot by our dreadful under-population I keep banging on about. Also, we're out of bars. All of them. And ore. So, like the proper under-appreciated ladder-rung I am, I will (again) single-handedly lift our fortress up one more step, this time by procuring these valuable resources.

Strike the earth!

26th Felsite:

To properly accommodate the increase in industry, I will construct additional forges, smelters and (eventually), workers. As it stands, we have six forges (this is a good surprise twist), being supplied by two ore smelters (this is a horrible surprise twist). Naturally, none of them are being used. Additionally, all of the smelters are being set to... ugh, waste their time collecting scrap to melt down. My current plan is my personal favourite method of fixing a problem at it; throwing a lot of cheap labour at it. Six additional smelters, a large levy of furnace operators (now we have 15) and in the future (when there's enough idlers), an ore stockpile.

Oh, and birds fly, sun shines, rain is blood, and Spearbreakers will probably take at least a month to find some free time to make those smelters.
Next on my agenda is crossbow-dwarves.

PS. Woe be he who doth ignore this [MANDATE]; please for the love of Tehsid, do not kill migrants. Please.


5th Hematite:

A few ghosts have been put down with commemorative slabs. It was gruesome; Fischer hit one in the face and now we can't recognise who it was.

(http://i.imgur.com/5LMTR.jpg)
*tear drops can bee seen scattered on the leather journal*


14th Hematite:

Okay, I've cut down on, on-average, 5 jobs at a time by cancelling a stone-stockpile and a bar-stockpile. Smelters can go and fetch their ores for the time being, and soon I will look for more hematite near the smelters to alleviate this a bit.

All but one of our dwarves has been released from hospital; this is good news. They're fixed, thanks to my new medicare system.

I've given the architecture job to 40 additional dwarves, to speed up the smelter construciton.


23rd Hematite:

Okay, I've begun digging out our mine of magnetite and hematite. The latter usually comes in veins (bad), whereas the former comes in giant clusters (good). On the other hand, hematite comes in sweet dark red... Whatever, dig it all.

I've also finally finished, and am currently linking up, the remaining repeating spike traps. Oh, and my hospital is finally finished (nearly, a bit of furniture to add yet).
(http://i.imgur.com/ANiXu.jpg)
The roads not only cheer up the residents, but they also keep the place clean(er). Also, note the adjacency of tables, traction benches, and beds. Each bed gets both a table and bench, all to itself. The coffins are there for a few reasons; we're filling our current ones too quickly (well, not under my rule anyway), and it'll be convenient for when the next guy takes over and promptly ruins it all.

A mason has entered a mood, and claimed a... mason shop. Masons happen to be useful, and easy to cater to, mood-wise.


10th Malachite:

Spoiler: The artifact (click to show/hide)
So yeah, it's worth a lot. That should get the migrants flowing.

(http://i.imgur.com/rdR1A.jpg)
...speaking of which. You know, I seem to recall others having trouble with Spawn ambushing migrants, so I'll keep an eye out for that.

(http://i.imgur.com/3stof.jpg)


25th Malachite:

(http://i.imgur.com/2QBry.jpg)
Two of the migrants are... quite strange. They appear to be traders, but they won't come inside. I'm safe to assume there aren't any Spawn nearby, so I let down the alert. They still seem content to sell me their counterfeit pig-tail pants from all the way over there, so either they're legally banned from selling their 'goods' within 50 meters of civilisation, they're fucking insane or they're just lazy. Whatever. Added 5 more craftdwarf shops to begin strand extraction too.


3rd Galena:

My, what a productive few months it has been. Most of the surplus furniture has finished, we received about 15 immigrants to curb the under-population, leaving us at 85 so far. I've cut down a lot of hauling, fixed the medical system, set up the basis for weapons and armour development, dug a lot of ore, fixed a lot of unfinished spikes, and am about to create more jobs for strand-extraction. Also on my to-do list is memorialise those who have fallen and had not been recovered, a new military squad (axes) and perhaps... crossbows, if I have time.

The Great Plan is going along quite well; what we're going to do will set history. It will either lead us to great expansion and glory, or great ruin. Given preparation, I think we can make it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 06, 2012, 01:56:35 am
Headshoots wasn't carried on the back of just two champions!

Right. When the shit hits the fan, we will have an entire legion of corrupted supersoldiers rampaging through the planet.

Quote
(http://i.imgur.com/5LMTR.jpg)
*tear drops can bee seen scattered on the leather journal*

Pray she doesn't get injured or we're all screwed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 02:19:14 am
crossbows need bolts. Splint no likey making ammo for them. Waste of metal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 02:19:27 am
can bee seen

Hahaha.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 02:26:31 am
Also, I am pleased with your progress Mitch. I'd be willing to give you an extra year, but only if there were a total consenus (you're doing great fixing everything we broke, so I figured the extra time would allow you to fix everything for us. Mitchewawa will save us!) Nah that'd be stupid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 02:30:59 am
While Mitch is doing a superb job fixing the fort up, I would think other people would like their turn. :P

I forgot, am I signed up for a turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 02:43:48 am
yep. Year 12. Plenty of time for the rest of us to wreck Mitch's hard work fixing everything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 02:53:39 am
Mitch - very neatly done. lol   Bravo.   And Lmao at the coffins in the hospital. I'd just love laying in one of those beds with a broken arm (or even a dented foot), looking over there and knowing one of those coffins were waiting for me... lol

crossbows need bolts. Splint no likey making ammo for them. Waste of metal.
Not really. Use wooden ones for training and let them use metal ones for combat. Easily done, and we have a serious surplus of both iron and wood. Plus, if you design the archery range like I did in Entrypages, a good quantity of your spent bolts can be easily reclaimed.

Oh, but they can't kill spawn, only cripple them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 02:54:41 am
Bone bolts work well enough in combat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 02:57:06 am
Bone bolts work well enough in combat.
This is true... If only it was possible to butcher sentients. *sigh* It'd be great to shoot the spawn full of holistic spawn bone bolts... Trouble with bone bolts is that they take a lot of bones to make. Then again, we've got a nice emu industry going... Oh, wait, no we don't. That reminds me.

Mitch, did you get nest boxes set up? After five years we still don't have nest boxes set up for the emus.

EDIT:
(http://i.imgur.com/3stof.jpg)
very lolworthy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 02:59:31 am
I've never been a fan of ranged combat. Too slow and while less dangerous, just not as satisfying to watch. Hell even things I make up have a habit of ending in a messy psyche ruining melee fight with bayonets, swords, bricks.... anything really. Just more fun to imagine unless it's a headshot.

@ nestboxes: I thought You set them up on your turn.... And did anyone after me fix the Giant Emus so we could properly deploy them in battle?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 03:03:44 am
I've never been a fan of ranged combat. Too slow and while less dangerous, just not as satisfying to watch. Hell even things I make up have a habit of ending in a messy psyche ruining melee fight with bayonets, swords, bricks.... anything really. Just more fun to imagine unless it's a headshot.

@ nestboxes: I thought You set them up on your turn.... And did anyone after me fix the Giant Emus so we could properly deploy them in battle?
I never stick to just ranged combat (or just melee), but I find it pretty useful to use bolts to scatter and weaken enemy units before the troops engage in hand-to-hand. Less of a chance of losing your best soldiers to lucky strikes. Like how we lost HARD to a goblin with a copper weapon.

And no... >.> Didn't set them up on my turn... I was kind of preoccupied, you know... With spawn... I wanted to make a minimegaproject but didn't get a chance. lol   The half-finished clover is proof of that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:06:12 am
Speaking of which, was that largly occupied or is the hospital mortuary being made just a convience (and incentive)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 03:13:06 am
Would editing the ethics raw in a current world screw up the world?

Or would it have no effect?

If it works, then you could write it as canon. Similar to Chance making a golem of a spawn corpse, you could have some hoohah that "The core of the spawn, funnily enough, is inimical to them" and that a Spawn Bone Bolt is more like a core bolt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:18:50 am
technically speaking thier core is made of magic obsidian. Which is rock.

And given how these poor dwarves are basically fighting the legions of hell: Surface version, I wish i'd thought to allow them to butcher sentients and make stuff with thier remains (maybe not make them edible, but a means to extract the obsidian heart and thier bones for bolts would be a nice thing....) Afterall, they've freaking earned it and it's only been 6 years!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 03:30:42 am
Oh, forgot to dwarf you people.

Okay, Aira is our current fortress lever puller (no jobs, sits in the dining room all day. How's that for lazy?)
Reudh is a legendary mason.

Reply if I forgot you.



Bolts are going to be as ineffective as pikes, might as well use our unused copper to make them anyway.

Easily done, and we have a serious surplus of both iron...

Pffhahaha. When I started we had 0 bars left. We're up to 30 (though that is including my partial making of 30 new sets of iron armour).

Mitch, did you get nest boxes set up? After five years we still don't have nest boxes set up for the emus.

Hm, I didn't think of that but now that I do, breeding some war emus would be pretty kick-ass. We don't really need the extra food. Do they need to graze?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 06, 2012, 03:34:26 am
@Splint, Reudh:

I don't think bone bolts can hit hard enough to fracture the Spawn's hearts (unless you get very very lucky), and they don't feel pain or bleed. Plus, the heart is a small target. You might as well be shooting at a straw dummy for all the good it'll do.

@Mitch:

Birds are still powered by internal antimatter reactors AFAIK. Pasturing shouldn't be necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:37:10 am
Except to park giant war emus in front of the entry. Have fun fighting that goblins! Survived a mess of flying bolts and metal spike? now you get to fight giant pissed off terrestrial birds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 03:42:15 am
Perhaps if Spearbreakers falls, you could have a workshop similar to the 'Extract from a dead animal' job at butchers that pulls the core out. Of course, once you have got it, after a while it should fight back in some way, like Globofglob and his adamantine statues driving him mad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 03:44:27 am
The trouble with butchering sentients is that you can eat the meat, which makes gathering food unnecessary. It's like farming on steroids - one siege and you're set for years. =P

Easily done, and we have a serious surplus of both iron...

Pffhahaha. When I started we had 0 bars left. We're up to 30 (though that is including my partial making of 30 new sets of iron armour).

Mitch, did you get nest boxes set up? After five years we still don't have nest boxes set up for the emus.
Huh, there were veins everywhere on my turn... Has everything really been mined out?

Mitch, did you get nest boxes set up? After five years we still don't have nest boxes set up for the emus.
Hm, I didn't think of that but now that I do, breeding some war emus would be pretty kick-ass. We don't really need the extra food. Do they need to graze?
Splint took out all grazing. Anything can be pastured anywhere, or even not at all if you feel so inclined.
And yeah, war emus would be awesome. It's hilarious, in a way, that all the previous overseers have been using them for anything but what they were originally intended for. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 06, 2012, 03:46:57 am
@Splint:

Well, you could assign the emus to a child and burrow the child in an isolated shack filled with adequate supplies, thus ensuring that the goblins will go after the child first and be softened up by the emus before they get to the fortress proper. But that'd be a waste of emus -- they're probably better for mop-up. And I suppose you'd run out of spare children after a bit.

@Talvieno:

My F.R.O.G. is the single greatest use for avians that anyone has ever devised and you know it >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:50:12 am
The normal sized ones were for eggs and meat. The giant ones explicitly to be imported as fighting beasts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 03:52:43 am
Hrm... I don't like the idea of the kid out in the middle of nowhere... Wouldn't last very long, and I doubt giant emus would be the best first defense against Spawn attacks anyway. Auxiliary forces, definitely, but not front line infantry. No armor.

Lol, Mr Frog. :P Wouldn't a stray dog do just as well? We have hundreds. lol   (and I've been using your F.R.O.G. in most fortresses since I learned about it, so. lol   but always with cats, to keep them and their mind-controlling antics away from dwarves.)


Oh, and Mitch - you forgot HorridOwn4ge, who wants to be dwarfed as Kramer, preferably a crutch walker with a military background.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:56:38 am
So is everyone dwarfed then?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 03:57:22 am
So is everyone dwarfed then?

Oh, and Mitch - you forgot HorridOwn4ge, who wants to be dwarfed as Kramer, preferably a crutch walker with a military background.

:)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 06, 2012, 03:59:42 am
@Talvieno:

This is Dwarf Fortress. Placing children in mortal peril to secure some vague, fleeting benefit when safer and more-effective methods are readily available is just another day at the office.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 04:03:25 am
Though anyone who bothered to read, one of the challenges is to let the little brats lives (in effect try to make a multigenerational fortress if at all possible.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 05:37:27 am
Except for Fischer and Draignean, Kramer is our highest skilled military dwarf (proficient hammer). Couldn't find a crutch-walker.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: ThatAussieGuy on May 06, 2012, 11:17:47 am
I've just glanced through this thread.  I am most intrigued. 
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 06, 2012, 02:32:09 pm
BONE BOLTS!

unless we used them all running from the hands.

BTW, how is Minkot?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 03:14:14 pm
Bone bolts, while not as strong as metal bolts, have the advantage of being very light on resources. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 06, 2012, 03:16:27 pm
plus your not wasting metal. also its a renewable resorse so its green and BLOODY to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 03:25:07 pm
Spawn are immune to syndromes aren't they?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 06, 2012, 03:28:35 pm
i hope not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:30:05 pm
Spawn are immune to pain, and at best if thier did have blood, it's an immobile congealed mess that can transfer much of anything. So unless it's an inhalled thing that attacks the nervous system (And even then if it'd work is doubtful) They'd be immune. The incident with the black mambas and slothbear taught us that much.

If the goblins or other... for lack of a better term, true biotics actually attacked  more frequently I'd say go for it and mess thier shit up with bolts, though it isn't quite fair because Goblins lack any kind of rangers in this little timeline of history -Insert trollface- Problem Goblins?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 06, 2012, 03:40:48 pm
They have [NOPAIN][NOFEAR][NOEXERT][TRANCES] if I remember correctly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 03:52:15 pm
And don't die from blood loss either.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 05:06:17 pm
They have trances and rage?

Holy shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 05:46:27 pm
I don't think they have either actually.
They just really don't play well with others.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 06:37:43 pm
They have trances and rage?

Holy shit.
Spawn? Nawwwwwww, Spawn don't have trances. They don't have rage, either. They were going to, but the almighty god Splint said to Armok, "Please, for the love of yourself, I'd like the fort to live past year two!" And Armok listened, and the tags were removed, far back in the reforging of the world.

Wanna see something fun, though? Drop a Holistic Spawn into a pit of lava via a retractable bridge and watch him burn. Watch him burn, because that's all he'll do. He won't die. Look on it and congratulate yourself for producing a flaming, pissed-off spawn. And no, they're not fireimmune, but they sure act like it.

Spawn are immune to syndromes aren't they?
Spawn are immune to just about everything. Trying to poison them gets you a message like, "the venom splatters against the Holistic Spawn 1's skin!" They're twisted undead (not really) demonic, supernatural abominations, what did you expect? :P Still, sounds cool... Picking up a snake and saying, "Let's go hunt some demons." Sounds dangerous and dwarfy.

EDITed: my typos annoy me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 06:45:54 pm
Hence why I said no magma based traps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 08:23:35 pm
Spawn can become enraged. During the battle against Fischer, two of them went angry and put him in the dodge-dance.

Also, I think we're going to need a second set of traps in front of the spike one (as it stands, all the spike one can do is wound them). Maybe I can find a way to drop the Spawn from the surface all the way to the third cavern layer (and beyond?).

Though I guess instant-explode free win traps are against Spearbreakers policy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 08:31:20 pm
Even that isn't a guarenteed kill. I max dropped one in arena, and all that happened was one arm and some teeth popped out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 06, 2012, 08:51:34 pm
It's around 150-200 zlevels from the surface to hell, I'm pretty sure anything that falls that far literally stops existing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 09:09:44 pm
It's around 150-200 zlevels from the surface to hell, I'm pretty sure anything that falls that far literally stops existing.
I'd like to see the blast radius of severed body parts... lol   No blood trails, sadly, but still.   But no, you're right, it's kind of against Spearbreakers rules to have a free-win trap.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 06, 2012, 11:32:05 pm
Exactly. Where's the fun in that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 06, 2012, 11:54:27 pm
The bodypart blast radius. But if you meant "Fun" instead of "fun", then nowhere. No Fun to be had in bodyparts getting flung 500 feet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 07, 2012, 12:15:11 am
I meant it as in !!FUN!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 07, 2012, 01:56:00 am
Ah, they didn't originally have trances. They were given them partway through Syrupleaf to make them more difficult. "They have begun imitating our battle style!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 07, 2012, 01:59:07 am
Ah, but these ones can pick locks, communicate, and have mastered the art of stealth and scouting (which is what the thieves represented.) Oh and they can make more spawn via zombie-esque  bite transference of thier dark energies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 07, 2012, 02:29:09 am
Also you can't get Super Saiyan dwarves like you can in 40d.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 07, 2012, 02:33:46 am
Although they do get pretty huge accuracy boosts when they trance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 07, 2012, 07:36:23 am
Hmm... I find it off that we haven't been hit with a vampire yet. It's strange.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 07, 2012, 11:43:32 am
That's because there aren't any. The Spawn is bad enough. I was considering it but decided against it by sheer virtue of expecting debilitating loses.

And I was right, since we're actually far under populated for what I was expecting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 07, 2012, 02:07:32 pm
Aw, but that would've made for epic writing. lol   All of dwarfkind going vampire in order to survive and fight off the spawn...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 07, 2012, 03:12:54 pm
Actually it would defeat the purpose. Both in game terms and story wise.

And we've already lost enough people to the spawn. The vamps were deliberatly left out because I knew such a situation could arise, and we didn't need a vampire killing Fischer or Draignean in thier sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 07, 2012, 04:34:20 pm
Boo! That's exactly the kind of unfairness this place lives on. They could be like agents of Spawn.

D'aw well, I'll probably get an update tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 07, 2012, 06:09:07 pm
Losing your best murderdorf in his sleep is anticlimactic, IMO.  Not to mention frothing rage inducing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 08, 2012, 12:34:31 am
While I'm fine with the no vampires thing, I think Splint should have stated it in the OP :-\ Meh, no harm done, really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 03:22:27 am
Losing your best murderdorf in his sleep is anticlimactic, IMO.  Not to mention frothing rage inducing.

This. We probably would have already lost the fortress if either of those fools had gotten killed by a vampire.

Plus I figured it'd be pretty obvious early on there weren't any.

Boo! That's exactly the kind of unfairness this place lives on.

Yeah, but think about it. The godsdamn medical crew has killed as many people as a vampire would have if not more in a short period. And to reiterate, I was expecting to be suffering pretty badly as it stands at the hands of the Spawn, and wanted to keep our best people alive instead of them dying both anticlimactically and ina manner that would have made me put my fist through my monitor. (It's really one of the only things I leave out in world gen, since they like killing my legendary miners and soldiers. That shit no fly with Splint.)

And is everyone dwarfed? I haven't been answered and I'd like to update the list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 08, 2012, 04:58:50 am
Reudh, Aira and HorridOwn4ge (Kramar) have been dwarfed, and I'm starting my update now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 06:14:22 am
And the rest?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 08, 2012, 07:20:01 am
Done, they're all conscripts.

PS. This might be my most extreme overhaul so far, this update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 03:17:01 pm
And I put a note for everyone, that there isn't any damn vampires. HAPPY NOW!?

I meant it to be inferred that since the dorfs and whatnot won the made up conflict, the vampires are all very dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 08, 2012, 03:40:51 pm
That was not my first thought on hearing of Vampire Wars.  More along the lines of, 'Army of vampires...  :-X  Want so bad...'

And I'd like to be dorfed at some point, if possible, as Hans.  A male Hans.  Good story so far all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 03:50:11 pm
Yeah, and we're only 6-ish years in!

And come on, if vampires fight an open war with anyone, it'd lead to a pretty much guarenteed ruthless persecution the second anyone is found out. So I figured it would have been inferred as the vampires did an "All or nothing" fight and lost. If there were any survivors, they'd be unwilling to risk being found.

And by that I mean they'd be horribly murdered for thier crimes and treason against thier own people. AKA sucking them dry in thier sleep, thus hindering the war effort.

And again, it was also to protect our soldiers, smiths, and miners (the rest I wouldn't have minded too muh about losing.) But also to protect everyone from anticlimactic deaths. This place I wanna see go down in a blaze of !!CARNAGE!! and !!!GLORY!!!, not cowering like a bitch because a vampire ate Fischer and Draignean, our basically only two competant soldiers.

Although since Bombzero likes to chop things up when thier dead, I'd imagine [he]she's just waiting for the chance to get to make what she chops up dead with her pick. Just waiting for that day the miners are called upon to serve, to let her pick axe rip apart living flesh instead of rock...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 08, 2012, 05:54:10 pm
Are spawn butcherable?  *shiver*  Cuz that'd be... Unappetizing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 07:37:25 pm
I wonder if it's the keeping sapient trophies that allow for making crap out of them....

And Bombzero is essentially the fort's Psychotic butcher/miner.
It's the poor dorf's only realy coping mechanism.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 08, 2012, 07:51:04 pm
Spawn keep sapient trophies?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 08, 2012, 08:40:14 pm
Spawn arms are 100% bone; as such, if a Spawn gets its arm cut off, the severed arm is immediately usable as bone without further processing needed, thus bypassing the No-Butchering-Sapients clause.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 09:31:03 pm
Spawn keep sapient trophies?

If there's anything left They might... I have no idea otherwise, but in general ethics don't apply to them in any capacity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 08, 2012, 10:12:22 pm
I so want your spawn babies for my game, Mr Frog.  They seem incredibly !!fun!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 08, 2012, 11:41:02 pm
I so want your spawn babies

Okiedokie, adding you to the list of procreation requests

Maybe when I get less lazy I'll post them. If you're feeling sneaky, you could just download one of the saves and snatch the raws up from there, though the ones used in Spearbreakers have a few bugs which I have since fixed.

I'm considering revamping them so that they're immune to decapitation and bisection, allowing them to continue even when they're just half a torso.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 08, 2012, 11:53:37 pm
I think bisection is acceptable, since that usually involves alot of busted fribs with the spawn. And that means a literal broken heart.

And no eyes means they can't see what they're supposed to kill. So decapitation would be logical in that Armok/Holistic is "Shutting off a broken toaster" so it doesn't monkey wrench everything by attacking friendlies in a literal blind flipshitathon. (AKA no eye = useless. Shutting down meatbag.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 09, 2012, 02:53:48 am
Year 205, the rule of Mitch
Chapter 8: Operation Rain

Rain can have a significant effect on the morale of this place; it washes away the tides of blood rain that make knee-deep pools outside, it cleans us of our filth as our only water supply is silty, stagnant cave water, and it represents the polar opposite of the hardships we face; where red blood makes vile, the blue water makes clean. What the blood hides in its murkyness, the water gives clarity. The blood infects our drinking supplies, the water provides. Red and blue, good and evil.

So in me dubbing my plan 'Operation Rain' seemed not only symbolically appropriate, but physically as well, given the fantastic hue of the fabled metal Adamantine. The thirty sets of iron armour has had our armour smiths skills vastly improved. The job re-allocation and migrant waves has left a decent surplus of workers to work on idle tasks. And soon, there will be time to implement my three-step plan (estimated time to finish, four months), and enact The Great Plan. And 'Great' the Plan will be; a true test of triumph and glory that surpasses all that have come before it. It saddens me that I need to keep it hidden from the public eye, lest they frighten and turn against me...

Anyway, the three steps of 'O.R.' go as thus:
1. Revamp the entire set of squads. Revamp the training regiment, revamp who is where, revamp equipment selection and add more to all squads.

2. Adamantine equipment for most of our forces. In this world, dwarves lose. Elves are faster, humans are more cunning, goblins are crueller, the barbarians are more tenacious, and the Spawn are... the Spawn. Our strength lies in our ability to defend in any means necessary; we don't just stop at traps. We don't just stop at an army. Our final lines are our beloved pets! We levy unarmed masses of civilians to fight armies! Hell, our women use babies as shields and flails if they need to. We need an edge; and nothing holds an edge better then adamantine. Our defence will be our greedy pillage of the earth.

3. Crossbows. Neglected by many leaders, yet complained about when levied by their enemies, the elves and goblins. Other civilisations can afford to lose 50 in an attack, yet we can barely afford to lose 1 in a defence. Crossbows keep people alive, and are probably similar in practicality then our beloved (ineffectual) pikes.

I will begin shortly.



12th Galena:

(http://i.imgur.com/ZA1WL.jpg)
I've noticed there's a sick decoration propped up against our walls; one of our dwarves has been left outside to rot... for a few years now. Am I the only one just noticing this? Why has no one taken it down? Is it to scare away Spawn? Because I think telling them, "Oh look at how decrepit and dying we are, oohohooho quake in your boots." won't quite scare them away.

(http://i.imgur.com/E2RNg.jpg)
Gemblade was expected to die in hospital, but we managed to get him out.

(http://i.imgur.com/iy6Q0.jpg)
I've completely wiped the slate, ready to begin anew.


Out of the 'recruit mill', 9 recruits have no skill. They have been chosen based on their happiness, their usefulness and their amount of relationships. Each military dwarf is stripped of all their jobs, except for a few (such as Feb, the legendary stone crafter/expert hammerdwarf), and have been dubbed 'Army Dwarf'. At 35 military dwarves (out of 80ish residents), we stand ready to fight the Spawn, and enact the Great Plan.

There probably aren't enough axes to go around, so I'm unforbidding all invader-brought axes and am ordering 30 new iron ones.


13th Galena:

(http://i.imgur.com/IQTp7.jpg)
What! Now!? No, no, no no no. This is so not fair, we're not organised. I sounded the alert, but some are still outside. We're going to suffer casualties today. This will be my first actual loss too.


14th Galena:

(http://i.imgur.com/GmxrR.jpg)
I managed to get everyone inside, Solpyre trailing far behind anyone else. Luckily, despite his closeness to the zombies, he made it in time. After he gets in, and we close the gate, we will regroup and strike at the necromancer. The abundance of corpses outside is going to make this exercise... daunting, to say the least. Not as daunting as if we'd been forced to fight them before our guys could  gather armour and arms, but still troubling none-the-less.

Let's hope that I fare better against the undead then Sus, who got our high-master armoursmith killed (and less importantly, himself).

(http://i.imgur.com/LQyGo.jpg)
(http://i.imgur.com/ivXCO.jpg)
The Spawn are here too? That makes over 90 current invaders. Well, at least they seem contempt with ripping the corpses to pieces. Lets hope they find the necromancer so we don't have to.

I've noticed one riding a bear; are the bears in league with the Spawn? We have a bear. Is it feeding them intelligence?

Oh gods.


19th Galena:

(http://i.imgur.com/Lp2aW.jpg)
A goblin was raised in one of our watchtowers, and Fischer has only an adamantine shield ready to fight. Why anyone made one of those things is beyond me, but at least it is training him in shields quite well.

I've created 6 extra craft-dwarf shops to extract adamantine strands. We'll arm our guys with adamantine pikes, first.

The Spawn are camping near the edge of our fortress, capable but not willing to enter our fort. Is this a 'siege'? Are they capable of intelligent and tactical thought? Are they here to protect us from the undead? Why aren't they charging in? Many questions, yet no way to get answers. Very frustrating.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 09, 2012, 04:56:47 am
Bitch be mocking my pikes....

And honestly I'd advise training people with hammers instead for the last ditch militia. I had a custom reaction added just so we could make friggen depleted urnaium hammers, and I even fortress mode tested them on all kinds of crap! Seriously, we have pitchblende, and it was to make firteningly lethal hammers.

And by that I mean I had a weak, no skill dwarf shattering bones through light-to-medium armor with them, along with any emu unfortunate enough to come within the fortress' territory. Oddly though a giant slug's sheer blubbery fat assitude kept it from dyng, despite repeated lethal smashes upside the head and body.


And now to submit my complaint on the axe troops seeming to replace the regulars (As in your making the spec ops play redshirt. This ain't Call of Duty damn it!)
__________________________________________
12th Galena, 206... 5.... whatever the fuck year it is. Interm Entry.

Mitch has made wonderful progress getting things in order around this dump. I must say, this is a far cry from the mighty bastion I had envisioned. We seem to have medical staff either flat killing people or coming damn close to it, corpses that need to be cleaned up everywhere (I've submitted several things in writing to Mitch. Among them bieng a proper cremation chamber to get rid of all the bodies given past... mishaps involving Bombzero's hobby.) While Mr Frog tells me emplying the blood of the earth against the spawn is a bad idea, that doesn't mean we can't minimize risk!

I've also gotten over my fear of being around that.... stuff. While I still don't trust the spires, I can at least work with this wretched material without pissing myself now.

I've alos noticed something rather disturbing and going against our great nation's military doctrine. Our current overseer, despite the fact that our pikes have served us well thus far, seems adamant on putting soldiers intended to be reserve troops and specialists as mainline infantry. Pikedwarves saw us through the wars prior, the battles here, and I believe they should continue to do so! I also believe training the people to use hammers would be more beneficial, as we know how to make hammers from stone and there's enough that if we need to we can arm evey able-bodied civilian with a stone warhammer should we become desperate enough. At least a hammer only requires basic instruction: You hit somthing, you'll hurt it. I mean for the love of the gods, I brought that damned purple glowing rock to make hammers any fool could wield like a master and the stones sit unused! Only the ones Stova made are even viable.... Oh Stova.... When it's my time to come I'll see you again. And I'll bring a hammer for each of us.

Anyway, I've got to lay down. The sounds of industry picking up after months of neglect and Fischer barking orders is starting to get to me. Which reminds me, I've put ina formal request to have Draignean assigned his own squad of raw recruits. He may be clueless and in many cases downright stupid since the various messes here began, but he's relearned his old mastery of the pike and in place of proper instructors from home, it will be on him and the colonel to train up a new force of mighy pike wielding infantry dwarves.

15th Galena, year unknown (I've honestly lost track.) Interm Entry.

Everyone is on edge. Between another damned migration of the dead and the spawn arriving, we're all scared to death, except for Bombzero and Draignean. Bombzero's been eyeing through small cracks and going up into the tower with a sharpening stone, her cleaver and her pick. I honestly think she's sizing up the spawn's bear. Or possibly the spawn themselves. Oh, did I mention those damned things can ride bears? It's as if our gods are feeling the regular attacks by these damned things and the bi-yearly undead migrations weren't bad enough. Draignean is still so suicidally overconfident I've made another request he train more soldiers. If nothing else, having soldiers unafraid of death simply by sheer force of thier own inflated egos will be a thing to be praised. Although having soldiers talk like him doesn't sound appealing...

Mr Frog nearly had heart failure when Mitch said he saw a spawn riding on a fighting bear. He threw his food across the table, bolted for the tower and looked like he'd been sucked dry by a vampire when he came back. I haven't seen him since, insisting he needs to calibrate the saw-weapons. I tried to go in to help him out,but his door is locked better than it used to be. Given his irrational behavior, I decied to ask Fischer to try and force it open, but we quickly stopped when he threatened to "Shove my [his] foot so far up your [my] ass I'll be able to use your o-ring for an ankle bracelet" and that he'd make Fischer "Do a pirouette on that fancy metal stick while it's rammed soundly through both ends of your digestive tract!"

This is quite honestly the first time he's resorted to such threats beyond simple insults and occasionally drugging someone's food if he didn't like them. But given his access to equipment that can render even the cursedmetal into little more than scraps, I ordered Fischer to stand down. She would have gotten us both killed after her pike was insulted.

I honestly think alot of people have started becoming a touch unhinged around here. Insults have been flying more than normal, a suit of armor went missing (We found it in the trash chute two days ago,) Solpyre almost got killed by zombies, Bombzero is complaining more and more about not chopping things up, Sgt. Ashsaber started getting uppity again, probably calling for help from the trueborn spawn topside, Talvieno's been crying for her cavies (No-one had the heart to tell her alot of them died on thier own and Bombzero 'took care of' thier remains)....

If we make it past the next year, the gods will have been smiling on us.

___________________________________________________________________

Long winded rambling. I'm tired and bored, but someone take this and run with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: HorridOwn4ge on May 09, 2012, 05:32:54 am
Journal of Kramar
----------------
12th of Galena:

It all began quite well, I arrived at SpearBreakers a year ago or so (OOC: can I have my character sheet so I know a little more about my dwarf including skills if you have the time Mitch) and today I finally got the honour to participate in the military as a Hammerdwarf. I have some experience with crutches so it couldn't be that hard right?

Our squad is named: The Gleams of Rope, and we're basically the forts last defense if everything else fails.

13th of Galena:

The dead rose once again but Fischer and the like will take care of them so I can relax and hone my skills a bit.

A vile force of darkness has arrived!

Oh god it's the fucking spawn again and they're riding on fucking war trained Grizzly bears, dear fucking Armok what?!

Most of them are waiting outside our fortress, waiting for us to come out of our little hidey hole in the mountain.

I also overheard Fischer handing out death threats to dwarfs like their leaflets.

--------------------
What is the hammer squad equipped with Mitch?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 09, 2012, 06:08:01 am
What is the hammer squad equipped with Mitch?

Hammers.

Spoiler: Epic zing (click to show/hide)

But no serious, everyone has full iron armour and the hammers are silver I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 09, 2012, 06:20:20 am
I would imagine pitchblende is denser. (If that isn't a word it should be.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 09, 2012, 06:56:58 am
I'll check the material of our hammers later. I'm choosing against hammers because this isn't a last-ditch militia, I'm training up an actual army for people to lose later on. Also, axes are better against Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Ashsaber on May 09, 2012, 07:15:03 am
Pah. Better.

This is Spearbreakers. We will use spears and be expected to fail.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 09, 2012, 11:20:15 am
Actually, Splint, pitchblende (and most stone) uses STONE_TEMPLATE, while silver (and most metal) has its own values.
Silver:
   [SOLID_DENSITY:10490]

Stone:
   [SOLID_DENSITY:2670]

Silver is a lot heavier. I suppose if you carefully modded in weights for everything, that'd work, but... Pitchblende might as well be marble or granite, or anything else. :-\


Epic that you were saying, "Oh, my year is boring, not much is happening, I'll get a chance to fix up the place" and "Nope, no more zombies, necromancers all dead", and then BAM - you're in the middle of a Holistic Spawn/Zombie siege. lol   I'm greatly enjoying this.

Oh, and how did the spawn get mounts??? It's not enabled in the raws as far as I can see...



EDIT: Oh, and Splint... It occurs to me that although you took many precautions to try to help this fort survive as long as possible, such as removing vampires (aw), you parked us practically right next to a necromancer tower.  ...Why? Lol   Sure, it's great fun... So long as they don't get to any spawn parts...

Oh, and did I mention there's practically unlimited material for them to animate outside?
(btw, Lol at Mr Frog's threats)


REEDIT: Mitchewawa - could we get a pic of what you've done with the entrance so far? That really needed work. Despite being our, what... fourth attempt at an entrance?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 09, 2012, 11:36:54 am
Oh, and how did the spawn get mounts??? It's not enabled in the raws as far as I can see...

-_-; Welcome to my private hell. I think it's because the Spawn monarch has MILITARY_STRATEGY set as one of its functions, but I don't know for sure.


@Splint:

If the axes work well against the Spawn -- and it seems that they do -- I don't see why we shouldn't make them our main attacking force.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 09, 2012, 03:00:58 pm
Hehe, THEY'RE LEARNING.  Soon they'll be unplugging computers and corrupting save games. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 09, 2012, 03:09:00 pm
Why? Because they're effective. Where's the fun in that? And as I said, the pikes have worked fine so far.
Asking me why not switch to axes is like asking a cocain addict why they do crack. Besides, look at the name. And I'm trying to have this place use something besides the standard axe hammer combo that damn near everyone seems to use if they don't spam crossbows and traps. At least Mitch got the marksdorfs right and limited it to one fireteam.

And the necro tower was an oversight on my part, but has hence turned into a happy accident.

And if you're all in agreement, I'd like pitchblende set up to be as devestating as it should be as a weapon. That's what it was brought for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 09, 2012, 03:38:33 pm
Besides, what is cooler than a dwarf with a slightly radioactive hammer?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 09, 2012, 03:40:38 pm
Besides, what is cooler than a dwarf with a slightly radioactive hammer?

Exactly!

Also, in confined spaces Pikes are big, clumsy, and inefficent. In short, they're perfect for dwarven use.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 09, 2012, 03:56:44 pm
Oh, and how did the spawn get mounts??? It's not enabled in the raws as far as I can see...

-_-; Welcome to my private hell. I think it's because the Spawn monarch has MILITARY_STRATEGY set as one of its functions, but I don't know for sure.
lol, yeah... that might be it... Not sure, though, but it kind of makes sense... sort of. =P

Hehe, THEY'RE LEARNING.  Soon they'll be unplugging computers and corrupting save games. :P
No... Today, Dwarf Fortress; tomorrow, the world. After all, if you can take over Dwarf Fortress what can't you take over?

I'm with Splint on the pikes thing. They're pretty much just as good as the axes, in the tests I did, just a bit slower (thus more bites, without more casualties - though a fully-armored dwarf wouldn't have any problem at all). It's Spearbreakers, we ought to have some spears to break.

I also like the idea of the crazy hammer bugfix. I'd thought that the depleted uranium hammers were heavier (no, I didn't check), and that's why I made them.

Now I wonder how you got those results in your tests, though, Splint... lol

Besides, what is cooler than a dwarf with a slightly radioactive hammer?
Agreed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 09, 2012, 03:59:35 pm
Maybe I'm like an ork or something. If it's made of pitchblende, then of course it'll make a better hammer!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 09, 2012, 07:18:49 pm
I really mainly like how heavy it ought to be. It should be twice as heavy as silver... which would make for an epic hammer. Sadly, you can't make the uraninite give anything hit with it radiation poisoning, but that would be epic too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 09, 2012, 07:26:01 pm
So, a syndrome modded pitchblende hammer that is twice as heavy as silver, and the syndrome causes uh everything to rot REALLY slow.  I'm so liking this, especially for the tantrum spirals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 09, 2012, 07:32:21 pm
Tantrum spirals? Imagine somebody grabbing up a pitchblende warhammer and hitting somebody in the toe because they're such a bad shot. The toe rots, the foot rots, then the person has suffered major wounds and is upset so he, too, picks up a pitchblende warhammer (and this dude does have a good aim) and goes to town on everybody in the fortress, who then slowly begin to rot, get miserable and then pick up pitchblende warhammers...

Sadly it's not possible, syndromes can't be transferred through weapons. :(

Alternatively, you could have a really nice zombie mod where people who get bitten become infected and turn into zombies, and then try to survive with just the seven dwarves you start with, because migrants might be infected and not know it. Pitchblende warhammers would be fun there too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mapleguy555 on May 10, 2012, 12:09:38 am
-snip-

Alternatively, you could have a really nice zombie mod where people who get bitten become infected and turn into zombies, and then try to survive with just the seven dwarves you start with, because migrants might be infected and not know it. Pitchblende warhammers would be fun there too.

Dear Armok no. YOU'VE STARTED THE ZOMBIE APOCALYPSE... A SECOND TIME!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 10, 2012, 02:35:44 am
@Talvieno:

Left 4 Dorf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 10, 2012, 02:54:11 am
I thought you were going to make a lovely journal entry to make us question your presence here even more Mr Frog...

Is it odd I imagined a matrix type situation with Dorf!Mr Frog facing down some nameless agents of whoever sent him and one said his name like Agent Smith does to Neo sometimes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on May 10, 2012, 08:50:38 am
Sadly it's not possible, syndromes can't be transferred through weapons. :(
There should be a "partial evaporation" mechanism for minerals...
> Urist McCurie is caught in a cloud of radon!

The whole "effect depends on dosage and duration of exposure" thing would probably be a pain in the backside to model, though. After all, depending on dose speed, the effects (http://en.wikipedia.org/wiki/Acute_radiation_syndrome#Signs_and_symptoms) vary from
Code: [Select]
[CE_DIZZINESS] to
Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:NERVOUS:START:10:PEAK:50:END:2000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:THOUGHT:START:10:PEAK:50:END:2000]
  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 10, 2012, 10:58:43 am
It'd be great if we could somehow rig up micro nukes with pitchblende. Although lingering radiation would be a small problem...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 10, 2012, 02:21:57 pm
It'd be great if we could somehow rig up micro nukes with pitchblende. Although lingering radiation would be a small problem exciting game mechanic...


Ftfy
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 10, 2012, 02:58:29 pm
Not to spoil anything, but Talvieno, with myself as largly the guy save for the Battleyak and railgun, does infact turn the untamed wilds into radioactive hotspots resulting inv arious mutations, ranging from vampirism to super strength and a slight anger control problem.

And Sperarbreakers has had a hand in it all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 10, 2012, 04:21:48 pm
Mwuahahaha. Cough.  So, now you're recreating marvel superhero origin stories in the wastes of DF.  Have you considered what a Giant Badger Hulkpire would be like?  :o Other than absurdly awesome.  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 10, 2012, 04:32:51 pm
If I recall right, the effects only affect humans elves dorfs and goblins, the rest being unaffected since they'll almost invariably be giant or man varients and thus basically mutants already.

I did just have the thought of making depleted uranium slugs from pitchblende for the railguns which gib the target on impact or otherwise instakill them.

Or maybe cause a slow horrible nerve tissue necrosis....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 10, 2012, 06:40:35 pm
Sus - there should be, but there isn't. :( Nor any way to get weapons to evaporate, but that'd be the thing to do, make them evaporate on contact and then shoot evapobolts all over the place.

Mr Frog - lmao. That'd be exactly what it would be like. Except we'd have to massively ramp up the current zombiecount to hundreds at a time... though that shouldn't really be too difficult. Maybe a bit harsh on framerate, though.

Splint - That's Mr Frog's version. lol    He made the original, I kind of... stole the idea... and messed with it to have what I wanted - random radiation effects every world. Makes the hospital a lot more useful. lol    Oh, but in both versions, animals are affected too. So yes, you could have incredible hulkbadgers come and take your fort out by throwing your dwarves across the map (though it'd be unlikely). In Mr Frog's version, though, almost none of the radiation effects are good - they're more or less inherently bad. With mine you have a 50-50 shot of getting something good. And pretty much no chance of getting something that's all good - you might get super speed along with severe cramps. lol

 
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 11, 2012, 12:37:22 am
@Splint:

Sorry for epically failing to produce the promised journal :-\ I've been feeling kinda emo lately, and thus have been far too busy moping around like a sloth on tranquilizers to do actually important stuff like write fanfiction of a roleplay of a computer game.


@Talvieno:

I was going to put in good mutations, but then I got sidetracked making bug-eyed ninja thorn-monkeys from hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on May 11, 2012, 01:08:35 am
It'd be great if we could somehow rig up micro nukes with pitchblende. Although lingering radiation would be a small problem...
Urist McAlchemist cancels Extract isotope: interrupted by supercriticality accident.

(http://files.myopera.com/salmondine/albums/16280/Mushroom%20Cloud%20Avatar.png)

‼XXUrist McAlchemist's left earXX‼
a cloud of radioactive dust
fire
smoke
smooth obsidian crater floor

... Come to think of it, radioactive dust as contaminant would work, wouldn't it?

Now I feel compelled to work out a complete set of syndrome raws for radiation poisoning.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 11, 2012, 01:47:12 am
This is a derail. All craftsnerdship is of the most haphazard quality. It is adorned with hanging rings of zombies and menaces with spikes of pitchblende and radiation sickness. On the item is an image of a mushroom cloud and dwarves in uranium by Sus. The dwarves are vaporizing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 11, 2012, 05:07:34 am
We're insane.

Oh, and I can't update until either Sunday or Monday. Out of town.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 03:12:35 pm
Not a problem. We can keep busy with idle chatter or stories 'til then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 05:00:34 pm
Crap. I somehow forgot all about this. Yesterday I was all like hum dee doo dee dee.... OH FUUUUUUU!!!!

 really guys 86 pages. It's gonna take forever to catch up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 05:05:33 pm
Use Talvieno's post to keep track. He's basically our resident chronologist of what goes on.

In the mean time, I had a thought based upon dorf!Splint and Dorf!Mr Frog's happenings in his room during thier weapon development binge.

It involves explosions, tanks, gianty spawn, and a dwarf being clawed in half in the background while saw-pikes and automatic railguns clash with claw and hide and spaceships incinerate a tank.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 05:11:02 pm
lol. in the meantime my dwarf has been acting as messenger and observer for the overseer right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 07:15:25 pm
Just gave a look through the journals. If I recall right you were appearently teaching Talvi the fine art of not being noticed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 11, 2012, 07:34:33 pm
Maybe we're all figments of Talvi's imagination.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 07:58:49 pm
But how would that explain everything happening at once? unless Joseph's been messing with her mind....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 08:21:35 pm
I actually just got done reading that entry. if it's not already got the marks of excelence around it in the first post, I'd like it to have them. exquisite piece Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 08:26:33 pm
in reverse, mine was the fever dream of someone who'd been up for two days straight during school, angry about falling asleep in classes and such.

And as such it sucked hard balls.

_____________________________________________
- You wander the old tower, having killed the residents, and stare in awe at the endless rows of books. Suddenly, a spine with bands of gold leaf along the top and bottom catches your eye, and you take it down. It clearly hasn't seen the light of day in some time. There is evidence it was used as a coaster for a rather large mug at some point. You look at the cover, bound in Elk leather and decorated with gold leaf and onyx, it is a truely wonderful sight, despite the numerous marks on it from the afore mentioned mug.

You decide to look into it, to see if it has any arcane knowlege within...


Barbaris de Vastarent Montes
The Barbarians of the Wasted Mountains
A breif history of the invaders, by historian Stamar Justicefused

Introduction-
Strange beings are they who call themselves the mountain barbarians. They are black of hide and heart, and favor the blade and flail over any other form of weapon. Our first encounter was when these madmen had razed a fishing village to the ground after they had beached thier warships. Every man and woman was slain in the massacre, but the childeren were spared. At first we thought this compassion, but latter found they were of slaverous intent, selling or otherwise brainwashing the childeren of the village.

We were oblivious to the threat of course. And they spread quickly, killing and enslaving all in thier path until the vampiric war erupted. They had, according to thier own chorniclers whom I was able to speak with so long as I left my weapons with the village warlord's men, had decided to leave the natives of this, to them, new and strange land and turned thier attentions back to the sea during the war, though they have allegedly helped those who's battles strayed near thier taken ground. They said that they had wheeled around to stave off thier "Great Enemy" who we now know to be the Spawn of Holistic from the legends spread by sea-going merchants from coming to and from Everoc to the east. Evidently, they suffered heavily in the battles with those things as they, as one worded it "Swam, floated, or even walked here from the Old Land." They fought long and hard against the Spawn fo Holistic, as did the Coalition of Nations did against the Vampiric Empire.

From what I understand, they suffered many a death due to lost supply trains, the occasional wandering vampire, and to the horrible storms that ravage the eastern coasts of our great continent. They eventually gave up and made moves to take Coalition fortresses, and established strongholds nearby or in the mountains. Of course, being weary from the Vampiric War, we didn't stop them. Nor did we stop the Spawn as they took root in our own mountains.

The Barbarians continued to fight any who crossed thier holdings, and have since become increasingly aggressive, seeking any they can to "reeducate" to fill the growing gaps in thier armies. I have been told that they plan to launch exploratory raids against a small outpost called Spearbreakers. But they don't plan on beiing able to do much against dwarves, whom they hold in high regard for thier ancestors' stands at Headshoots and Syrupleaf. I am also told that them aside, they hold a place even here considered not but a legende, as the most sacred of battlegrounds and holy places, some besotted and abandoned place called Swordthunders, a place where hell itself was said to be conquered. Wether or not that the dwarves of our lands will be able to hold a candle to thier long dead ancestors, remains to be seen.

Now, I will begin my proper lecture on the culture of the Barbarian...

-The book appears to be stuck past here, you set it aside and hope, your lust for knowlege that brought you here having been given a taste of new information on another culture, there are other copies that don't have dried booze holding the pages together somewhere in this mess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 10:01:32 pm
Wow. we're just knee deep in crap right now, and as we wade around in the crap, looking for some less crappy land, we just keep getting deeper in crap. also dwarves are shorter than us so they're even deeper in than us.

JOURNAL WRITING POWERS.... ACTIVATE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Corai on May 11, 2012, 10:03:37 pm
Wow. we're just knee deep in crap right now, and as we wade around in the crap, looking for some less crappy land, we just keep getting deeper in crap. also dwarves are shorter than us so they're even deeper in than us.

JOURNAL WRITING POWERS.... ACTIVATE

Shamless bump and-

Oh god, I love your journal entries.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 10:44:39 pm
Couldn't resist. I just had to write an entree quickly. I had something in mind, but I threw it out the window when my fingers wrote on their own account. I also wanted to start fleshing out Joseph as either a bad guy or a good guy, as Talvi seems to want to leave it up to the rest of us to start assigning him\her (you never know) traits. don't worry though, I didn't actually do anything with Joseph... yet.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 10:47:43 pm
The difference is easy of course! Barbarian blood smells like burnt meat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 11, 2012, 11:13:45 pm
The difference is easy of course! Barbarian blood smells like burnt meat.
yeah, but there's so much of the stuff everywhere that no one notices the difference anymore
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 11, 2012, 11:27:00 pm
Oh right.... It does seem to rain that crap 24/7 doesn't it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 12, 2012, 12:04:19 am
I like that.  It gives the place a nice feel.  Oh, maybe that's what the mugs are for!  Bailing blood out of the well. And the moat. Wait, moat of blood? Note to self, moat of blood... :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 12:23:13 am
Yeah, but blood moats are a bitch outside evil areas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 12, 2012, 07:16:21 am
Is spearbreakers on the very edge of the evil blood-soaked zone? I could've sworn multiple times that overseers have implied blood rained everywhere
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 02:29:01 pm
It's like 2/3 blood pit. I was expecting reanimation effect so I left an area to put corpses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 12, 2012, 02:33:34 pm
heres a idea: Bloody water showers! everyone washes themselves is warm, soapy, bloody water! with occasional bodyparts chucked in!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 02:36:33 pm
At this point, I don't think that'd bother the soldiers and anyone who works outside regularly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 12, 2012, 02:39:11 pm
no, its for everyone. >:(


we need to build a MASSIVE emergency burrow with massive royal dorms.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 02:40:07 pm
Ehhhh.... I think we have enough blood outside on everything. Don't need it inside too....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 12, 2012, 02:46:47 pm
in a small airlocked room? thats "technically" outside?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 02:59:40 pm
16th Galena, year I have no idea. Interm Entry.

Terrahex has brought it to my attention that Talvieno hasn't been eating well since Bombzero accidently fed her some cavy stew. As such, I'd asked her to go through and toss out any cavy meat. Shove it all into a magma furnace, or something. Shes barely leaves her room anymore except to get a drink of booze when she does want it. I've also sent a request to Mitchewawa to request a small number of cavies for Talvieno, in hopes they will lift her spirits.

I must say, Terrahex has been doing wonderfully as a messenger and, for lack of a better term, spy. He had managed to slip into my office and get behind me without my noticing. Nearly gave me heart failure. I asked why he hadn't gone to the Overseer, and he said he was busy with something.

I have hopes that the requests will be heeded, as having a dwarf all bent out of shape is bad for morale.

________________________________________________________

Let's just stick with the blood moat idea....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 12, 2012, 03:02:59 pm
ok. can we use dwarven daycare then?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 03:06:58 pm
Part of this is to let the little bastards live. Daycare would entail needless deaths. We're having enough population trouble as it stands. Don't need to be killing people and starting tantrums to compound the problem.

I know it goes against all DF convention, but we're trying to preserve lives while risking them (By using a larger than average army of well trained pikedwarves with other weapons serving as reserves and specialists.) I do expect deaths from mega projects some nutter starts, but I swear to god I will beat them within an inch of thier miserable lives if they get any soldiers killed over it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 12, 2012, 04:55:18 pm
Will the moat actually fill with blood or would we have to pretend?  I'm pretty sure murky pools get refilled by normal rain.  I've seen the screenshots with blood covered fields, but does it add up over time, or do you just get 'A coating of mountain barbarian blood'?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 12, 2012, 04:57:08 pm
I'm sure if we figured out a pumping system we could make an actual blood moat by killing things in the water.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 12, 2012, 05:55:01 pm
no, blood does not add up into pools last time I checked. which sucks and rocks at the same time. as an adventurer I have no less than half of the liquid from an elephant on me (both red and not) and I'm much the same as if I did not have it at all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Velard on May 12, 2012, 06:47:48 pm
Sign me up as an overseer! I've been away from DF from so long, but I'm ready to raise some !!HFS!!
If there's room, dorf me as Nanghaithya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 12, 2012, 07:02:52 pm
Sign me up as an overseer! I've been away from DF from so long, but I'm ready to raise some !!HFS!!
If there's room, dorf me as Nanghaithya.

Can I just call you Nang? I only ask because that's the only part of the name that I'm going to remember
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 13, 2012, 04:25:47 am
Okay, I'm back. I'll try and play through tonight, mostly because if I wait too long and Diablo 3 comes out I will have to try very hard to stop existing.
Imma role a Witch Doctor, and call him either 'Sam B' or 'Witch Doctor Dre'.

Nanghaithya is a high-master animal dissector who leads one of the militia squads.
Hans is a conscriptee.



Year 205, the rule of Mitch
Chapter 9: Goblins, Zombies and Spawn; How too much of bad can be good

(http://i.imgur.com/ptxpD.jpg)
You know, the zombies are putting up a heck of a fight. Mostly because every zombie disembowelled by the Spawn can be re-animated by necromancers who wait in hiding. The Spawn, despite not being able to find the necromancer, are stuck in a loop of fighting constantly rising corpses of all races. And now a veritable army of goblin ambushes has come to give them something else to kill... and add to the corpse pile.

I think the necromancers are going to win.


15th Galena:

(http://i.imgur.com/vuEX5.jpg)
It seems my recent conscription has been unpopular, one particular dissenter masquerading to have an 'injury' just so he doesn't have to work. (Hey, these calender works I nicked were pretty neat).

(http://i.imgur.com/hCMaP.jpg)
The crowded hallways are beginning to slow down production. I know our previous rulers weren't expecting to survive for as long as we have, and grow as much as we are, but this is still a problem punishable with incessant nagging and fixing. The fact that this is a major hallway, with only 2 staircases and 2-wide corridors, leaves me to believe that our previous overseers were all to busy making their own personal rooms filled to the brim with pitchblende hammers with which to give themselves blunt-trauma lobotomies.

*Note to self, need to write that speech down for future use and reference*

I've begun work on expanding all corridors and staircases.


18th Galena:

You know, the battle outside there is quite a display. Looking from the watch tower, there are body bits flying all over the place; literally. Some parts are flying up multiple stories high, and this is a particular joy that I simply can't sketch a picture of.

(http://i.imgur.com/WojQo.jpg)
Uhh... what? From where? Oh, underneath our wells where nothing without wings can get in. Good job.

The zombies haven't killed many Spawn, and from this point on they probably won't be able to.

I've ordered the armoury expanded. Guys are walking miles just to pick up equipment.


16th Limestone:

A while has passed with little happening. The necromancer is still out there, there's a zombie hand stuck in a tree. I've built a few roads to spruce the place up. Dug a large area for extended storage, on the top level.

Begun work on a well from the hospital, this should reduce travel times.

The Spawn truly have been making a mess
(http://i.imgur.com/y5nF2.jpg)


20th Limestone:

Rodge, our miner has entered a secretive mood. He's adequate in armour and weaponsmithing, but an adept mason. Shame, I'd prefer an artifact adamantine axe or breastplate, not some gabbro ass-plug or whatever.


11th Sandstone:

The training of the recruits is going extremely slowly, but I get the feeling it will pick up. It has to, in order to enact The Great Plan within my time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 04:26:45 am
Eveything is updated. Since we have alot of time to kill, anyone else going to make entries? Maybe give takes on events long past or take a whack at fleshing out whatever the fuck Joseph is or anything?

Oh, and Hans is dorf'd too right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 13, 2012, 07:52:45 am
Time to start making things up!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 08:40:20 am
This has been an utterly fantastic read, boys and girls. I've spent the past few hours reading through everything, getting completely up to date.

Holy shit this place is made out of a very special kind of crazy. Not the world-burning hatred of Boatmurdered, the "holy fuck everything's going to crap again" of Headshoots or even the bizarre storyish crazy of Syrupleaf.

It's a rather different brand of crazy.

You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.



Lastly? I would love to be a part of this. Admittedly, I am frankly terrible at Dwarf Fortress and would possibly kill us all within half a year, but I can write. I'm not entirely sure that this fort will last to year nineteen, though?

Whether or not it is seen fit to roster me in, I would love to be Dorfed. I don't particularly care about my gender. Or what profession I am, really. Just change my profession nickname to Philosopher, pretty please? (Yes, I know there's no philosopher anymore.) Pretty pretty please? I promise not to surround myself with kittens?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 13, 2012, 09:05:06 am
ooh yes, another (pretty much) dedicated writer for when I forget about this thread again.... meh heh heh heh heh heh.... anyway I'm about half done with my journal. still haven't done anything with Joseph yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 13, 2012, 10:12:34 am
I don't like double posting, but I always am worried people will miss something like this if  I don't.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Velard on May 13, 2012, 01:10:06 pm
Sign me up as an overseer! I've been away from DF from so long, but I'm ready to raise some !!HFS!!
If there's room, dorf me as Nanghaithya.

Can I just call you Nang? I only ask because that's the only part of the name that I'm going to remember

Sure. Nanghaithya is actually a daeva, or spirit of darkness in Zoroastrianism which embodies discontentment. In other words, build bigger, dig deeper, and spill more Spawn blood!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Aseaheru on May 13, 2012, 01:11:54 pm
Am i listed as dead YET?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 02:56:45 pm
Aseaheru, as per military protocol, until we can actually find whats left of you, you are presumed dead but also assumed to have died fighting.

@ Niccolo - Welcome to Spearbreakers. And mother of god alot of that post was quote worthy. Especially

Quote
It's a rather different brand of crazy.

You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.

The fact you said we've crafted our own unique brand of hellishness (and bear in mind this is only the 6th turn!) Actually warms my heart..... Honestly if I had any skill with insturments of any sort I'd have tried to make a victory song for Fischer's victory and damn near solo action that she by some miracle survived.
And a sort of national anthem for this miserable dirthole.

Putting you on the dwarfing list.

Profession: Philosipher, and the title of Official (in-game) Chronicler of Spearbreakers. Let us be remembered if not in life, then long after our deaths.

@ Mitch - Awww, come on man. My forts usually run fine on the two wides, but there are an awful lot of stray animals milling about in there. Keep the dogs though. They make good meatshields. In fact, rig up attack dog land mines. And my personal rooms are all made of dirt and my crap largly made of wood I'll admit I wanted my dwarf to have a nice room as founder more than anything, but my furniture, unless someone changed it, is of subpar quality at best and made largly of wood. And dirt. Look at the room Talvi made for herself when she became overseer!

Stupid backwoods mechanic hick.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Terrahex on May 13, 2012, 03:14:31 pm
Splint's rant actually reminded me: am I actually dorfed or am I just playing as a (more) fictional character?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 03:24:30 pm
You're in there somewhere I think.

Also: Mug supplies dangerously low; MOAR MUGS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 05:42:38 pm
Is it bad that I wanted to do a gleeful little caper?

And, yes, it is your own little brand of lunacy. I wasn't fluffing your feathers when I said that. It's... difficult to explain exactly what I mean. I wonder if there is such a term as "constructive lunacy", or if that's not too much of an oxymoron.

One question, though; candy made a wonderful, nearly-show-stopping appearance years ago. Shouldn't the fortress be up to it's asses in nobles by now? If we're actively trying to prevent senseless murders - and none of the journals have mentioned a spate of unfortunate accidents - then there should be more purple bastards running around. Which means that our nation is strangely lacking in any form of nobility.

I wonder how long ago the king carked it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: stormtemplar on May 13, 2012, 05:49:55 pm
Since I'll be overseer soon I'm in need of a dwarf. Dwarf me as stormtemplar as the most skilled remaining militia dwarf. As for the title, surprise me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 05:50:18 pm
Simple: We haven't been asked yet, probably due to our rampant population problem and high migrant attrition rates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 06:44:11 pm
Simple: We haven't been asked yet, probably due to our rampant population problem and high migrant attrition rates.

Right, I was operating off of old logic - adamantine = king comes to diereign. I somehow completely missed that that little gem had been removed.

Hmm. I should see if I can't pull off some drawings. Time to go poke my brain into movement.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 06:52:45 pm
Please do! Journals and art are encouraged from all. Afterall, what makes a good epic on DF is the people who take part!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 06:58:08 pm
>D You asked for it!

I'll hold off on the journals until I know a little more about my Dwarf. Arts it is, then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Sus on May 13, 2012, 08:24:19 pm
The Spawn truly have been making a mess
(http://i.imgur.com/y5nF2.jpg)
Behold, the true face of Spearbreakers.

Also its true right upper arm, guts, lower right back tooth, left foot, left ear, pancreas, and some other assorted bits, I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 13, 2012, 08:24:58 pm
>D You asked for it!

I'll hold off on the journals until I know a little more about my Dwarf. Arts it is, then.

You could just open up Sus's save and find out your dwarf's profession. Unless it was me who dwarfed you (I forget).

When I get home I'll check Niccolo, dwarf Stormtemplar as our next best militia (I think adequate) and work on exploding our wealth to get more migrants. As it is, we don't have many stonecrafters left to make mugs (hence the shortage), so I'll probably start training those. Gold products are a no-no, because our forges, smelters and metalsmiths are completely busy.

Aside from stone crafts, anyone got ideas on how to increase wealth with a small workforce?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 08:42:01 pm
Export our subpar gear as it gets replaced. if we have them, cut gems or stones and set them in stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 08:57:55 pm
When I get home I'll check Niccolo,

My dear Mitchewawa, I am a relative newcomer to this madhouse. If you check the front page, my name has just been placed there as next in line for dorfdom. I'm easy to miss, though - I magically appeared about four hours after you posted Chapter 9. I suspect I might end up in a role akin to Terrahex's... although hopefully with less Spawn-worshipping.

-Awaiting dwarves

Niccolo - Philosopher/Fortress Historian (Not picky about actual job or gender)


And yes, get rid of that gear! The humans should know that they exist solely as mobile garbage dumps. In your face humans!
Wait, hang on... Aww.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 13, 2012, 11:00:51 pm
Sweet, only six more turns until Reudh gets the fort!

Mhahaah!


Anyway, how's meh dwarf going?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: ThatAussieGuy on May 13, 2012, 11:09:41 pm
So what exactly IS Mitch's insane plan to invade the HFS?  Can't seem to find any mention of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 13, 2012, 11:17:18 pm
His great whatever the fuck he's planning.

All I know, is it involves using only fighting animals and the Spearbreakers Army, as that is all he told me.

And Reudh, as far as I know you're alive and well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 13, 2012, 11:49:20 pm
Don't worry, Reudh. That won't be for much longer. I get the feeling Mitch is going to kill us all.


Also, as a preview on what I'm workin' on at the moment:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Paintbrushturkey on May 14, 2012, 12:34:13 am
is there room for 1 more overseer somewhere down the line?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 12:44:41 am
Absolutly if we survive that long. Welcome aboard!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 14, 2012, 01:23:12 am
No fort is irreparable. I mean, Hellcannon survived with ZERO dwarves, did it not?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 01:37:17 am
I haven't read it, but that much I did know of. how the hell that even worked...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 14, 2012, 01:43:22 am
Some kind of weird bug, either that or The Master/Mego (i'm beginning to think they're the same entity) shopped the image.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 01:51:56 am
I wish those clusterfucks were in lp archrive format. it makes it much easier to read through.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 14, 2012, 02:42:13 am
There is ongoing work to make them into PDFs, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 02:47:11 am
Tell me when they come to be, and I'll read them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 14, 2012, 04:24:06 am
Wow, you've updated the first post already. You really don't let grass grow under your feet, do you?

I see that you've decided to avoid me potentially flooding the entire fortress, too. xD I guess a Chronicler's proper role is to chronicle the disasters, not cause them.

Speaking of which... my first engraving is currently being scanned and uploaded. Given my rampant abuse of my bandwidth limit, this may take some time, but it will appear soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 04:34:28 am
It only grows while I'm asleep or at school. And I graduate this week so that's going out the window until fall when I start college unless I decide to take up the manager's offer at wiegles for a job.

And I'll tac you on if we make it that far (plus you'll have time to hone your skills.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 14, 2012, 04:55:39 am
Oooh! I graduate in a month or two! Although... I'm graduating from university, not school. O.o Holy shit. I thought you were my age. xD Well there you go.

And I'll tac you on if we make it that far (plus you'll have time to hone your skills.)

Fair point there... I wonder if we will? I might have been exaggerating a little on the damage I'll do - my fortresses tend to die due to boredom 'cause nothing is happening, not because I burn it down around my dwarves' ears.

I... just don't have a lot of experience with "Holy shit there's unkillable demonic creatures pouring in through Urist's open window!"


On that bombshell, I present my first engraving!
Spoiler: Surprise! (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 05:16:41 am
People tend to confuse me as older than I am. Usually by about 2-4 years or so.

And I could not hold a straght face after looking at that picture. Excellent work! And they're killable. If you stab or chop them up enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 14, 2012, 06:24:57 am
Do they still have the vomiting weakpoint?

If so, stomachs are the best place to injure them, because they'll lose about half their ferocity spending it on vomiting up their last meals.

Otherwise, decapitation or removal of limbs is the best treatment.


I love that engraving, by the way!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 06:32:24 am
Severing limbs just pisses them off. Stabbing the upper body or otherwise liberating it from the bottom or the head from its shoulders work best.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 14, 2012, 07:04:39 am
Yeah, I know they're killable. They just take a lot of it.

The best way to kill them is through judicious application of acupuncture techniques, if past experience is any guide. Or, y'know, get them injured and in the hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on May 14, 2012, 07:12:13 am
Imagine combining the Spawn with Gizogin's CORRUPTS.

Spawn with cooled magma SKIN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Niccolo on May 14, 2012, 08:32:13 am
Right, time to mix things up a little! Splint, I thank your lovely phrasing for this quick little gem:

Spoiler: A Big Thumb (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Shotgun5559 on May 14, 2012, 09:12:40 am
Right, time to mix things up a little! Splint, I thank your lovely phrasing for this quick little gem:

Spoiler: A Big Thumb (click to show/hide)

So thats why it rains blood over part of Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hugo_The_Dwarf on May 14, 2012, 09:55:59 am
Right, time to mix things up a little! Splint, I thank your lovely phrasing for this quick little gem:

Spoiler: A Big Thumb (click to show/hide)
If I was eating or drinking anything when I saw and read everything on it, I'd probally be dead from choking on it lol. That's just great. "Love the warning label"

Also hey, lurker on here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: ThatAussieGuy on May 14, 2012, 10:40:59 am
You know, you could actually build this.  Upright Weapon Traps loaded with Serrated Metal Discs under a pressure plate-rigged bridge.  Dwarf/goblin/hapless meat walks over the plate and onto the bridge, it retracts, unfortunate victim falls onto upright weapon traps and gibbs themselves.  Then use pressurized water to make it all flow into the 'glass'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Draignean on May 14, 2012, 10:54:48 am
You can't fit serrateds into an upright weapon trap. Just normal weapon traps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: ThatAussieGuy on May 14, 2012, 11:16:20 am
You can't fit serrateds into an upright weapon trap. Just normal weapon traps.

Oh, really?  My mistake.  A sufficient drop onto upright swords would probably have the same effect though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Hanslanda on May 14, 2012, 12:05:41 pm
And then the blood moat will finally come to fruition.  8)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Talvieno on May 14, 2012, 12:41:58 pm
I've been away for the past few days, sorry about that - connection issues. I got the second post updated, along with all journal entries and pictures. Glad to see so many new faces! :D And glad to see that Mitch is getting quite the run for his money... lol   "This is a boring year, any idea what I should do now that I've accomplished everything I've set out to?"  Now I wonder if he'll manage to breach HFS at all during his turn. Epic ambushes, though.

I'd also like to suggest we keep it at 34.07 now that 34.08 is out... Trying to put in minecart tracks at this point would be a brutal task. Just my opinion, though - if I'm voted down I'd be quite happy to see the mayhem that resulted from what was most certainly Mr Frog's and Splint's latest invention.

Look at the room Talvi made for herself when she became overseer!

Stupid backwoods mechanic hick.
:P It'll be funny if Talvi becomes the overseer everybody hates... lol

Terrahex - awesome entries. :) Missed seeing you around - really loved your character. Added a bit of mystery to the fort, in a way, and a lot of fun to allude to. lol   And thanks for the nomination. :)

You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
I'm nominating this for the quotes section, if anyone will second it.

And Niccolo - those pics menace with giant spikes of !!«WIN»!!. :D   Added them to the front page.


ThatAussieGuy - it's spikes or spears. You can't put swords in upright spike traps. You could put them in weapon traps and falling on them would have much the same effect - though it would be possible to get something stuck in the gears. It would work as long as you could get mechanics in there to regularly clean out the clogs.

Spoiler: Off topic (click to show/hide)
By the way, did you know that blood and contaminants CANNOT travel down 3(+)z waterfalls? Seriously. And the wiki doesn't mention it. Figured it out while testing the bloodyaks.

Imagine combining the Spawn with Gizogin's CORRUPTS.

Spawn with cooled magma SKIN.
Never heard of his corrupts - do they basically have the same skin as magmamen - i.e. cooled obsidian?


I like the idea of a blood moat, though. It'd be really easy, too, given how much blood we have everywhere. Maybe a whole mini-castle aboveground with ramparts coated in a thick layer of blood. Some monument-building overseer could do that, I suppose...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on May 14, 2012, 03:11:39 pm
Niccolo, I am honored to have my Juicer theory brought to engraving!

And I nominate the quote for the quotes section.

And I vote we keep it at 34.07, just to limit our mounting headaches. But I may yank the save when mitch is done and put it on 34.08 to see if it'd be feasible, in which case we can move if you guys want to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mitchewawa on May 14, 2012, 05:10:59 pm
Do they still have the vomiting weakpoint?

If so, stomachs are the best place to injure them, because they'll lose about half their ferocity spending it on vomiting up their last meals.

Otherwise, decapitation or removal of limbs is the best treatment.

They're immune to nausea, decap does not kill and limb removal is impossible with pikes.

You need to stab them in the obsidian heart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 14, 2012, 05:12:14 pm
We have two master acupunturists already. Just need more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: codyorr on May 14, 2012, 06:06:11 pm
Well, I've been following this from the beginning and kept trying to get a save to work. Finally figured it out now in my doped out on sleeping pills haze. I arrived on Friday the 13th? Hell yeah. Now that I have access, I'll probably do a journal entry now and then. I'm a little behind on the reading right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 14, 2012, 06:18:20 pm
I'm glad to see that everyone's been enjoying my engravings! I have a few more planned out in my head... This place is comedy gold. Also really good for my ego.

And I always imagined the Spawn as subsisting on Dwarven flesh... Kinda like what would happen if Hannibal Lecter and the Cloverfield monster got together and had illegitimate babies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 14, 2012, 08:49:46 pm
That is simultaneously horrifying and intriguing.

How the hell do I spell intrigue in the present verb tense?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 14, 2012, 08:54:43 pm
That is simultaneously horrifying and intriging.

How the hell do I spell intrigue in the present verb tense?

"Intriguing"?

Yeah, intriguing works.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 14, 2012, 10:06:42 pm
Thank you, that was frustrating me.
And not to do undue damage to your ego, but very nice art, can't wait to see what else you make. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 15, 2012, 12:31:57 am
Anytime, Hans. I've spent far too much time reading books to let my stupidly stupendous vocabulary go to waste.

Why yes, my ego is fine.

And since you asked so nicely... I'm currently working on some more art. I have a rough sketch, but I figure I may as well go the whole hog and paint it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Mr Frog on May 15, 2012, 01:03:00 am
You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
I'm nominating this for the quotes section, if anyone will second it.

Seconding it. Seriously need to get caught up with this :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on May 15, 2012, 06:07:34 am
Niccolo's engravings menace with spikes of cool and funny. :D

And this
You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
pretty concisely sums up Spearbreakers. "Whew, back from the brink..." --> ‼Fun‼ ensues.

Another vote for keeping in 34.07, trying to work minecarts and what-have-you into the existing fort would be too much of a hassle.
OTOH, proper density for pitchblende would make for some kick-ass rock hammers. Oh well, maybe in the eventual sequel...


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 06:18:39 am
Any and all technological jumps will be blamed on Dorf!Mr Frog's meddeling/exile.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 15, 2012, 08:00:47 am
Niccolo's engravings menace with spikes of cool and funny. :D

Why, thank you! This next one's not so much funny as... disturbing, though.


Yeah, these bastards were in my nightmares a few nights ago. So now y'all can have a serving of my interpretation of the Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 02:54:30 pm
That looks alot like The Rake.

Also I imagined them as more dwarf sized.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 15, 2012, 02:58:32 pm
Well, as you all went and posted 4-5 pages in a day, im off! try not to die children!
nix this. im bored
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 15, 2012, 04:36:02 pm

Spawny is Beautiful... only one... O_O;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 15, 2012, 05:44:07 pm
That looks alot like The Rake.

Also I imagined them as more dwarf sized.

I've never heard of The Rake.

And I was thinking of making them more Dwarf-sized, but that just made them less scary. It seems somehow right to me that the changing process stretches and contorts them.

The worst part about painting that thing, though, was using actual corpses as colour reference. <.< That was not my most fun research.

EDIT: Holy crap, you're right. It looks incredibly similar to The Rake (Thank you Creepypasta!) Buuuut there are some differences, thankfully - for one, the Rake doesn't appear to have arms about three times as long as they should be.

Huh.

I guess when you go to draw something scary yet humanoid, everyone'll eventually get to the same conclusions.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 06:02:59 pm
I imagined a dwarf sized thing with leathery skin, a pale excuse of a beard, and it bieng one messy jaw, starting from the split jaw of the skull down to the belly button with 3-5 talons on each hand and having featurless leathery stumps for feet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 15, 2012, 06:28:11 pm
actually, the talons should be large and unwieldy yet incredibly sharp. one of the key things about the spawn in syrupleaf was their dreaded claws
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 06:41:49 pm
These spawn have aready established themselves as different from the legends of the place the dwarves call Everoc. Mayby more rough boney crab-ish claws?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 15, 2012, 07:34:13 pm
Crab-ish as in pincers, or just big and jagged claws? I'm thinking that with a tongue and mouths like that, the claws have become a bit secondary.  Do the spawn kill more with their claws or by biting?

I like that with biting, you can bite with each set of teeth onto a different part of the enemies body, meaning everything big has hideous, eldritch abomination mouths with independantly mobile mandibles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 07:40:42 pm
Sort of like pincers, but with leathery burnt looking hide instead of shell.

And I think they kill more with c;awing, severing limbs and whatnot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 15, 2012, 07:41:08 pm
i want to insert minecrafts
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 15, 2012, 07:44:16 pm
Key to my drawing was I wanted a hideously flexible neck and a jaw that unhinges, kinda like an eel's. I also kinda imagined them as subsisting on dwarven flesh; they start off dwarven size, but as they devour more and more they get bigger and bigger; their skin stretches more and they get progressively more corpse-like. Unfortunately, this necessitated two mouths; one full of creepy shark-teeth and the other more humanoid in nature... With a jaw that unhinges for maximum "holy cap that's wrong!"

Also, it does have a beard. Sorta. Those raggedy brown things are meant to be the tattered remains of its beard and hair. I s'pose I could have a go at redrawing that thing if you want.

Also, Aseaharu, what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 15, 2012, 07:45:12 pm
i want to update the game, with exceadingly bloodyfying creations carying stone, corpses and pikes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 15, 2012, 07:48:49 pm
I really don't know why the new drop rates have to suck so much.... GOing to make a sequel a little more challenging than I'd like.
Also I imagined more pincer like. on the Spawn, but Niccolo's depiction is pretty nasty in itself...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 15, 2012, 09:27:51 pm
you're all just jealous cause she's pretty!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 15, 2012, 10:29:47 pm
Very pretty, for a monster.  Now that Niccolo mentions it, that one does have remnants of a beard, and the claws are pretty vicious looking. It would be very unpleasant to fight, no matter what kind of claws it had.

And the drop rates have to suck so much so you get Skinner's Box'd into playing more. I believe Cracked had an article about it a couple of months ago, I'll check and see if I can find it.

http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html

Shortest foray into Cracked I've ever had, that place is nearly as bad as TV Tropes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 16, 2012, 01:03:27 am
Very pretty, for a monster.  Now that Niccolo mentions it, that one does have remnants of a beard, and the claws are pretty vicious looking. It would be very unpleasant to fight, no matter what kind of claws it had.

And the drop rates have to suck so much so you get Skinner's Box'd into playing more. I believe Cracked had an article about it a couple of months ago, I'll check and see if I can find it.

http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html

Shortest foray into Cracked I've ever had, that place is nearly as bad as TV Tropes.

The only issue I have with pincer-hands is... Well, I guess I imagine them walking on all fours.


I think Toady set the flat drop rate 'cause he's reworking how the mining system works. He mentioned a few times that he hates the meta game; I'm sure skill-based rates will come back once we have a easier method of assigning mining by skill, a la workshops being restricted by skill level.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 16, 2012, 06:02:20 am
any idea as to when we'll get an update? also had a look at the last savegame and there is stuff (that is body parts) EVERYWHERE... rofl no wonder the necros are having the time of their life....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 16, 2012, 06:19:53 am
Mitch is doing things peicemeal. Pluus life is funny like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 16, 2012, 09:44:48 pm
I'll update when I get home. I'm close to winter so far.

Too much Diablo 3.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 16, 2012, 10:04:02 pm
A pain many are feeling, though sadly school will prevent me from feeling it for a few weeks. Diablo ):
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 16, 2012, 10:37:57 pm
actually i'm not that keen on it anymore, am i strange or what?
i think they have announced the release way to long ago and i've lost interest by now.. talk about short attention spans :-P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 16, 2012, 10:42:13 pm
So Mitch, do you wanna leave a not for the next guy as to your plans or do you want another turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 17, 2012, 12:29:58 am
Nah, it wouldn't be fair to take two turns. My turn has probably taken the longest as it is, so I'll pass the end of the year off to Doctormonch (though I suspect he is MIA). And nope, no note or guide to tackle the HFS without traps if I don't get around to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 12:43:39 am
I meant later down the line. And as a precaution, I'm going to shift everyone around a bit, so Stormtemplar can get right into things. And if I'm right on my hunch, I don't think we'll need traps. Hear that Stormtemplar? I have no idea why mitch is confident but he must have a good reason, so exploit it!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 17, 2012, 02:01:02 am
BEFORE ANYONE ASKS: I swear on my Internet connection that I did absolutely nothing to the HFS.

...This isn't going to be something lame like a horde of 30 steam demons that whisp away anticlimactically at the lightest tap, is it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 02:14:56 am
He wouldn't tell me. But he said we'd be able to take it using fighting animals and soldiers alone. Knowing our luck though, he lied and the damn things breath neurotoxin or something.

On an unrelated note, I have a fancy fourhorned mudman that exudes toxic vapor in my new haphazard cavern fort. Should I send my sword squad to kill it?

Also, turns shifted around due to Doctormonch not being very active. Anyone want a second turn in case we get that far?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 02:21:12 am
breaching the hfs with military alone is quite possible (if they are in full legendary candy that is)...... and has in fact been done.... although anyhting that explodes on death kinda sucks..... but shields do help there as well....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 17, 2012, 02:31:09 am
Hmm. May I be placed on the turn list?

Also, maybe don't send in the swordsdorfs, unless they're all nobles, fishermen or vampires.

Or you're feeling particularly sadistic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 02:37:51 am
The funny thing is, they all used to be fishery workers. Now they've all killed at least one troll, a few troglodytes, and one even kicked a giant slug FB to death after his sword got stuck in a wing. The squad is led by an elite wrestler, a frothing rage-filled ambulatory beard of a dorf named Sazir the firnace operator. He only has one hand. ANd he beats things to death with a shield.

And absolutly Niccolo. I'll put you on. You may get bumped up if anyone is supected of being MIA.

Paintbrush, I hope you're ready. You got moved up to right after Stormtemplar.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 17, 2012, 03:21:10 am
o.O Wow. Cool.

xD How did I know your military would be ex fishery workers? Well, given their troll-killing aptitude I think they can be considered "Not as expendable as fishermen/millers/glazers"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 17, 2012, 03:33:07 am
If anyone cares, I've now got a couple of entries in what I have decided to call the Joseph Saga written down. I'm not going to actually post anything until I've gotten more done; it's still early, so there's a pretty good chance that I'll flake, and it'd suck to end up with a side story that cuts off a quarter of the way through due to the author basically saying "fuck it".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 03:36:02 am
Actually much of the fort's trade goods are decorated with turtle shell they caught before I hastily drafted them to kill a trog infestation that was threatening my silk industry. Honestly I only drafted them because they happened to be the closest ones to the weapons stockpile, as was Sazir. I've grown attached to that little one handed psycho.
Also, a bison thing with a shell and a web spitter has appeared. If I could figure out how to stun it, I'd make a silk farm with it. I've given consideration to kill the fancy mudman with marksdorfs, but that probably wouldn't work out so well.

To game talk, I imagine one of Dorf!Mr Frog's descendants looking out ona battlefield. it is pockmarked with craters, a gigantic spawn laying lifeless, it's body rittle with holes and head exploded by a tank shell. Many saw-pikes and railguns litter the battleground with thier fallen owners and many dead spawn. A pair of mighty war machines lay in smoking heaps.... And he wonders just what the hell his forebeaerer's superiors were thinking when they caused this mess.

And then he thanks his ancestor for all of the technology he brought to bear with his being in thier iteration of existence, his reseach and efforts making battles like this far less horrible for dwarfkind than they once were.....

And @ Mr Frog proper, keep going! You haven't graced us with anything in some time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 05:17:37 am
Lurker! Protect the thread from skulking filth!

Hello, madman here!

First things first this is batshit insanity. Secondly, pls dwarf  me as the next macedorf to arrive. Thirdly, can i have a year if the fort survives that long please?
Things i'd like to do with the fort.
1. get a proper goddamn marksdwarf militia going. that oughta deal with the zombs. Use Ashsaber a random chained up spawn as a practice target.
2. Build a "take the f***ing spawn with us" magma superweapon that is basically the entire magma sea in one tile held in by a floodgate linked to a remote lever. I do this 'un a lot. While technically weaponized magma, the lever for it  is going to be pulled by the last dwarf alive, shortly before he gets devoured. Thus it does not count as it is just a way of going out in a blaze of !!FUN!! and !!GLORY!!
3. Wait. HOLY SHIT I JUST MADE IT CYCLICAL.(You see ,headshoots was founded in a world that had been burnt by a fiery Armageddon.)
4. So now you have the order. Headshoots, Syrupleaf, Spearbreakers, and Headshoots again
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 05:25:23 am
Magma isn't to be weaponized in any fashion. We found in testing the Spawn don't burn so good.... But welcome to the thread, Bay 12, and of course you may have a turn!

Marksdorfs are already being trained, but they're used solely as support troops under most circumstances. The only enemies they'd do much good against are goblins and some zombies. Although using Ashsaber as a pinchusion is a good idea... maybe we can figure out a a means to use him as such.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 17, 2012, 05:28:49 am
Magma isn't to be weaponized in any fashion. We found in testing the Spawn don't burn so good....


Have you considered Obsidianizing your problematic creatures?  From what I've seen in a few surface screenshots, they seem to huddle together.  Coat them with magma and then flood them from a higher z-level so it flows over the magma and cast obsidian.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 05:33:13 am
We don't have a limitless watersource save for the caverns, and that's proven.... hazardous. We still have the human torch down there afterall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 05:41:02 am
Use the hole above Ashy's room to shoot down. make it bigger, possibly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 05:48:06 am
oh cool i got moved up :-) thx splint, as to using spawn as target why not carve some fortifications in the back of them and then station a squad of marksdwarves there :-), whilst legendary mksdwarves may not kill the spawn i imagine they will be quite irritating nevertheless :-)

ns if casting the spawn in obsitian counts as weaponization of magma ;-)

on a side note, why are you using pitchblende for rockhammers and not somethign more dense? ie native platinum or gold ?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 06:01:47 am
Too valuable. pitchblende is (or should be anyway) dense, heavy, and best of all, worthless.
And if it's being used explicity to kill anything then yes, it is weaponization.
As far as the fortification deal, I have no idea if anything's been built there. Plus Ashsaber will scare away engravers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 17, 2012, 06:31:20 am
We don't have a limitless watersource save for the caverns, and that's proven.... hazardous. We still have the human torch down there afterall.

A cavern watersource can be turned into a reservoir if the fort needs water.  Channel out a tank (single or multi-z-level) underneath the lake and use a miner to dig a ramp upwards and run.  If you pre-dig the floodgate-protected start of several floored-over tunnels, you can get water flowing anywhere in the fortress somewhat safely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 06:33:42 am
Weaponization is still weaponization. I'm fine with obsidian casting to make crap, but even divirting hostile into it is weaponizing. No go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 17, 2012, 06:57:56 am
Weaponization is still weaponization. I'm fine with obsidian casting to make crap, but even divirting hostile into it is weaponizing. No go.

Ooops, didn't spot there was a magma weaponization ban for the fort.  My bad!  :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 17, 2012, 07:37:11 am
I meant later down the line. And as a precaution, I'm going to shift everyone around a bit, so Stormtemplar can get right into things. And if I'm right on my hunch, I don't think we'll need traps. Hear that Stormtemplar? I have no idea why mitch is confident but he must have a good reason, so exploit it!

Crap. Until the 6th of june I'm only gonna be able to play this around weekend and the one after next. I could take the turn right after Mitch is done, and it would probably be about the same length as his or you could bump me down one. Obviously I'd prefer the first, but if you guys would rather not have a long turn, let me know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 17, 2012, 07:40:17 am
WTF double post. ):
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 08:20:26 am
well they will only run after the fortification(s) is(are) carved so all good :-)

i think pitchblende has a density of 7600 whilst native platinum has 21600 or thereabouts, silver on the other hand has 10490. so native platinum hammers would be badass :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 08:27:07 am
So, lemme see. . .
Spawn eating everyone all year round, normal, check.
Zombie necromancer hordes, normal, check.
Pitchblende radioactive hammers, normal, check.
6 million mugs,normal, check.
One cavy?!? WTF?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 08:31:04 am
i think that pretty much sums it up, don't forget the 3 visitors in the caverns :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 17, 2012, 09:24:38 am
Huh. Are any of the other lurkers (eg; Dariush? Where the bloody hell did he go?) actually here? I'm getting the distinct feeling that there are maybe three people who regularly post in this thread; Splint, me and Turkey. And Overlord, though that is a relatively recent occurrence. (Rather exciteable, isn't he?)

I've seen Talvi, like, three times. Mr Frog about the same.
...
Is everyone just absurdedly busy?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 17, 2012, 09:26:17 am
I sure am, but I'm never a heavy poster. The others might show a bit more activity when something interesting happens, but it is near the end of the school year so I think a lot of people have exams and stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 09:43:04 am
damn, forgot the FBs :-< In apologies, heres a limerick

There was a dwarf name john cloot
He went to stonehall
He found a spawn in his soup
And was reduced to a smear on the wall

(If you want to know how that works(finding a spawn in your soup), see here. http://adventurers.keenspot.com/d/0392.html)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 17, 2012, 10:02:03 am
Wut.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 17, 2012, 10:44:54 am
I'm afraid to click.  The internet has taught me fear of nondescript links in forums.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 10:57:57 am
Perfectly harmless, just a funny pic involving chests and monsters way too big to fit into them in the chest
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on May 17, 2012, 10:59:33 am
I've been out for a couple more days. Niccolo - epic picture.  :o  That's kind of how I imagined them. Very nice... As to you being an overseer, welcome aboard, we're glad to have you.

Welcome, Paintbrushturkey, OverlordTNT. :) May you both go insane like the rest of us. lol


Also... Don't limericks have four lines? Like...

There once was a young dwarf named Talvi
Who went mad from something past freaky.
Hasn't been the same since
Her own mind's self-defense:
She turned herself into a cavy.

Quote
I've seen Talvi, like, three times.
Oh, and I'm Talvieno. Dwarf Talvi is Talvi.
And yeah, things got a bit busy. lol   Mainly because I got sick, and then internet issues, and then distracted with Mass Effect (legendary +5 excusecrafter)... But I'm still around. :) I'm an intermittent poster on the forums, and was never that heavy of a poster anyway. I've also really gotten into modding DF... Thinking of making something absurdly evil. Taking a bit longer than I'd like now that I'm sharing my laptop 2/3 of the time.
Oh, and if you've noticed, when I post I usually post huge posts instead of smaller ones. lol
And I've been being a hermit. :-\


Mr Frog - as to Joseph, I'd love to read what you came up with. lol   Talvi isn't quite bright enough to figure out what's going on with that, but I have the feeling that the Joseph story carries with it some very, very dark undertones... And the only one who knows about him (thus far) is too trusting.

I need to make another journal entry - I'll probably do that soon. :)

A bit disappointed about breaching HFS. And again, I'm surprised Splint is for it, especially given the fact that he doesn't want the fort to go down... :P Perhaps HFS would be best saved for the utter annihilation of the fortress when we've decided it has reached the appropriate end of its life?

Mitch! Moar updates! Moar mugs! Moar cavies!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 17, 2012, 12:16:16 pm
@Niccolo:

No, no, I check this thread pretty much every day. I just don't usually have much of anything substantial to post beyond the occasional semi-witty comment.


@Talvieno:

Thing I should run by you: the events in my journal leave Talvi a little... brain-fried. She steals dorf!Mr Frog's PEA -- hence the lack of journals -- leading to Mr Frog becoming privy to who's really pulling her strings while in the course of interrogating her on just how in the hell his PEA made the trek from a locked box under his bed to behind Talvi's wardrobe. A royally-PO'd Frog then administers her far more amnesiacs than could possibly be necessary. So she'll probably be pretty muddled for a bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 01:20:28 pm
Weaponization is still weaponization. I'm fine with obsidian casting to make crap, but even divirting hostile into it is weaponizing. No go.

Ooops, didn't spot there was a magma weaponization ban for the fort.  My bad!  :-[

's'all good Aussie. I decied to compress the challenges and such for convienience. Although it seems no-body read the part about the army but the overseers prior to mitch.

@ Mr Frog - Grimdark.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 01:28:13 pm
lol, nothing wrong with pikedwarves with short swords and crossbows is there? :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 01:30:23 pm
How many mugs do we have?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 01:31:02 pm
Swords, axes, maces, hammers: Specialists.
Pikes, spears: Redshirts
Marksdorf: Support fire
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 17, 2012, 02:07:35 pm
So ,sir mitchewawa, any ETA on any updateage? Also, who ordered 600 mugs made?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 17, 2012, 04:25:21 pm
1. get a proper goddamn marksdwarf militia going. that oughta deal with the zombs. Use Ashsaber a random chained up spawn as a practice target.

Yeah, that's part of my plan. I'm pumping bolts as I type, though it is slow because of our lack of metalsmiths. Also, bolts suck against zombies, but we probably won't be getting any more.

Swords, axes, maces, hammers: Specialists.
Pikes, spears: Redshirts
Marksdorf: Support fire

Actually by the way you modded it, no dwarves have appeared with skills in swords, spears or maces. I think you set the civ preferences to ignore them and use hammers, axes and pikes.

So ,sir mitchewawa, any ETA on any updateage? Also, who ordered 600 mugs made?

I played last night, but not enough to write up an update. I'm also playing this morning, and after dinner if need be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 17, 2012, 04:25:46 pm
@Splint:

Excuse me? This is Spearbreakers, man. The baseline for it to be considered "grimdark" would be for Mr Frog to OD on drugs, chop Talvieno up into 5+ pieces, feed them to AshSpawn, and then carve the bones into mugs. Anything less is just another lazy Thursday.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 04:30:02 pm
Ok, you win. Not quite as grimdark, but still.

@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 17, 2012, 04:33:54 pm
@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.

Oh, then I guess they're gone because pikes and axes get given weapons and recruited, swords and maces get given no weapons but are recruited anyway  :P.



Update goes here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 17, 2012, 06:48:53 pm
@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.

Oh, then I guess they're gone because pikes and axes get given weapons and recruited, swords and maces get given no weapons but are recruited anyway  :P.


Hehe, I can see Fischer now:

Fischer: Here's your armor, now go take down that Spawn!!
Urist McRedshirt: Sir, uh ma'am, um boss?  We don't have any weapons.
Fischer:  :o Oh my... Let me talk to the quartermaster. Fischer, these boys have no weapons. *mocking falsetto* Oh, sorry boss, terribly sorry, here.
*Fischer passes out mugs*
Fischer: Take as many as you need, we got plenty. And don't put your booze in them, that's not what they're for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 07:12:38 pm
On a funny note, mugs will be instituted as melee weapons, along with the mighty MUGHAMMER
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 17, 2012, 07:24:38 pm
In response to the DF limerick: Spearbreakers Haiku!

Set up new fortress
Spawn bites corrupt our dwarfs
Armok help us all

Six overseers gone
Seven doomed Starting Dwarfs
total still sane: Nil

Army full of pikes
Our Enemies are [NO_PAIN]
Splint is a moron

"Powerful pro army"
Primary cause of enemy death?
Fighting each other.

Edit:

Brave army fights our war
Carried home to hospital
Shoulda stayed down

I feel good about myself
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 17, 2012, 08:09:21 pm
In response to the DF limerick: Spearbreakers Haiku!

Army full of pikes
Our Enemies are [NO_PAIN]
Splint is a moron

Hahaha, I vote this for front page!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 17, 2012, 08:21:56 pm
use mug cannon loaded with syndrome mugs. just dont use the "special FROG" mugs... :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 09:21:31 pm
I'm not a moron. i just lack common sense is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Draignean on May 17, 2012, 09:28:24 pm
I'm not a moron. i just lack common sense is all.

Objection!

mo·ron
   [mawr-on, mohr-]
noun
1.
Informal . a person who is notably stupid or lacking in good judgment.

You have already, by your own admonition, stated that you lack common sense. Besides, I don't think ANY of our overseers have had anything close to good judgement. We're all morons, attempting to keep a ship filled with morons from sinking into a sea made up of our collective moronic decisions.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 09:41:44 pm
I LIKE STABBY THINGS.
Screw the rest of you.

Nah I'm kidding. Another teaser, you will next have to do battle with the Grave Titans of the inlands.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 17, 2012, 10:59:58 pm
I'm so modding mughammers into my game.  Smaller contact area, to represent the rim of the mug, made of pitcheblende of course.  Dwarven beer isn't even considered alcohol unless it can kill AT LEAST five humans three different ways each with a single mugful. Radioactivity is just the newest addition to spontaneous liver failure, acute alcohol hyperpoisoning, and suicide due to poor reasoning brought on by intense, exceptionally vivid hallucinations and delusions. Plus, you can throw it and tear the brain through the skull.

I cannot get Zapp Brannigan's voice out of my head when I read Draignean, and he pulls it off way better than Zapp does.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 11:01:09 pm
I have that same problem.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 17, 2012, 11:18:46 pm
so would you care to elaborate what the "grave titans of the inlands" are?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 17, 2012, 11:23:04 pm
Big. Nasty. Likes to sqaush things when in heat. If I can figure out how to make the damned baby lookr ight (can't seem to find a tail replacment for legs, and tokens and whatnot aren't my forte.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 18, 2012, 12:09:12 am
is it nonmetallic, nonblobby and nonrocky and does it have vital organs? if so it's dead :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 12:16:45 am
Yeah, but they aren't pus overs and raom in small herds of 15 to 35 as babies. And they're full of sharp teeth and have giant sything talons as forlimbs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Draignean on May 18, 2012, 12:18:42 am
Yeah, but they aren't pus overs and raom in small herds of 15 to 35 as babies. And they're full of sharp teeth and have giant sything talons as forlimbs.

So... what? You're making a spot for the Spearbreakers dwarves to take a relaxing island vacation?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 18, 2012, 12:19:27 am
We're all morons, attempting to keep a ship filled with morons from sinking into a sea made up of our collective moronic decisions. MASSIVE COLLECTION OF MUGS.

Fixed that, sir Draignean.

And Turkey, given Splint's and Mr Frog's propensity for creating violent, nigh-unstoppable creatures, I suspect that even if it is made of squishy meats it will take a lot of killing.

EDIT: Damn it, Ninja'd. By TWO replies. What?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 12:25:21 am
They start the size of chickens. And as adults are massive monstrocities that can trash skyscrapers.
Oh, and Megaspawn as semi-megabeasts. Imaginea spawn, and then make it the size of a small house.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 18, 2012, 12:27:46 am
The Elite Spawn that replaced the clowns in Syrupleaf were like that. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 12:33:21 am
These things are the product of the spawn adapting to new dwarven weapons. More mass = harder to kill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Draignean on May 18, 2012, 12:34:08 am
Splint, I believe this fort has totally desensitized us to any form of danger. Our answers invariable fall into "seen it", or "sounds like a nice place for a picnic".

The Dwarves of spearbreakers are getting used to tragedy, don't care much about anything anymore, are playing tiddlywinks with abominations against man and God.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 18, 2012, 12:42:02 am
Oh gods... what if the Spawn incorporate Giant Sponges?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 12:48:10 am
Thier heart and head aside, they're basically ambulatory sponges in many respects.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 18, 2012, 01:56:36 am
Their heart, their head and the fact that they can tear your limbs off like your joints are made out of cheesecake.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 02:08:33 am
That's an oddly specific choice of food.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 18, 2012, 02:11:41 am
so these are int the spearbreaker world already? if so can you put them in somehow / have them in the next fort?

also spawn aren't THAT bad, all it takes is practice :-D

giant sponges aren't fun, you can't kill them or lop bitz of them, in other words boring :-), but they are great for training on, if you know how to breathe water, or they learn how to breathe air :-)

on a side note, hav you considered giant bronze spawn dragons? now that would be something :-D or if you are feelign really masochistc candy colossi :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 02:21:53 am
Me, Talvieno, and Mr Frog have been making critters and weapons and essentially the premise is that Dorf!Mr Frog would become responsible for a massive technological acceleration.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 18, 2012, 02:31:44 am
That's an oddly specific choice of food.

Yeah, it was the first thing that came to mind that has approximately zero tensile strength.

Seriously, have you ever tried to stretch cheesecake? It does not work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 02:47:56 am
I need an idea..... Have zero drawing inspiration cause my style of drawing lends not itself to DF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 18, 2012, 04:17:27 am
Year 205, the rule of Mitch
Chapter 10: The Great Preparation

Winter is coming. We're not even close to ready for the Great Plan; that which the voices in my head sent down from gods will make Spearbreakers head-to-waist greater then any fabled fortress of old. Deathgate, the fortress that conquered hell? Hah, a deceased relic. We will best the method of dropping a mountain on the heads of demons. Syrupleaf? Our land is even more hostile; with a sky that bleeds, the undead siege us and the Spawn are even greater.

The Plan is coming, and soon we will display the wrath of our gods, thousandfold.


12th Sandstone:

I've sent miners down to dig out our battlefield. I have not officially told anyone what I am doing, but the miners are starting to rumour.

(http://i.imgur.com/7dDAW.jpg)
Rodge has created an artifice bed, made from coal! Artifact, flammable rock are blessed to never stop burning if lit. How can we use this...? Or if we cannot, how cool would it be to have a set of smoke chimneys?


21st Sandstone:

Migrants! In the middle of a Spawn siege! Open the gate and run!

(http://i.imgur.com/KBqwW.jpg)
Luckily, some make it. The Spawn are on the other side of the fortress, killing the constantly re-animating dead.

(http://i.imgur.com/svTNf.jpg)
Uhh, never mind. Send in the squads, protect the migrants! I want that high-master weaponsmith in here now!

Four(!) migrants make it in, the one caught by Spawn dodging in the right direction and escaping. The military took down the Spawn that got in, and the gates were sealed. Five outside were left for dead.


15th Timber:

(http://i.imgur.com/D8sae.jpg)
Aha! Goblins! An enemy we can kill! Open the gates, it will be fun to watch a lot of things die that aren't us for a change... I do hope the goblins find and kill the necromancer too.


21st Timber:

(http://i.imgur.com/vosa6.jpg)
What the hell?! A murderous ghost of one of the 'traders' killed a farmer! We must quickly memorialise this monster.

Goblins went on a massive zombie killing spree, yet failed to kill any necromancers. Still, it is nice to think that we're excited over the arrival of goblins, whilst others fear them.


2nd Moonstone:

Ah, I have come so far in only half a year. Our military is fully equipped with arms and armour, and I believe it is time to enact The Great Plan...

Addendum: If anyone else finds this journal, it means I have failed. Pass on overseership to Domas, he's a right-minded fellow. You're probably wondering what happened to me and the entire army of Spearbreakers; if I have indeed failed, I implore you not to go looking for us. We went to 'strike the earth', just as the gods have commanded me, like an ever-beating drum in my head. Use my journal as a guide, but do not follow my glory-hungry quest.

PS. I haven't been writing in great detail my last few pages; have been quite busy with the logistics of The Great Plan, along with a few trivialities whose mention will only waste both of our times.

Signed, with you in bouts of great insight, and bouts of great stupidity, Mitch.




OOC: Here it coooomes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 18, 2012, 04:51:53 am
Now I'm thoroughly intrigued as to what Mitch's scheming.  It's not magma-based, that much is certain.  I doubt it's a demon piston (tall narrow passage over multiple z-levels with a pillar of excavated rock dropping down onto them), that seems too simple and inelegant. 


What could he be planning to do?... Unless... Oh...  Oh, I think I have an idea of what's coming.  You mean to eliminate the external problem with a subterranean one, don't you, Mitch?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 18, 2012, 08:07:29 am
just as the gods have commanded me, like an ever-beating drum in my head..

What has me most curious is how Mitch appears to be channelling the Master. That's it, we're all fucked.

Ooh! Mitch! Is one of the dorfs bearing my name?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 18, 2012, 09:22:32 am
so mitch you are weaponizing the hidden fun stuff?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 03:30:19 pm
He seems more hell bent on conquest than weaponization. Maybe The Master is possessing him and this is his strange mood...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on May 18, 2012, 04:52:07 pm
I just read through the whole thread. Allow me to reiterate:

Holy shit.

I gotta get me some of this. Dorf me as Eldes, Male, obsessively military (almost as psychopathic as The Master), and sign me up for a turn. I'll need to redownload .07, but I can't quite seem to wrap my head around minecarts yet anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 05:00:45 pm
Welcome to the fold! Honestly we're onyl keeping it on .07 because of the minecarts. And the new mining drop rates will hurt mega projects here.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 18, 2012, 05:05:43 pm
WHO SAID CHEESECAKE?!

can i has?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 18, 2012, 05:36:00 pm
Mr Frog, I do hope that you are taking into account that Terrahex the dwarf will be taking part in Joseph's storyline.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 18, 2012, 06:05:11 pm
Well, to tell the truth, I've now decided that the whole Joseph thing is basically what should have been a one-off gag on Talvieno's part that I proceeded to take way, way too far for its own good. I'm a little leery about continuing on that path, 'cuz it seems to pose a risk of just piling the thread with more irrelevant baggage that nobody but myself really cares about.

If you want to take up the reins, you have my complete approval lack of disapproval. I just think that I should back off before I bugger things up even more, and leave cleaning up the whole Joseph mess to more-competent writers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 06:11:24 pm
You are one of our more comptetant writers. And besides, a little sidework is never a bad thing. We've already eaten this place down with random commentary, journals, art, mugs, and small talk regarding the fortress or things inspired by it. Or random shit when we can't think of stuff regarding either to kill time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 18, 2012, 06:14:22 pm
I like the stories. its why i joined the forum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 18, 2012, 06:19:01 pm
Sidework is good. It's just that it's now going past "sidework" and into "apocrypha with only the most vestigial of relations to Spearbreakers itself".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 06:24:03 pm
I doubt one more bout of unsound judgment from anyone will be seen as awkward. And besides, it'll show some of the goings on outside of Overseer observations and dorfs' responses to their choices..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 18, 2012, 06:25:49 pm
Eldes and Nicollo have been dwarfed as recruits. Just in time too, because they're all probably going to die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 18, 2012, 06:27:55 pm
... heh heh heh... well then
Spoiler (click to show/hide)
time to get to work... heh heh heh heh

actually I'm not quit yet sure how I'll be developing the character of Joseph. I'm thinking about turning him into a bad guy but I'm not sure. I really didn't want to be the first to delve into this matter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 06:31:28 pm
You and mr Frog could work it out in PMs, unless you wanna get the rest of us involved.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on May 18, 2012, 06:38:04 pm
Oh dear. This could be interesting.

I really hope I don't die. I want Eldes to be a legendary... What weapon did you give me? I died in my first battle in Deathgate too, BTW.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 06:43:55 pm
Unless you're a dedicated specialist, you'll be a pikedwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on May 18, 2012, 06:59:08 pm
Ok than, I SHALL BE THE GREATEST PIKEDWARF IN THE WORLD! MURDER EVERYTHING!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 18, 2012, 07:23:50 pm
BECAUSE THIS. IS. wait for it.....
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 18, 2012, 07:29:59 pm
Nice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 18, 2012, 07:30:25 pm
Thanks :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 18, 2012, 09:24:09 pm
I console myself with the fact that using hammers as our signature weapon would be even dumber. I don't even know if you CAN kill a spawn with a hammer in any reasonable amount of time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 18, 2012, 09:37:26 pm
Wow genesis to death in one easy season, huh? Okay then. As long as Dorf!Niccolo goes out drunkenly punching the shit out of clowns/spawn, it's aaaaaall good.

And hilarious.

Also, it turns out that I kinda suck at rhyming. But here goes, my first entry as Fortress Historian:

Stenelzarustuth, Year 200

Deep within the sombre woods
Where blood falls from the sky like rain
The sounds of digging are in concert
as foolish Dwarves seek to hide from pain

Seven they came from fortresses safe
to make a nascent home in the mud
knew well they thought of the crises to come
But this mistake would be writ in blood

The place came to be called Stenelzarustuth
As the leader did sneeze upon uttering the name
But lo and behold was 'Spearbreakers' born
So would spears stand against those who came

Led were they by one called Splint
Who saw fit to name himself the o'erseer
So to build a haven against the darkness,
He swore to lead them by pick and spear

Charred flesh could be smell'd from all the soil
Deter them not did this most foul of scents
The gems and the ore were a well-earned prize
And to flee this bounty would they be incensed.

The  green month came, bearing seven dwarves
Foolish, hardy and yet a boon were they
But among them was a terror to behold
A master of war and the Master his name

The bravest sons of Spearbreakers trained
They earned the name of Families of Laboring
By the score did ravens fall to wooden pikes
Truly, they were a credit to their schooling

The soldiers itched with the lust of battle
Yet only thieves and merchants came to their home
Yet ov'r the horizon did strange things stir
Terrifying visages of stretched skin and bone

Blood would flow soon enough for the dwarves
'Twould be as the sky predicted with tears
But foolish dwarves bade not care to their dreams
So would come the greatest test of their spears.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 18, 2012, 10:43:25 pm
mitch did you dworf me yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 18, 2012, 10:50:33 pm
+100000000 Internets for the poem.

i vote they are collected and published elsewhere two.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 19, 2012, 12:07:14 am
Can I get dwarfed as a Speardwarf Mitch?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 19, 2012, 12:41:41 am
Painbrushturkey is an axedwarf, ThatAussieGuy is a marksdwarf (no spears, all the pikes were taken).

I'll probably Begin tonight, or tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 19, 2012, 01:02:37 am
Awww, why did I get any internets? My Haikus were better  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 19, 2012, 04:04:09 am
Well, since I have a hundred million or so I guess I could spare you a few.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 07:13:02 am
Man I love this group of players.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 19, 2012, 10:01:07 am
Y'know, I just took a sojourn into the Suggestions area. That place is like a nightmare populated by bay12's version of the whiny pre-teens of the Xbox Live network.

Splint, I have a newfound appreciation of your simple love of our amusing antics and alarming ability at apocalypsing. Goddamn I love this place (Okay, only most of it).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 19, 2012, 10:38:20 am
They start the size of chickens. And as adults are massive monstrocities that can trash skyscrapers.
Oh, and Megaspawn as semi-megabeasts. Imaginea spawn, and then make it the size of a small house.


This is exciting.  Much !!Fun!! shall be had by all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on May 19, 2012, 11:12:27 am
Wow. :o I'm out for a day and already 5 new pages? This thread is moving insanely fast...

Having keyboard issues - my laptop keyboard has appeared to have finally gone out (I've only had it for 2.5 years :( ) and I had to come up with a ridiculous jury-rigged set-up which allows me to hook up an old PS2 keyboard (you know, circular plug) because I lack any USB keyboards. It works, but it's annoying. :P


Mitch, quote seconded - I laughed and it got quite a bit of attention anyway. Congrats for making Post 2, Stormtemplar. :)

I'm really interested (and concerned) about what you're doing, Mitch... lol   If you send the demons up to the surface and they don't manage to kill that necromancer, we're screwed... :P Undead demons wouldn't be fun at all. Oh, and demons surviving in general would be pretty bad... lol   But it would be awesome to say Spearbreakers invaded HFS, to get back at the demons below for converting Sankis, Nemo and Holistic Detective to their cause. A sort of revenge, in a way...


Stormtemplar, awesome haikus. :) I'd come up with some, but I'm not really that funny, I think. lol   Plus, I think there's another word for haikus meant to be funny... But I can't remember it.

Niccolo, that was pretty good. You're not as bad as you think, in my opinion. That poem could've gone on quite a bit longer without decreasing in quality, I'm betting. Lol at how you said the fortress was named because Splint sneezed while speaking. :D

As per Asaheru's request, links to all poetry is in the second post now. :)


EDIT:

Terrahex: As to Joseph, I see him as evil. Talvi, in her regressed, childlike state, is a bit too innocent-minded to understand that there are evils in the world, especially an evil from someone she considers a friend - Joseph. The necromancer she fully believed was an ally, simply because he could (as she believed) resurrect dead creatures, which marked him as something of an old, good, wise wizard in her eyes. If you noted, in one of her earlier journal entries she mentioned Joseph wanted access to the fortress's security systems - perhaps to shut them down, perhaps to look them over and see what could be done to bypass them - who knows. But it was included as if he was requesting it with darker intentions in mind.
Then again, it's just as possible he was wanting to look at the security systems with the idea of upgrading them. :P

As to how she came across Jospeh in the first place... I have no idea. :\ Perhaps she doesn't even know. Or perhaps it came along in something Mr Frog brought - or perhaps it (the tablet, or hologram, or whatever) arrived quite the same way that he did - from the future of an alternate dimension, through the work of Parasol (I always get the feeling that what they do ought to be illegal, lol). She might have come across it some other way - do what you think is best. lol   I always tried to leave a "fill in the blank" air of mystery around the entire affair.

Joseph's identity could be Mr Frog's old archenemy from his dimension (to be technical it's more of an alternate universe, but enh)... Or perhaps someone farther along the line trying to stop Mr Frog from advancing dwarven technology. Perhaps he has good intentions and is trying to keep Spearbreaker's from its untimely end. Or maybe even something else... But I'm pretty sure he's from the future. That much I'm sure of.

However it is, I think Talvi sees Joseph in the same way that one would see an imaginary friend. She believes no one else can see him, but also in her mind he's real enough to justify his existence - to her. I doubt that she believes anyone else could see him, and it would probably come as a pretty big surprise.


Mr Frog - is this anywhere close to as far as you were planning on taking it? lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 19, 2012, 12:35:02 pm
Long post huh? ah well.
lets see if we can survive this before becoming insane raving lunatics, also known as dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 12:54:42 pm
Mitch is planning to invade hell, and our soldiers are fine with it. What does that tell you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 19, 2012, 12:59:24 pm
That THIS. IS. pause for dramatic effect...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 01:00:43 pm
I was going to say it's too late and we are dwarves already.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 19, 2012, 01:02:30 pm
Good point. afterall, my life is sleep, eat, dwarf fortress, think about dwarf fortress, school or work, eat sleep dreaming of dwarf fortress or minecraft.
i fro got coffee.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 19, 2012, 04:52:54 pm
Good point. afterall, my life is sleep, eat, dwarf fortress, think about dwarf fortress, school or work, eat sleep dreaming of dwarf fortress or minecraft.
i fro got coffee booze.

Ftfy. And yeah, once I started playing DF, there has been no other substitute. I even converted my friends so I wouldn't get such wierd looks anymore.  Now I say, 'Damn, the baby went insane and my commander speared him.' And they say, 'Ah, I hate that. Was it shell? Did the brat want shell in the desert?'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 19, 2012, 04:53:58 pm
@Talvieno:

Well, what I was going for was that Joseph was the leader of some secret cabal planning to use the HS-X FOR WORLD DOMINATION MUHAHAHAHAHAHAas a tool to control governments, corporations, you name it. He was using Talvieno to observe, and when he saw that she was getting close to dorf!Frog, he made her steal his PEA so he could creep on Frog's notes.

Also, is it just me, or is the universe itself trying to keep you off the Internet? Getting sick, keyboard breaking...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 19, 2012, 04:57:49 pm
That does seem a little too inconvienent to be random chance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 05:03:59 pm
Oh god. It seems that between the meta plots, foregoing screwing eachother and the game defying our feeble pleas to make it ordered and everything, we accidently made a whole new brand of "WTF kind of hellish fort is this!?"

Love it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 19, 2012, 07:34:51 pm
xD I remember mentioning that somewhere in my first post. It appears to be slightly more true than I expected, though...

Talvieno: I'm working on the next year of the poem now. The reason the first one wasn't that long was because I'm going to write ~ 8 stanzas on each person's year (since apparently I hit my head and have become somewhat retarded) and I don't want to increase each year's work too much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 07:42:31 pm
It took me a sec to really grasp the scale of it. And a squel will be even moreso, with a mishmash of radioactive shit, sci-fi meets fantasy, megaspawn, pack hunting angry chicken lizards that can mimick the cloverfield monster as adults, tanks, chainsaws, mug-based weaponry....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 19, 2012, 07:59:17 pm
It took me a sec to really grasp the scale of it. And a squel will be even moreso, with a mishmash of radioactive shit, sci-fi meets fantasy, megaspawn, pack hunting angry chicken lizards that can mimick the cloverfield monster as adults, tanks, chainsaws, mug-based weaponry....

What. (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlatWhat)

That sounds badass. And horrifying... but mostly badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 19, 2012, 08:39:35 pm
Yeah... No blood rain but we may have anything from random sprouts of vampirism or a person capable of blendering goblins before passing out and vomiting on themselves for a week.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 19, 2012, 08:52:50 pm
Yeah... No blood rain but we may have anything from random sprouts of vampirism or a person capable of blendering goblins before passing out and vomiting on themselves for a week.

sounds like stereoids to me :-P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 19, 2012, 10:36:29 pm
Wait... so Spearbreakers II is going to be an unholy amalgam of all the random shit Splint, Talvieno and I all cooked up to kill time?

I think the only logical response to this revelation is to make 20 more mods :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 12:49:15 am
As creatures and workshops are not my forte, I'm largly in ideas. But I'm trying to make that damned grave titan workout. And yes, it will suffer from that. Ohh and you guys will love the the disc launchers we made. (idea bounced around the 3 of us, Talvieno made them real.) Even a poorly aimed shot that connects is probably going to sever something. Had a 155 year old mechanic who happened to have novice ambusher caught out during a whait tiger attack, he miss the center mass and still killed the tiger by severing its leg. Smaller creatures can be outright bisected.

Oh, and railguns. Shatter bones on a miss, explode target into gristle on a direct hit. Extremly complex to make, involving mechanics, metalworkers, very specific reactants/materials for certain parts, and leatherworkers. Seriosuly, you guys will love it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 20, 2012, 12:54:36 am
IDEA: Grave titans have leaden bones that stick out of their fingertips to form razor-sharp claws.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 12:58:16 am
Talvieno said the 3 of us need to have another meet up for this stuff....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 20, 2012, 01:51:33 am
Huh.

In the earlier posts when there was talk of the chainsword and the early disc-launcher concepts I thought you were cribbing bits from Warhammer 40K.

But I don't think the Eldar Shuriken guns were known for bisecting people.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 02:07:52 am
The chainsword was indeed from 40k, but made as dwarfy as possible (made from smaller serrated disk bits and capable of sawing through damn near anything thanks to the know-how pumped into it.) ALl the other weapopns were kinda spur of the moment, except the disk launcher. We all had the general consesnus of wanting dwarf-portable serrated disk slingers cause they were so devastating, the result becoming the disk launcher/disk gun. Anything smaller than an average dorf can be bisected if it gets hit right. Hunters did it to a badger, an eagle, and a bad shot took the leg off a fairly large white tigerman.

The Mugrifle, Mughammer, and simple mugs are all direct results of the piles of the damned things being weaponized. Then we have other saw based weapons, mostly thoyught of by talvieno: The Saw-Pike, Buzzhammer; chainaxe from 40k; fist saw, by me, and a weapon made of motorized gears, the Grindaxe. You can imagine how that one works.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 20, 2012, 02:20:00 am
oh god..... now find a way to make a bolter, rename steel armor to power armor and candy armor to tactical dreadnaught and call it 40k Squat Fortress ;-)

on a side note how do you go about modding the game?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 02:28:44 am
creatures and reactions I'm not so good with, but weapons and armor I can do. And I do intende on dwarves having access to "Ballistic Armor" made from steel and adamantine. It's intended to be tougher than adamantine as it uses a layer of candy over steel, with leatheror cloth padding underneath that. The result will be a ludicrously tough set of body armor and helmet (those will be the only two peices of ballistic armor.)

Modding involes alot osf use of what's there, reactions, all manner of tokens and other such things. I can't adequatly describe it sadly. But with the right tokens and such, you can make nanything from a firebreathing chicken to a race of rearless beetle-snake men who use akimbo greataxes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 20, 2012, 02:37:49 am
i take it you have done the latter two?
 how do they keep a hold of the axes?

chickens who breathe dragonfire... LOL

i don't think i understand the game mechanics sufficently, how do reactions work? is it just a 1+1=3 thing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 02:43:34 am
Sort of.... And no I haven't, but I might add a caste to the alines with that of my own volition. Talvieno's basically the reactions guy out of the three of us, while Mr Frog does the majority of the creatures, which i dabble in but lack any skill in (I have no godly idea how to make grave titans grow to proper size, and quite frankly I wish i could set it so adult Grave Titans were a rare encounter.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 20, 2012, 02:51:10 am
Year 205, the rule of Mitch
Chapter 11: Strike The Earth!

The events as they happened; 3rd Moonstone

The tunnels and stairs were filled with soldiers, whose marching and whispering echoed throughout. Mitch and Rodge, the latter carrying a pick, trailed behind the steel and adamantine clad warriors. There were many haulers, carrying the bright blue strands to the forgery stockpiles, who had to step out of the way of the legion. The mood of Spearbreakers was down, but the sight of all that adamantine armour at least comforted them, and showed their efforts at least had an effect on the fortress.

All the warriors, totalling twenty nine, were lead into a room filled with dogs, bears and emus. This was used to be the area that lead down into the adamantine spire, but Mitch had changed it. It looked like a battlefield. They did not know why they were here, nor what Mitch was even making down here all along. Still, they trusted him. Everyone did. Many of them were alive because of his great efforts to overhaul the medical system, which had been a death-trap before. Because of his great tactical genius, they had defeated an entire squad of Spawn without taking a single injury, despite less men, few equipment and the fact that Fischer was ambushed alone. Hell, their arms and armour, superior to their old ones of shoddy make, poor material or just plain non-existent were a product of Mitch's good foresight, and they were made in record time due to his smart work-force shift, and his ability to not get migrants killed. Yes, they all trusted Mitch. Perhaps he brought them down here to fight the animals, or some other military exercise?

Mitch stood by the staircase down to the spire, stood on a slab of microcline and cleared his throat to ready a speech.


"Okay guys, I'm sure you are wondering what I've been doing down here. Have you also ever wondered why we do not get enough migrants? It is because this place is a death trap, and for little to no worth. Seriously, our main export is fucking mugs that even we do not drink out of. We live in a place that rains blood. Do you know how disgusting that is, without having lived here for a few years? People coming here are more likely to be ambushed and killed by the Spawn that infest this land then to actually arrive here safely. Our dead outnumber the living by (http://i.imgur.com/6iqAZ.jpg). That is ridiculous! Simply put, we need people to know Spearbreakers. Fame is power is wealth."

One of the soldiers chimed in, "But what are we going to do? No one will see what it is we're doing down here..."

Mitch gathered himself a bit, realising he had been rambling for a bit, "Ah, yes. We're going to take hell. All of it. Kill the demons with only our blades, and our dogs."

Some of the soldiers laughed, but others were unnerved. A different one then before spoke again, "Uhh, how?"

Mitch simply chuckled, and took the pick from Rodge's hands, him being paralysed with horror at what he just heard. "Strike the earth!"
(http://i.imgur.com/fLKO0.jpg)



But before Mitch could bring down the pick, he was struck with a better idea. What if, instead of having everyone get killed by demons in melee combat, we simply surround the room with fortifications? And have archers practice on the demons? They could do so behind two sets of fortifcations, to keep them out of range of breath attacks. They'll be safe!

"Don't worry lads! I have a better idea!"

A sigh of relief spread across the room.

"Clear out for now, but we'll be back. And next time, we're going to just use archers. It will be like shooting kobolds in a barrel!"



A few hours after the incident, the soldiers were still trying to recuperate from the shock. Mitch was down in the battle area, setting up safe fortifications. Truly, his plan will be fulfilled, just at a later date. And with less deaths! That was the kind of ruler he tried to be; not brash and glorious, but safe. And there's more glory in fighting hell and winning.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 20, 2012, 02:51:58 am
OOC: This is actually what actually happened. I was going to try my luck at fighting the demons, but just as my dwarf got into the spire I had a better idea. Sorry to disappoint!  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 02:58:27 am
Using just/largly archers? that's anticlimactic if this is going to go the way i think it is. Hel;l that's not even fun to picture, unless they can take more than a few bolts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 20, 2012, 03:10:28 am
Oh, I was just going to use them for target practice (http://tvtropes.org/pmwiki/pmwiki.php/Main/Anticlimax). Figured it would be better then potentially losing most or all of the military.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 20, 2012, 03:10:55 am
also if you get any sort of stone/ metal demon with a ranged attack you are royally fucked .... the ranged attacks of demons are vastly more powerfull than anything even a legendary marksdwarf with *steel bolts* can throw at them....

CHICKEN :-)

but if you really want to be cheap

now ballista with addy speakheads do work quite well, take it from me :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 20, 2012, 03:11:47 am
double
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 03:14:47 am
Still. That ain't the way dwarves do things! Why couldn't your sanity not rear it's possibly ugly head right there?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 20, 2012, 03:27:07 am
Death by axe: Arm gets chopped off, bleed out in twenty seconds.

Death by crossbow squad: Several hundred small, sharp objects embed themselves in your flesh, each wound slowly leaking just a tiny bit of your blood before the sweet embrace of shock sets in and you fall unconscious before finally dying an hour later.

You tell me which one's more brutal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 03:40:37 am
Depends on you definition of brutal. i personally find blood/ichor spraying everywhere and flying limbs to be brutal in the traditional sense. Plus, it's quick, efficent, and best of all, very very messy and difficult to clean up afterwards.

And just easier for me  to envision. I've never liked ranged combat in DF anyway. Too slow unless it's a headshot and the ammo won't restack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 20, 2012, 04:14:12 am
Diary of Black Sankis, last king of Boatmurdered

I have been locked away , in the deepest depths of hell for so long . . .

But now is my time. I turned the champions of Headshoots into monsters, i created the spawn, who, like the little darlings they are, are conquering the world for me. Now is the time of Black Sankis, last lord of hell! I write this upon the slade walls of my cell with my own blood!

OOC: incase you haven't noticed, he's completely unhinged worse than the master was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 20, 2012, 10:18:08 am
I for one appreciate the fort surviving another year (:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 20, 2012, 11:38:43 am
Oh, I was just going to use them for target practice (http://tvtropes.org/pmwiki/pmwiki.php/Main/Anticlimax). Figured it would be better then potentially losing most or all of the military.

This is going to hamper any ambitions to take on Hell dramatically - you'll get at most 2-3 demons per tile hanging around the breach level and the rest will just go back down to Hell when they work out they can't path anywhere interesting/get past the demons already on the tiles closest to the fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 12:44:44 pm
I was expecting an epic battle, but if the above is true, then that's an even worse anticlimax.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 20, 2012, 04:39:26 pm
You know, I've never actually gotten around to breaching the HFS. How many actually come?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 04:41:45 pm
Variable, usually around 30 - 80 at once, leading tot he desigate of "Clown car"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 20, 2012, 05:39:20 pm
Strikes me as a massive range of difficulty. You could get thirty made of vomit and steam that dissolve on the first hit or you could get 80 made of metal and rock that are nearly unkillable. Or anywhere inbetween.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 05:47:48 pm
Strikes me as a massive range of difficulty. You could get thirty made of vomit and steam that dissolve on the first hit or you could get 80 made of metal and rock that are nearly unkillable. Or anywhere inbetween.

But whatever you get, is what hell is mostly populated by.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 20, 2012, 08:44:34 pm
You know, I've never actually gotten around to breaching the HFS. How many actually come?

Have a go with the checkerboard from my sig if you want a relatively safe and quick way to find out.  Generally it's about 30-40 demons of roughly six random types. Whatever those six are that appear in the rush are what you'll encounter from then on in the HFS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 08:51:36 pm
I never genned worlds with more than 3, and in this case 1. And I don't even know what kind of demons these ones are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 20, 2012, 09:37:47 pm
This is Spearbreakers. I bet they're made of barbarian blood and mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 09:44:56 pm
At this point, that wouldn't suprise me. i mean we have an overseer hellbent on conquering hell itself. Bloodmen armed with mugs smelling like a freshly flamer'd corpse would suprise me in the slightest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 20, 2012, 11:20:52 pm
I'm not sure how demons are generated... Is it in a similar manner to forgotten beasts?

If so, a demonic version of the lovely little Spawn would be goddamn terrifying. Especially if it came made out of rock or something.

Can demons made out of rock appear?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 20, 2012, 11:30:24 pm
I've had FBs made out of magnetite, and heard of demons made of steam and in one instance where I did find adamantine (I was excited and din't know of the clown car), they were basically a race of flying ironmen.

So yes. And they are randomly made at worldgen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on May 21, 2012, 04:59:23 am
Steam demons aren't exactly a pushover either, though, at least unless you're prepared for them. I lost a fort to a mostly-steam clown car after mining out a single tile of adamantine... Breath attacks can be a bitch, unless you have shields for everybody. Plus I recall some of them having a "dust"-style attack that knocked everyone on their asses so the more solid demons could wail on them at their hearts' content.

TL;DR: pretty much what Splint said.

Judging by Mitch's level of confidence, we're probably facing a tribe of snowmen or water blobs or something... ??? Let's just hope it will be a gorefest with as many flying bodyparts as possible.

Spearbreakers the Sequel is just sounding balls-out insane from the get-go, even more so than the original. I love it already.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on May 21, 2012, 09:45:47 am
I've breached hell a few different times. lol   I encountered it relatively early on - without spoilers from the community.
After the first encounter, I've always kind of wanted revenge on them... Second time was a near-miserable failure, 100+ webber/fire demons in a 13 year old fort (the max is NOT 80). Third time I almost made it - only 50 demons against a fortress of dwarves who had all been trained in combat. Unfortunately, a goblin siege showed up at the same time and rushed into my fortress. Didn't have any dwarves to pull the levers and they got in. Attacked from two sides, everyone fell. These demons didn't breathe fire or webs - I would've won if it hadn't been for the goblins. Fourth time was the result of a cave-in. >.> Whoops. Obviously wasn't ready.



Just make sure the gates are closed before you begin, Mitch. lol   If you're going to release them. Oh, and no, fortifications don't work. They won't path to them because they can't path around them. However... Demons tend to stop at any doors they can find to pull them down, even if there are dwarves nearby. You might be able to use this to your advantage.

I never tried the checkerboard, ThatAussieGuy - always wanted to do it "legit", with pure dwarf power.

Quote
Talvieno's basically the reactions guy out of the three of us
I do creatures, too, Splint. lol   I did 30+ for the corpse fortress mod I'm working on on and off, and I did the scythods and manamaids too. Though I will admit, Mr Frog's creatures tend to be better than mine.

Quote
I have no godly idea how to make grave titans grow to proper size, and quite frankly I wish i could set it so adult Grave Titans were a rare encounter.
[BODY_SIZE:(insert adult year here):(insert days into adult year here):(insert desired body size at this age)]
[FREQUENCY:5] (will make them rarer to come across)
[POPULATION_NUMBER:5:10] (will make far fewer total to come across - killing 5 to 10 means no more grave titans, if I understand right)
[CLUSTER_NUMBER:(min):(max)] (number of creatures to appear in spawned group)
That should do it for you. :)

Spearbreakers II would be absolute madness, Sus. I'm kind of scared of it. Radioactivity by itself is a complete game-changer. You have to sort out the fast dwarves from the slow ones, the dizzy ones can't be warriors, the strong ones make better warriors, the biggest mutants can wield larger human weapons, the ones oozing blood tend to die eventually... It's wild. Swelling makes them bleed, too, if it's severe enough, though it doesn't mention that in the wiki... Honestly I think I'm almost against radioactivity being used in a Spearbreakers sequel. I like the idea of the new weapons and creatures, though.

And Aseaheru: I have a habit of making long posts. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 21, 2012, 11:16:57 am
I never tried the checkerboard, ThatAussieGuy - always wanted to do it "legit", with pure dwarf power.

I get that.  I just suggested it as a quick and easy way to toss a pick at the floor and see first-hand what happens when a spire is breached without having to set up a fort, make it's food supply stable, etc, before digging down in search of !!Fun!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 11:50:51 am
Sythod invaders from the stars....
Manamaids from the deep....
Barbarians from across the seas....
Massive malfunctioning automatons.....
Megaspawn......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 21, 2012, 12:55:36 pm
Sounds fun, get the spears urist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 21, 2012, 02:02:05 pm
@Talvieno:

I've been modding creatures pretty extensively since 40d. I just sort of innately know how to engineer what I want by this point :p


@Splint:

Maybe, once Spearbreakers I goes to pot and it's time for a sequel, we should have a sort of 'Modder's Potluck' beforehand where a bunch of people put up {a} mod{s} to be used in the game while signing up for a turn :D :D :D

(The final word on whether a mod would be used would still come from you, of course.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 02:21:09 pm
If that's the case, then perhaps you should do the Grave Titans yourself. I can't make heads or tails of this mess and I've had help from Talvieno and the creatures guy on another mod. They helped me understanbd crap a little better, but.... I'd rather stick to making weapons, armor, and whatnot. Anything that doesn't shoot I can do.

And I like the idea. Might do away with the radiation deal and go with whatever happens to be offered up prior to the game.

And if ytou're up to the grave titans, I'll give you a rundown of what they need in a PM.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 21, 2012, 02:36:01 pm
Well, the radiation is cool (Talvieno's random generator is brilliant). Adds a bit more strategy to the game -- and I'm not just saying that because it was me who came up with the initial concept, got it? :p

PM me with the details on gravies and I'll see what I can do.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 21, 2012, 03:00:27 pm
WUT

Um, manamaids?

Also,

Diary of Black Sankis

By the hells, my spawn are effective. I keep finding packs  of them near spearbreakers , possessing the leader, and, ahem, redirecting them.
Also, i have ordered them to look for individuals by the name of Sankis. There were sankis's at Syrupleaf and Headshoots, so their might be some here. I want to know how the family is doing!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 03:02:14 pm
Manamaids can make you pass out and bleed from your eyes simultaniously. That's thier power, "Bust a sexy move!"

And I really have no way to adeqautly describe just how godawful to look at they are in general....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Terrahex on May 21, 2012, 03:53:39 pm
Sorry guys, but griefers hacked my minecraft server and messed everything up, including backups. I'm kinda depressed so you'll have to wait a bit for my next entry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 21, 2012, 06:32:13 pm
Maybe, once Spearbreakers I goes to pot and it's time for a sequel, we should have a sort of 'Modder's Potluck' beforehand where a bunch of people put up {a} mod{s} to be used in the game while signing up for a turn :D :D :D

I hope that's not going to be a pre-requisite... about the only mod I know how to make is attaching wings to things that shouldn't have wings. And since it loks like this fortress will burn in the fires of creation Armok before my turn, I'mma going to jump straight on over to the Spearbreakers II one.

As it turns out, giving badgers wings is a bad idea.

I guess I could learn how to mod. I mean, I've made mods for Oblivion... how hard can this game be? Would you want the mods to be sorta post-apocalyptic flavoured? That's what you sem to be going for... It smacks of Fallout.

I wonder... Hmm. This calls for investigation.

Also? Year two is a bitch to write a poem about.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 21, 2012, 06:40:38 pm
I seriously doubt submitting a mod would be mandatory. From what I know about how people work, that'll just result in a buttload of half-assed submissions just so that the submitter can get a turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on May 21, 2012, 06:42:33 pm
I seriously doubt submitting a mod would be mandatory. From what I know about how people work, that'll just result in a buttload of half-assed submissions just so that the submitter can get a turn.

"Whats your mod?"

"Flying badgers the size of giant whales that shoot fire."

"Ya know Mr Frog, I think that you were right..."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 06:47:34 pm
The automaton idea is called a MR FROG. Imagine liberty prime without ranged weapons, and you got it. The name refers to both Mr Frog here, one of two head modders on this clusterfuck, and is a reference to the Mr. Gutsy/Handy robots. Basically the result of a guardian suffering a programming error, causing it to percieve everything that moves as either spawn or goblins. It can however be killed if its main proccessor is damaged.

And no, the mods wouldn't be a requirment, but if the player wants to contribute, they can.

And badgers with wings.... make'em breathe fire, and be common animals and trainable. War Dragon-badgers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 21, 2012, 06:54:41 pm
Corai, I don't know what you've been smoking, but the way I see it, giant fire-breathing badgerdragons are frickin' awesome.

I was thinking more something completely stupid and inane, like "Here is my Chubby Helmets, they are like plump helmets but coloured red". Or some barely-functioning piece of crap that doesn't work right and clogs the errorlog with 5KB of reports every time you load the file (I imagine documenting the modders' screw-ups will be a form of entertainment in and of itself).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 07:02:23 pm
Exactly. Bring out your best, and that alone. Otherwise just ask nicely for a turn or a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 21, 2012, 08:16:10 pm
Just make sure the gates are closed before you begin, Mitch. lol   If you're going to release them. Oh, and no, fortifications don't work. They won't path to them because they can't path around them. However... Demons tend to stop at any doors they can find to pull them down, even if there are dwarves nearby. You might be able to use this to your advantage.

Oh cheers, I completely forgot about that. Good thing too, I was just about to release the HFS into the shooting gallery.

Oh, and if I had to make a mod, I might make a custom reaction to turn mugs into usable ammo, or something. And I'd make the butt end of pikes awesome. And I'd make Spawn come carrying steel bars (you know, so I feel like I'm gaining something more then days when I win a fight).

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 08:19:12 pm
A special ammo type called "Mugs" is planned, as is the mugrifle, or as a friend at school recommended, the "Mugshot." Get it? mugshot? .... Alrighty....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 21, 2012, 09:15:39 pm
Make mugshot like grapeshot. It fires five or so mugs in a spread, possibly hitting multiple opponents or one opponent multiple times. And then 'normal' mug rounds that do more damage, and are more accurate. If the game will let you, otherwise I'm preemptively veto'd by engine limitations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 21, 2012, 09:23:43 pm
You are indeed engine veto'd. However, minecarts would allow for full weaponization of mugs as items, as I read somewhere they can shotgun items everywhere if they stop suddenly at a high speed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 21, 2012, 09:43:18 pm
Yeah, the devlog made mention of a conical pattern of destruction in a horde of goblins. It would be so beautiful.  I may just update my game...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 22, 2012, 04:21:56 am
Just make sure the gates are closed before you begin, Mitch. lol   If you're going to release them. Oh, and no, fortifications don't work. They won't path to them because they can't path around them. However... Demons tend to stop at any doors they can find to pull them down, even if there are dwarves nearby. You might be able to use this to your advantage.

Oh cheers, I completely forgot about that. Good thing too, I was just about to release the HFS into the shooting gallery.

Oh, and if I had to make a mod, I might make a custom reaction to turn mugs into usable ammo, or something. And I'd make the butt end of pikes awesome. And I'd make Spawn come carrying steel bars (you know, so I feel like I'm gaining something more then days when I win a fight).

Artifact furniture is indestructable, so you can safely keep Building Destroyers in more or less stasis unless they spot an opponent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: OverlordTNT on May 22, 2012, 05:04:32 am
My theory on the existance of Spearbreakers(like there isn't enough bullshit about)

The lesser gods(randomly generated ones) were ashamed at leaving the mighty mountainhomes buried under obsidian. So they came back after three days, and dug away all the obsidian. They ransacked the breweries of the mountainhomes for seeds, and regrew plants all over the world. This attracted the attention of the Spawn(as Holistic is dead) and they promptly came back to fuck up the dwarves shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 22, 2012, 06:00:18 am
My theory:

Tithleth still inhabits this rock and is now the Big Bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 23, 2012, 12:06:28 pm
update?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 23, 2012, 12:10:00 pm
Doesn't look like, but that was probably the fastest deceleration from 'Frenzied Activity' to 'Completely Dead' that I've ever seen :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 12:19:49 pm
It'll pick back up when Mitch updates. He's busy, so we have to be patient. That's why we discuss things idly or try to spark interest in a future fortress to kill time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 23, 2012, 02:19:40 pm
Or troll politely to keep it near the front page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 03:14:53 pm
That too, as every bump helps try to draw in others to the fold.

EDIT: I just downloaded the Masterwork mod, and read the story contained within: The fall of The Hamlet of Tyranny.

And engraver by sheer luck at the end, had fallen onto a little stone ledge. After a giant clusterfuck ending with all the demons dead or basically resealed, Sil the engraver was the only one left. He engraved the following before bleeding out, as the only dwarf left and only witness to the great, though obviously phyrric victory:

Quote
What did he draw? Moments before he bled to death? Alone on a cliff? The last gesture of the dwarves of The Hamlet of Tyranny?

A masterwork picture of a demon and some dwarves. The demon was in a fetal position. The dwarves were laughing.

Basically as this fortress' final citizen, moments from death, he engraved a giant "Fuck you!!! We STILL Won!!!!" to all demonkind. I can only hope Spearbreakers gets to have a send-off like that.

Though I imagine ti'll be more like a bloody last stand in the main mess hall, or if Mitch is successful, a bloody last stand in hell itself.

The goblins knew they should fear dwarves now.... For these dwarves they had heard of fought to the bloody end, not in thier stone halls or on the surface, or cowering in a corner. They forced thier enemies to fight them in a place they had claimed as dwarven land. They forced them to fight in the very bowles of hell itself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 23, 2012, 07:19:55 pm
I'll try and update tonight, I have been far too distracted by League of Legends and Diablo 3's Hell difficulty.

Tomorrow, I'll dwarf everyone who needs it, set up a Spawn archery range (in lieu of a demon one, as someone else might want to open it), and see what I can do to make training go faster. Many have been training for a few months, and are only novice axedwarfs. Any ideas?

Oh, and I might have forgotten to mention in my update but a dwarf was killed by a murderous ghost. And Sus II stepped outside to pick up an -iron cock ring- instead of going down to hell, and got killed by goblins (of all things).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 07:40:26 pm
I'll list his death when you update.

As far as training goes, having the squad leader with competant or better speeds things up quite a bit, as Fischer can attest to, as she trained the majority of the pikedwarves herself. Also they need to leanr the basics of soldiering (striking, dodging, kicking, armor use, shield combat, etc) before they'll spar.

Now if these were humans, and I shit you not, the second two recruits are together for training they'd have begun wailing on eachother. it seems dwarves take more care in training soldiers than humans do in the game. To explain, I made humans playable after copying over a few things to give them assiganable military. I assigned a squad to train in the barracks, all 5 men activated. The minute two were in the room they started beating eachother silly. Only the Sergeant had any weapon or teaching skill. Not sure if this means humans are more agressive than at first glance in-game or what, but it still shows dwarves care a little more.

If you haven't and need more pike instructors, assign Draignean, as he's attained legend-ish status and can put that knowlege to better use training more redshirts.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 23, 2012, 08:36:51 pm
@Splint:

Dwarves and humans do have different personality trait spreads, so it's possible that humans are more likely to have whatever trait{s} control{s} how early they let recruits spar. Going to have to go raw-diving to check.

Of course, there's the chance that the squad captain just happened to be unusually-reckless. If ya wanna get real scientific about it, make 10 squads with leaders assigned at random and see how many of them go straight to sparring like you describe.

Also: did they actually injure each other during sparring? ??? I don't think I've ever seen that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 09:00:51 pm
Well they did standard wrestling, as at the time I had no weapons save for the Sergeant's halberd, and just wanted some people ready to beat thieves into a state of perpetual coma.

I'll have to see about that. Happened twice though.

Also, according to someone regarding the new way collisions and such are handled, unhelmeted wrestling can lead to deaths now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 23, 2012, 09:24:47 pm
You throw the Swordsman by his left fourth toe.
The Swordsman skids along the ground, bruising his left cheek muscle, breaking his nose, and shattering his skull, tearing the brain.
The Swordsman has been struck down.

You: Um. I uh... Sorry man. Someone get him a towel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 09:29:21 pm
What I read was brusied muscle, shattered skull, torn brain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 23, 2012, 09:37:53 pm
>.>
<.<
>.>

That is totally what it said this whole time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 09:40:32 pm
I'm dead serious. According to the player, a throw in wrestling can be lethal without a helmet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 23, 2012, 10:09:01 pm
Sounds about right. Hard stone floor + unprotected skull + gravitational acceleration = DO NOT WANT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 23, 2012, 10:11:25 pm
yeah, but  a less than 5 foot fall/slam and skid? Come on, the back of a dwarf's skull should be harder than that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 24, 2012, 12:21:55 am
yeah, but  a less than 5 foot fall/slam and skid? Come on, the back of a dwarf's skull should be harder than that.

Given how... disturbingly accurate Toady's modelling of anatomy is, a three-foot chokeslam done just right can quite easily crack at. The skull has a bunch of fissure lines in it, providing weak points to crack open at.

The difficult part of it is getting them to hit the ground just right.

Dwarves may have thicker skulls than humans, but their bones still have to pay attention to the laws of physics. And if some burly guy who spends all day dragging rocks around decides to use your skull as a hammer? There's plenty of force there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 12:24:29 am
it just means they need fancy metal hats now is all.

Anyone got a story to pass the time?

EDIT: Ok, to pass time I'm doing some !!SCIENCE!! of sorts regarding training between dorfs and humans.

Dwarves as we know, take time to teach new recruits the basics of soldiering. Dodging, striking wrestling and the like, before sparring. I have observed humans jump right into sparring as soon as two of them are ready to train. in both instances I observed, the rest of the squad, including thier instructor, hadn't arrived and they lacked weapons. So two raw recruits jumped straight into the sparring. I am about to go in, and have a question: What weapon skill (nonranged) shall the first team use?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 24, 2012, 01:38:11 am
Was it with different squad commanders each time?

Also, two test groups != ‼SCIENCE‼. Try getting 10 or so squads going and we'll analyze that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 01:43:04 am
I've started with two halberdiers. Until enough raw migrants arrive, They'll be training together.

EDIT: Quarters aside, I actually think humans are more efficent with dirt and wood than dwarves are with stone and metal.... By spring's end, I had a farm up, light metalworking via embark metals, all ym usual food processing shops up, a simple barracks, a well is waiting to be made once I find a stone lump, a crude messhall dormitory combo.....

Jesus I've never gotten this much done with dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 24, 2012, 02:06:39 am
There's nothing in the raws to suggest that humans would be any more efficient at those tasks. It was probably all you. For one glorious season, you had become one with the ASCII, and all was as swimming is to the fish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 02:21:18 am
That's a little disturbing, but I'll roll with it. Just saying, I've never gotten even crude facilities ready this fast before, even in just dirt.

Ok, so as far as the control instructors go, they each get a pass as they already had points dropped in all basic soldierng skills an assault trooper would need, except wrestling, kicking, and biting.

Skills they both had at start
Competant Axe
Adequate Striker and Fighter (subordinate had novice dodge, adequate strike)
Novice Strike


Commander's personality that I would imagine affects training was as follows
Calm demeanor
Disorganized
Strives for excellence
Has a sense of duty
Somewhat reserved

The imediatly began training by sparring.

EDIT: Migrants have come, And I have a hammer squad instructor among them. I need to find weapons-grade ores to arm him and get hiom that fish dissector for the next training squad. I'll assume humans are more agressive fighters and trainers if their response to raw recruits is to keep smacking them till they hit back, unlike the dwarven basic training method.

EDIT II: Unintended science, it takes humans meer weeks to grow attached to a weapon. In my expierence, dwarves take months of traing with those weapons or fighting with them to do so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 03:52:30 pm
This intended as a bump, and a posting of findings.

Humans with prior skill will routinly jump right into the sparring. All my sqauds have done this.
Going to test a fully green team of wrestlers to see if it holds true.

Oh, and Talvieno, Dorf!Mr Frog had a hand in your cavies' demises....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 24, 2012, 04:17:51 pm
He needed guinea pigs, you see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 04:19:49 pm
Oh but of course!

Also, I finally got my turn on Swordthunders, and it's a fucking mess. I've opted to draft a few poor souls, set them to train, dump some shit to clear the clutter, and just leave it running unless something happens.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 24, 2012, 04:22:45 pm
...Can we keep it slightly on-topic, at least? This is the Spearbreakers thread :p (Although, I suppose that since it's technically your thread, it's technically about whatever you want it to be... Just try to keep it reasonable, okay?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 04:31:57 pm
I'm largly just killing time while keeping the thread active. It's as if everyone dropped off the face of the earth between updates, and that's bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 24, 2012, 05:01:48 pm
Okay, definitely updating tonight. I got hacked on D3 and lost all my gold and items, so I can't go on my account until it gets rolled back by Blizz. Sorry about the lack of playtime, by the time my turn rolled around I had already quit DF for a few weeks (but I still got my wits with me  :P).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 24, 2012, 05:12:04 pm
Alrighty, glad to see you're alive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 24, 2012, 08:22:37 pm
It would be terribly difficult to mourn you via internet. Unless they brought your laptop to the funeral, then it would just be terrible awkward.

Mitch's Mom: Oh my poor baby.  :'(
DF: He sure loved murdering him some innocents.  :-\
Funeral:  :o Ah... Someone switch it off before they say something else...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 24, 2012, 08:25:59 pm
If it comes time for my turn in any time during the next three weeks, I wish to be postponed. I don't see that happening, though. :P

(exams)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on May 25, 2012, 12:30:44 pm
Mitch has managed an incredible number of updates... Even though they're dispersed over a pretty long period of time. He has everybody beat as far as updates go by at least two times.

Is Doctormonch still around, or did we decide he's disappeared?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 25, 2012, 12:31:20 pm
Moved him tot he back of the line. Stormtemplar's next.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 25, 2012, 03:08:52 pm
Make it so that you can SEE and raid caravans traveling between citys and make a repeating crossbow out of leather, glass, metal straps, a unarmokly large number of mechanisms and have it be even more overpowered then radioactive-mugrepetingcannons.

oh, and dwarven Calvary with TANKS.


or just ignore this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 25, 2012, 03:34:21 pm
We have the railgun, requiring magentite rails, iron, steel or candy barrel and housing, two metal small mechanisms for the firing mechanisms, an iron or better cated stock, and leather buttpad.

All in all, it requires a metal crafter to make most of the parts, a mechanic to make the mechaisms (or maybe a mechanism mold or something) a leatherworker to make the pad, a weaponsmith to put it all together, and on top of that it needs very specific materials to even produce.

And did I mention if it just grazes it'll break something? A dead on hit to the body will always be fatal due to cauing a rail-slug smashing you into a wall with enough force to liquify you in your skin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 25, 2012, 04:38:13 pm
Mitch has managed an incredible number of updates... Even though they're dispersed over a pretty long period of time. He has everybody beat as far as updates go by at least two times.

Yeah, that'd be because I've actually quit playing. I've got too many hours on this game, and I'm On Break. I have to bring myself to play DF, and even then only for this. That's also why my updates are a little... skin and bones.



Year 205, the rule of Mitch
Chapter 12: Monument

Winter; the season before spring (I am told). That means my time as overseer is... drawing. It seems strange, that after all I've done there is still more to do. So much more. The recruits are still making their foetal deer steps toward a force, I haven't even touched the marksdwarfs, not enough people are suited in adamantine... I haven't even made an insane monument to myself! I suppose I'll do that, then. But I won't tell anyone what it is. The only ones that will know will be our enemies...

3rd Moonstone:

(http://i.imgur.com/EkCOE.jpg)
Sus II, such as I would expect a Sus descendant to be, chose to very stupidly risk his life for a pig tail sock someone left outside. Well, thanks to my training, he came back with a couple of pairs of socks.

I have begun carving of my monument. It was rather tricky to design, and it's probably too dark down there to see it anyway. But who cares? Only the smart will be able to pick it up, and I wouldn't care for anything less.

I have discovered a giant reason for our work-load sink hole. Someone left a continuous order to construct rock doors, coffers, coffins and cabinets. Why, when we have so much, I do not understand. I've ordered that shit cancelled.


10th Moonstone:

Bombzero was caught in a cave-in, and suffocated. This is probably the most tragic thing that has happened to Spearbreakers in recent memory, actually.


13th Moonstone:

My overseership has been... relatively quiet all year. I get the feeling like my vast sanity somehow just make things not go wrong as much as all the other years. Improving conditions for Spearbreakers is what I set out to do, though, not mayhem. It looks like I have succeeded.

(http://i.imgur.com/oqQvg.jpg)
Goblins! I forgot to close the gate!
Greenback is fighting hard, but one of them got a good hit in. Luckily, the rest of the squad got in just in time to save him.


16th Moonstone:

Greenback died. Outside. What was he doing there? Why not in the hospital? Who knows.

On the good side, the monument, has been completed. People have noticed I've become increasingly reclusive, but perhaps that is just what overseership does to those with the drive for glory, such as myself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 25, 2012, 04:58:45 pm
A shame on your DF playing, but we all need a break. I spiced things up by being the first humans to assault the caverns and search for adamantine not to use, but to say they found it. Probably a first for humans, or happens rarely.

And no assault on hell? that's disappointing.

Time to add Sus II to the list of the dead. Sus, if you see this before it's buried, do you want another one? Like a cousin or something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on May 25, 2012, 06:43:16 pm
Yeah, playing DF and writing about it can occasionally turn into a chore... it does get sad when this happens. By the way, I AM still alive and active. I've just been mildly distracted lately by Minecrafting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 25, 2012, 06:46:07 pm
Not a problem. I've been messing around with various mods, and confirmed humans seem to be more agressive and/or reckeless with training. Every member of my restling squad has broken at least one bone training, or in my sgt's case he broke all of his right ribs. Also, the grave titans are almost ready. Mr Frog did an exceelent job from what I can tell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 25, 2012, 10:40:49 pm
If I haven't asked it already, I would like to be dwarfed and turned.  Ya'll are making me nervous, I want to see Spearbreaker's inevitable victory defeat Ascension the end of the story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 25, 2012, 11:45:06 pm
Yeah, that'd be because I've actually quit playing. I've got too many hours on this game, and I'm On Break. I have to bring myself to play DF, and even then only for this.

Well, damn.  You're next after Splint for a turn in Swordthunders.


What's happening with your big project?  Or did your Fey Mood fail?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 25, 2012, 11:52:02 pm
And the FPS is atrocious btw Aussie. Took 15 minutes to get through granite, then I switched over to my human fort to get a break from the lag.

And Mitch dwarfed you already I think Hans.... I believe you got issued a pike and aussie got a stringed hammer AKA a crossbow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 26, 2012, 12:42:40 am
*hums horribly off-key funeral song for Bombzero* Goodbye, you corpse-obsessed little weirdo. I'd say we hardly knew ye, but the sad fact is we frankly knew far too much.

She's sleeping with the crawlies now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 26, 2012, 12:56:21 am
Oh crap! Forgot Bombzero! Just a tic and he/she'll be added.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on May 26, 2012, 03:15:37 am
A shame on your DF playing, but we all need a break. I spiced things up by being the first humans to assault the caverns and search for adamantine not to use, but to say they found it. Probably a first for humans, or happens rarely.

And no assault on hell? that's disappointing.

Time to add Sus II to the list of the dead. Sus, if you see this before it's buried, do you want another one? Like a cousin or something?
The Sus family seems to have lemmings somewhere in its lineage... :-\
Yeah, dorf me again, let's see if it sticks this time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 26, 2012, 10:58:16 am
The second one was a lemming, the original was caught out at a bad time and went down kicking and screaming like a boss.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 26, 2012, 10:21:53 pm
Oh man, that whole song just started playing in my head. >.<

And sweet, I hope I die horribly but well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 27, 2012, 08:11:34 pm
The strange thing with Sus II, instead of going to hospital to treat his injuries (shattered spine), he instead chose to run outside without my knowledge and make out with every zombie/goblin in the joint.

I guess the dude had a death wish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 27, 2012, 08:20:49 pm
He most defiantly was the family lemming....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 28, 2012, 01:34:00 am
He most defiantly was the family lemming....

OH NO YOU DI'N'T! >:( >:( >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 01:40:55 am
Sorry, haven't been bothering with spellchecking, been typing too fast. xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 28, 2012, 07:42:39 am
Update coming tomorrow. Would do it tonight but I burnt all of my fingers today with hot glue gun.

Was making a Johnny Bravo hair.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 28, 2012, 07:45:06 am
Update coming tomorrow. Would do it tonight but I burnt all of my fingers today with hot glue gun.

Was making a Johnny Bravo hair.

Well that just raises more questions than it answers, doesn't it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 28, 2012, 07:45:48 am
so what's the REAL reason you've been burning your fingerprints off?  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 10:08:31 am
Clearly he is planning on escaping to mexico and hoping to avoid interpol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 28, 2012, 10:26:17 am
lol, ns if a hot glue gun is the way to go here either, just saying....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 28, 2012, 11:26:26 am
John Dillinger couldn't even do it with ACID. You might oughta just keep your normal person fingerprints, they're LESS traceable that hideously burnt and melted Evil person fingerprints.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 11:51:04 am
The timekiller human expieriment prooved humans are ruthless trainers and take fighting very seriously. To the point two of them ran down and slaughtered an entire marksgob squad. And the axeman of the two didn't even have a shield.

I wonder how this mess is going.... I'm Glad Mitch was able to power through to finish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 28, 2012, 12:57:52 pm
fingerprints dont growback. im missing part of one from a food processor arround 5 years ago.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 28, 2012, 01:11:00 pm
@Asea:

They will. Eventually. In the meantime, be sure to use your powers of conspicuously-partial fingerprints for good and not evil.

EDIT:

Totally-Serious Theory on the Origin Of Spearbreakers

Mitchewawa, having burnt his fingerprints off and crafted the perfect Johnny Bravo disguise, goes incognito and vanishes from all official records along with several million dollars' worth of ballpoint pens. He then uses this nest egg to kick-start a shady R+D firm, after which he develops planeshifting technology and escapes into the multiverse. Several years later, his corporation hires a failed freelance drug dealer/bioengineer named Mr Frog off the street and Mitch -- now drunk with power after many years of having prosthetic Johnny Bravo hair -- decides it'd be funny to bring back the Spawn. And the rest is dubiously-canon history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 28, 2012, 01:13:00 pm
its only one finger and it got cut almost down to the bone so now i have this VERRY odd fingerprint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 28, 2012, 03:13:10 pm
I'm rather scared as to how active this thread has become again with the mention of finger print removal ^_^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 28, 2012, 03:29:17 pm
but....



you know what this is... ;D
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on May 28, 2012, 03:59:35 pm
the spoiler in the spoiler didn't work..... damn you.... now you spoiled it :-P  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 28, 2012, 04:05:10 pm
it worked before >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 04:28:40 pm
Well. TOO BAD. Although a planes shifting guy in Johnny Bravo hair is hilarious to imagine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 28, 2012, 09:48:18 pm
I am now picturing all Spearbreakers staff with johnny bravo hair, and I gotta say that Draignean pulls it off best.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 09:51:40 pm
I am now picturing all Spearbreakers staff with johnny bravo hair, and I gotta say that Draignean pulls it off best.

Why do I feel like that needs to be on the quotes page since it relates to the fort? xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 28, 2012, 10:50:57 pm
It would confuse and bewilder readers, and since they play Dwarf Fortress, they'd get oddly excited and want to know what prompted such a comment. And the answer is, someone was trying to burn off their fingerprints.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 11:02:06 pm
Yeah, but it'd be funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 28, 2012, 11:26:26 pm
Yeah, sorry.  :( I'm kinda tired from working all week, my mind is in literal mode. And I meant confuse and bewilder in the sexy, 'Losing is Fun' way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 28, 2012, 11:28:16 pm
I just think it'd be funny ads hell imagining readers trying to figure out wtf Johnny Bravo hair has to do with anything xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 29, 2012, 07:31:18 am
Update coming tomorrow. Would do it tonight but I burnt all of my fingers today with hot glue gun.

Was making a Johnny Bravo hair.

Haha, I was wrong.

Totally-Serious Theory on the Origin Of Spearbreakers

Mitchewawa, having burnt his fingerprints off and crafted the perfect Johnny Bravo disguise, goes incognito and vanishes from all official records along with several million dollars' worth of ballpoint pens. He then uses this nest egg to kick-start a shady R+D firm, after which he develops planeshifting technology and escapes into the multiverse. Several years later, his corporation hires a failed freelance drug dealer/bioengineer named Mr Frog off the street and Mitch -- now drunk with power after many years of having prosthetic Johnny Bravo hair -- decides it'd be funny to bring back the Spawn. And the rest is dubiously-canon history.

FRONT PAGE NOW.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on May 29, 2012, 08:08:22 am
Now I'm picturing the next incarnation of Mitch rocking up to Swordthunders for his turn as a dwarf with the full JB coif in search of girls and dwarven mechanisms xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 29, 2012, 10:54:48 am
'Do the monkey with me now.'
*Everyone dances*

And that is why dwarves have to leave a party to get a drink, they're doing the monkey furiously the entire time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on May 29, 2012, 03:26:04 pm
can someone hurry up and say im dead? i want to rejoin the crazy. wait, this isn't crazy, this. IS. pause for a unnecessarily long time.....
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 29, 2012, 03:48:46 pm
Unless somebody finds you remains, a new dwarf will be used in your place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 29, 2012, 08:34:44 pm
Spearbreakers has inspired me to make a giant mug above my volcano, and then fill the handle with bees, and the cup part with magma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Draignean on May 29, 2012, 11:44:28 pm
Spearbreakers has inspired me to make a giant mug above my volcano, and then fill the handle with bees, and the cup part with magma.

Mead, you're doing it wrong, but you're doing it wrong in an awesome way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 29, 2012, 11:51:45 pm
:) I don't think I can get the little bastards to pour the mead into the mug, or I would, just for ya'll. I'll post a screenshot for ya'll when I finish it tomorrow if you want.

Edit: Do I have to have an Imgur account to post pics there?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 30, 2012, 06:37:15 am
- You missed my 12th post (http://www.bay12forums.com/smf/index.php?topic=102730.msg3317243#msg3317243) on the front page.
- Aseaheru is still alive.
- Sus III is now a traction-bench bound army dwarf. Punishment for leaving me the fort in the middle of a necromancer battle  :P



Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 30, 2012, 11:01:38 am
Ah, my bad. I'll update accordingly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 30, 2012, 11:47:29 am
@Hanslanda:

I just used ImageShack, though the Internet voodoo shamans tell me it's not the best choice for some reason.

EDIT: Completely missed the point of your question... Yes, to my knowledge, most image hosting sites require you to sign up. I'm not particularly well-educated on this point, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 30, 2012, 11:55:03 am
Tinypic doesn't which is why I use it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 30, 2012, 04:46:05 pm
I use imgur and I don't think it needs an account. Plus the images don't go down as much as tinypic. And I'm not saying tinypic will give you a virus, but I don't think it is entirely clean of malicious code either.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 30, 2012, 06:11:48 pm
That would be unpleasant. I've got viruses from rather unexpected places before, such as Cracked's linkstorm. I'll probably try imgur when I get the mug finished. I'm putting bands of copper on it right now, which tremendously slowed down construction, seeing as how it requires metalsmithing skills instead of masonry. And I just don't really like having accounts for every site I use, it gets annoying, at least IMO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 30, 2012, 06:15:51 pm
I only used imageshack cause I already had an account on it from something prior to this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on May 31, 2012, 12:43:09 am
- Sus III is now a traction-bench bound army dwarf. Punishment for leaving me the fort in the middle of a necromancer battle  :P
Not the hospital! D:


Oh, wait, you fixed it, didn't you? Please tell me you did.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 12:47:58 am
Based on the let down of the planned invasion of hell, alot of the soldiers had gotten hurt at one point and treted. For once.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 31, 2012, 03:31:58 am
Talvieno appears to possibly be MIA for the time being (not sure how permanent it is, but from what I've gathered through PMs he might only be on very sporadically if at all), so could someone else volunteer to handle quotes and stuff in the event that he's disappeared? I'd do it myself, but I'd probably just flake.

HOTTIP: Only volunteer if you can see yourself remaining active, if not in this specific thread, then on the forum in general for an extended period of time. DO NOT volunteer if you're just going to vanish after a week and leave us holding the phone looking stupid.

Unless Talvieno suddenly resurfaces right after I post this, in which case ignore me.

So, uh, thanks to Talvieno for his (hopefully-continued) efforts with keeping everything organized. And apologies to Splint for playing manager in his thread yet again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 31, 2012, 06:12:57 am
- Sus III is now a traction-bench bound army dwarf. Punishment for leaving me the fort in the middle of a necromancer battle  :P
Not the hospital! D:

Oh, wait, you fixed it, didn't you? Please tell me you did.

I did. Now you've got the best care a paraplegic dwarf could dream of  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 31, 2012, 12:09:25 pm
YOU MONSTER. That hospital was our greatest weapon! One that could only be used on ourselves, but still.

Hey, guess this means Sus III will actually stay alive, right? ...Right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 12:37:33 pm
I wouldn't get my hopes up. I'm sure Stormtemplar will figure out a way to make it a deathtrap again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on May 31, 2012, 04:49:27 pm
Do you want me to do it accidentally or purposefully? I'm not very good at running hospitals, so if the thing doesn't run itself it'll probably break down, but I can make it !!FUN!! on purpose if you like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on May 31, 2012, 04:53:19 pm
Nahhh it'll be fine on its own. You can even give some of the designated doctors some jobs to do in their off-time (right now I have them idle for lever pulling and goods hauling).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 04:53:55 pm
I think that part where you said "not good at running hospitals" pretty much ensures something will go wrong if it isn't practically automated on its own. No need to work overtime when things can go funhouse mirror already.

EDIT: Ninja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 31, 2012, 06:44:40 pm
I predict that, even if storm were to deliberately sabotage every single industry in the fortress, absolutely nothing bad would come of it and another completely-unrelated problem would arise from a completely-unexpected and bizarre source. This is the fort that was delayed for a week to fine-tune the Spawn and founded on the edge of a Terrifying biome, yet went on to have its own hospital as its archnemesis. This is the fort where the primary means of fending off invaders is other, meaner invaders. This is Spearbreakers, where all goddamn bets are off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 06:49:04 pm
Damn it Talvieno, get your internet fixed! That deserves front-paging! D:<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on May 31, 2012, 07:34:39 pm
It's funny because he won't be able to read your demand to get his Internet fixed until he gets his Internet fixed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 07:40:25 pm
That was the idea. And  Just for shits and gigls, I'm rereading boatmurdered.

Hiccuping while burping and laughing hurts. Alot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 31, 2012, 10:01:49 pm
I predict that, even if storm were to deliberately sabotage every single industry in the fortress, absolutely nothing bad would come of it and another completely-unrelated problem would arise from a completely-unexpected and bizarre source. This is the fort that was delayed for a week to fine-tune the Spawn and founded on the edge of a Terrifying biome, yet went on to have its own hospital as its archnemesis. This is the fort where the primary means of fending off invaders is other, meaner invaders. This is Spearbreakers, where all goddamn bets are off.

That is pure unadulterated awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 10:05:19 pm
Damn straight. Anyone got a good story to pass the time until mitch gets around to finishing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 31, 2012, 11:02:19 pm
I'll try my hand at it. 

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 11:15:24 pm
That was awesome! I only saw one thing, and this is too awesome for me to care. Spawn tend to laugh off head injuries (as one battle here showed us when a pike went through one's head and just pissed it off) unless the head comes off, though it getting turned into paste along with some of the body and having the head ripped completely open by adrenaline fueled dwarf teeth would probably do it too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 31, 2012, 11:18:20 pm
Hanslanda... that... that was glorious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 11:20:08 pm
Hanslanda... that... that was glorious.

In regards to that story, This.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on May 31, 2012, 11:31:46 pm
My life goal is to be an author, so I greatly appreciate the compliments. :) Thanks guys. I knew some of the details on the spawn were off, but I kinda chalked it up to artistic license, plus I figured it would take a long time to find out what exactly I did wrong. I really enjoyed writing the martial trance.

And his name means Dagger Brokenspear, in Dwarven. I thought it was fitting. I'ma continue his story if ya'll want, and it doesn't get busy here for awhile.

Edit: And I seemed to recall someone mentioning tearing the brain and piercing the heart as their only weakness, so I rolled with that. What exactly are their weaknesses?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 11:39:14 pm
Weakneses
Bisection horizontally or vertically (chop them in half)
Decapitation (remove the head)
Busted ribs damaging the heart.
Shattering or otherwise harming the heart.

Disabling them, lighting them on fire, and general brain damage just piss them off. Being de-toothed can render them much eless threatening but not by alot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 31, 2012, 11:40:08 pm
A flaming Spawn would be a horrifying sight. They don't much care about flames, but they'd spread flames to anyone that even survives being hit by them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on May 31, 2012, 11:45:30 pm
That's why magma weaponization isn't allowed. Burning spawn would be both horrible and an FPS killer.

And Hans, please do continue! That was a good read.

The only thing I keep thinking of is an adventurer asking Fischer's ghost why she and others havn't passed on, despite being entombed and slabbed.

Her response is simple
"Our army's standing orders are to defend the fortress. And soldiers here take thier orders very seriosuly."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on May 31, 2012, 11:54:43 pm
A bit reminiscent of Daeren then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 12:12:47 am
Spoiler (click to show/hide)

I know there aren't any vampires in Spearbreakers, but I wanted something with a bit more to it than, "Grar! Shank the monster! Now shank the other monster!" Let's just assume that this is Urist's home fortress before he travels to Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 01, 2012, 12:14:28 am
Good job on the story. Couple errant adjectives, some of the transitions between paragraphs are a bit awkward, but it's still nicely-executed. NOTE: Not intended as expert analysis. (I just like to pretend.)

Anyone think I should finish up my daft little Mr Frog/Joseph sidestory and post it? We need some sort of influx of creative material, and it looks like all of our regular contributors have fallen off the face of the earth or something :-\ Ah, the glory days...
In the meantime, keep it up, Hans.

Are you going to write anything, Reudh? I seem to have you pegged as a writer for some reason ??? Not sure why.

NotAnEdit: Wow, ninja'd by two posts... Hans, you work fast.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 12:20:46 am
Hey, the first one took fifteen minutes, the second was merely a logical progression of events, and took less time as a result. Also, I LIKE Spearbreakers, and I'm not letting it get off the first page if I have ANY say in the matter.

And I appreciate the analysis, I knew there was some bits that didn't quite work, but in any 'real' writing situation there would be a stage of editing in between, so hopefully the awkward transitions and adjectives would be caught. Plus, I've never been in a 'real fight', so its kinda hard to judge how the action flows from a purely theoretical point of view.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 12:27:38 am
It gets messy. And when fighting at arms length, it's a good thing dwarves eem to be genetically encoded to shut off thier empathy when killing sentients of any race. It must be psychologically jarring when they have to kill alot in a short timespan though

(Hell, i had a carpenter drafted ina hurry to fight of rhesus macaques, he killed 12 in less than a day and a half. Was at Doesn't give two shits about anything anymore after that.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 12:32:15 am
See, that's why I don't fight. I'm young, strong, and rather tall. Several advantages. I also know that eyes are very delicate, throats are easily crushed, your hands are delicate flowers made of plasticine, and knees are hilariously easy to destroy with a snap kick, even though kicks are kinda useless otherwise. I don't want to get hurt/go to jail again, but I also don't want to kill or ruin someone for life and get sent to prison. Plus, fighting is dumb when lives aren't on the line. Hospitals are expensive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 12:33:00 am
Or in our case, hospitals are a potential deaths entence...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 01, 2012, 12:35:50 am
@Hanslanda:

I was sort of testing the waters, there... You can never really tell on the Internet :p  Some people seem nice and reasonable yet turn into screeching drama queens the second they hear something they don't like :p

I thought the fight scene was pretty good, actually*. There were a couple actions that should have been extended into multiple clauses** (one that really sticks out is where the last Spawn bowls the grappling duo off the bed*** -- it's written as one self-contained event even though it should have been something like 'the final spawn leaped forward and tackled the duo, bowling them off the bed').

*It's worth mentioning that, as a 120-pound weakling who's never been in any sort of physical altercation, I have exactly zero practical experience to back this up.
**"Clause" is the right word, right? I suck at technical-speak :-[
***...Right? Christ, I just read it 10 minutes ago and my memory's already spotty :-[ I'm too young to be senile!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 12:37:50 am
Mental stability is for the weak. And one must be insane to play this fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on June 01, 2012, 12:50:01 am
Mental stability is for the weak. And one must be insane to play this fortress.

God dammit.  I'm too overqualified for this fort then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 12:54:43 am
Nope, you have the exact qualifications we  need!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 01, 2012, 12:58:18 am
Boy do I feel silly, I've had this typed up for a while but I forgot to post it!



Year 205, the rule of Mitch
Chapter 13: Time rolls away

It took me a while to realise, but I have been quite cut off socially from the rest of the fortress. Despite my popularity as overseer, I am only in possession of six 'passing acquaintances', and no friends. Fame is quite sad; seeing people smile at me in the hallway, with a nod and a hello, all-the-while not knowing much about me beyond, 'the guy that saved dozens of lives in medicine, revolutionised and streamlined the entire fortress and set up the entire military'. That title means more then my name. I think after this winter, I may retire. After all, there isn't much more I can do. All that is left for things to take effect is time; time for migrants to arrive to bolster production, time for the more vulnerable recruits to train, and time for Spearbreakers to realise my dream.

It shames me that I couldn't enact The Plan myself, though.


22nd Moonstone:

(http://i.imgur.com/Q3Bpd.jpg)
I don't know why, but for some reason I feel like making the barracks a kind and warming place. So I put a smiling face in there. And told everyone to only train within 3 square meters. Group hug!

The area where we fought goblins is starting to miasma, plus we found a necromancer tome. 'We see Deler Inkblushed, the asshole who ruined my day', written by Deler Inkblushed the Union of Assholes. It concerns how much of his ass remains un-kicked by us (none), the writing is fairly crisp and it has its moments of pop-up pictures.


25th Moonstone:

I cut two military squads in half, and made them into four. To help with training.

Also begun work on another personal project. This one isn't obscure; I'm just going to make a smoke chimney using a bituminous coal artifact bed. No biggie.


12th Opal:

The amount of idlers has gone up to 20. This is... beyond what I wanted. Work isn't being done. I'm going to install a giant statuary, that will give everyone something to do. While that is getting dug out, new policy; everything inside our walls is ours. Yep, it's time to drag all of that useless goblin armour and weaponry inside.

(http://i.imgur.com/efZc9.jpg)
My new training regime is paying off; the men are forgoing the slow, ineffective 'combat demonstrations' in favour of sparring.


3rd Obsidian:

Time, rolling away like waves. I still haven't finished the statuary, or the chimney. And I only have a week to go. On the plus side, the monument, has been completed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 01:02:26 am
ABout damn time! GLad to see an update Mitch, I trust you read Hanlanda's stories too?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 01, 2012, 04:09:55 am
ABout damn time! GLad to see an update Mitch, I trust you read Hanlanda's stories too?

No, I did not, I'mma do that now...

Holy shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 11:26:03 am
@Hanslanda:

I was sort of testing the waters, there... You can never really tell on the Internet :p  Some people seem nice and reasonable yet turn into screeching drama queens the second they hear something they don't like :p

I thought the fight scene was pretty good, actually*. There were a couple actions that should have been extended into multiple clauses** (one that really sticks out is where the last Spawn bowls the grappling duo off the bed*** -- it's written as one self-contained event even though it should have been something like 'the final spawn leaped forward and tackled the duo, bowling them off the bed').

*It's worth mentioning that, as a 120-pound weakling who's never been in any sort of physical altercation, I have exactly zero practical experience to back this up.
**"Clause" is the right word, right? I suck at technical-speak :-[
***...Right? Christ, I just read it 10 minutes ago and my memory's already spotty :-[ I'm too young to be senile!

There is no need to get upset at constructive criticism. People aren't being cruel and trying to demolish your writing when they say, 'This could have been better here and here.'  They're helping. :)

I like the smiley face Mitch, how'd you manage that?

Spoiler (click to show/hide)


Nothing nice happens to this guy. Around eight thirty my time tonight, I'll post the next segment in the story. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 01, 2012, 11:49:50 am
Lovely, Mitch. In our darkest hour, that happy face will still be there, taunting us :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 12:14:44 pm
Lovely work Hans, if a bit grim. But that's the norm here so wtf do I know?  :P

And I think he used cinnibar or bauxite and some cobaltite. I knew we hit some somewhere, so he just made paved road peices from that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 02:06:10 pm
A shameless bump and me saying the following:

Come on you useless humps! Get more active! Spearbreakers is counting on us to remain active!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 01, 2012, 02:34:27 pm
Okay, even though it's probably some of the worst sci-fi I've ever written, only tangentially related to Spearbreakers as a whole, I have no idea how I'm going to follow up on it, and I somehow manage to slip into script format at one point, I'm going to dump this here just so that I have something:

Spoiler: Journal of Mr Frog (click to show/hide)

Elsewhere, the following is written on some pieces of paper wedged between its owner's bed and his bedroom's wall; the penmanship is very shaky, nearly-illegible at some points:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 02:43:51 pm
I don't see the problem here. It fits the setting, fleshed out Joseph as either a deranged lunatic or a well-intentioned extremist, and most importantly...... -drumroll-

We know what really killed all the cavies! You sick bastard.  :P

Either way, this also gives Terrahex something to work with as well when he revives himself, and paints the history of the world as open to manipulation from the outside.... Who knows, all the great epics of the past may have been orchestrated toowards something worse... Or perhaps better?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 01, 2012, 05:27:06 pm
I like the smiley face Mitch, how'd you manage that?

Creative use of water, magma and a quick PrintScreen finger.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 05:30:58 pm
I dunno. that looked an aweful lot like a paved road to me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 09:44:12 pm
I like it Mr Frog. Joseph sounds like an intriquing character. And I like that Mr Frog!Dorf isn't a heartless bastard, just slightly ruthless. Makes him human err, dwarf. :)

And now, for another update in the story of Urist Okablokum.
OOC Description of Main Character Stats
Spoiler (click to show/hide)

Story
Spoiler (click to show/hide)

That one wasn't so grim. But I think the poor fella's a death seeker now, and he doesn't care about anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 09:47:53 pm
Oh my. He seems.... A little upset.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: The Master on June 01, 2012, 10:35:04 pm
I'M BACK! I'm eternally sorry I couldn't do my turn! My computer died on me so I couldn't do anything! I finally got it fixed...I hope that nobody's angry that I didn't unleash the carnage I had promised...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 10:42:12 pm
Well, you did kinda... Die. Litarally. over some stupid blue gem pointy stick the murderous voices told you to make.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 11:08:33 pm
:)

The Journey
Spoiler (click to show/hide)

*Haha, I love alliteration. That was an accident.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 11:18:55 pm
Another wonderful peice by Hanslanda everybody! Quite the mess got made there. So who's year is he showing up in?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on June 01, 2012, 11:40:58 pm
Hanslanda, that was another fine piece of writing that I one day hope to be able to imitate (in terms of storytelling).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 01, 2012, 11:42:25 pm
Hm. I thought it a bit strange that The Master would suddenly vanish after being so active :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 11:43:49 pm
Strangly good timing since he went a little killhappy and suffered pike-induced head trauma when his dorf failed his little mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 11:48:15 pm
Thanks again. :) I... Have no idea. I'm going to download the latest save here in a minute and check out the architecture and such like to get a fair idea of how to describe it. Not to mention how to describe any dorfs he meets. I'm planning on making his visit somewhat annotated. I don't want a nonexistent dwarf doing something in my side story to do anything that would actually affect the fort. He's probably going to be a caravan guard that killed a spawn or got killed. Idk yet. It's all been by the seat of my pants so far, I see no reason to change that. :)
Do I just throw the save into my save folder or is it more complicated than that?

Edit: Yeah, I would have thought he and bombzero would be clamoring for redwarfings this whole time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 01, 2012, 11:51:46 pm
In a word, the architecture will probably look... Fuck it. the place is a complete clusterfuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 01, 2012, 11:53:45 pm
Hehe, Talvieno's cavy room, your dorfiti describing what each room does, two or more entrances. I've heard the gist of it, but if I could work the save thingy I bet I'd be amazed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: The Master on June 01, 2012, 11:58:16 pm
I'd like to be redorfed by the way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 12:02:49 am
I think we already redorf'd you. Not sure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 02, 2012, 04:00:05 am
Yeah, you're alive. Novice axedwarf I think. You're one of about 30.

...yeah, I kinda went and dictator'd the SHIT out of Spearbreakers. No one hasn't noticed yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 07:43:24 am
That's because no-one died in the hospital under your leadership.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 12:21:52 pm
Dwarf one: He's been oppressing all our rights and forcing us to obey his will.
Dwarf two: Aye, but when I went to the hospital for a broken arm awhile back, and instead of removin' me lungs, they set the arm and casted it.
Dwarf one: Screw rights, he gets my vote.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 02, 2012, 12:26:40 pm
"we dont have any gold beds here!"
"we do have healthcare"
"i love this rock bed!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 01:17:16 pm
Are you tired of my rule?
Have you grown disgruntled with my use of military might to keep the unwashed masses in line?
Then consider this:
Before my iron-fisted rule, our hospital had a 300% casualty rate. It killed people that weren't even being treated. So next time you complain about my ruthless tyranny, just remember...
I could bring the old doctors back.
Paid for by Mitch McDictator
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 02, 2012, 01:18:27 pm
now i want them to come back. >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 01:21:50 pm
Lol, its like the desert in Dune. It keeps our dwarves strong to know that their own doctors will gladly butcher them like a pig if they so much as get touched in a fight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 02, 2012, 01:22:42 pm
wait, what? i dont rember that...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 01:27:34 pm
No, in Dune, the desert made the Fremen into the supersoldiers they were after killing many of them. I was equating the desert to Spearbreaker's doctors. It was a slightly poor analogy though, killing spawn made our dwarves badass. The doctors just weeded out the unlucky.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 02, 2012, 01:29:18 pm
and the useful.
and the desert, the spice and the retard spice peeps made the freemen awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 02:30:39 pm
Still. Hans has a point. Instead of "With your shield or dead upon it" It's "Uninjured or not at all." I think you can understand the difference in those statments.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: caddybear on June 02, 2012, 03:35:45 pm
The mugs must flow?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 03:38:02 pm
Indeed they must. But stocks are probably running low.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 09:31:55 pm
Damn, I really want to write the next entry, but I'm not sure how to do it. Also, who is the broker? I have more questions, but as they come up I'll just PM Splint. So this post may be a bump in disguise. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 09:35:09 pm
Ask away bro. I got time until monday.

And unless it was changed, I should still hold the office, though I I'm not the practitioner of trade (The skill was just assigned so we'd have pricing. Dorf!Splint leaves the trading to others more skilled in the art of the deal.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 02, 2012, 09:55:46 pm
Splint is the manager/bookkeeper. Not the way I would've set it up, because both are full-time jobs and the manager is time-sensitive, but oh well.

E: Strange discovery, it turns out there were two of Sus II. When one died, I made a Sus III. Now there's a Sus II and III alive, the latter being in a permanent coma.

EE: Okay, for some reason the doctors just leave Sus III in that traction bench. Every time I remove the traction bench, Sus III passes out in the armoury and gets dragged back to the hospital for re-diagnosis, and re-wound cleaning. NCommander is now high-master in both thanks to this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 10:02:39 pm
Anyone is set to trade as I recall. And actually I combined the two so I'd be able to jump right on it if I wasn't updating records. But now that I'm on some labor intensive shit.... I dunno. If the time thing is a factor Then someone else may need to replace me, though they'll need a table and chair.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 02, 2012, 10:35:03 pm
Just a quick update, because I finished off on my final month last time:

- I finished my chimney. It did not work as intended
- Barbarian siege, they're locked out killing zombies
- Accidentally power-trained NCommander
- Ran out of adamantine strands and wafers, need more
- There's a room I made to put 90 rock statues, but I didn't finish the statues. I'm smoothing the room out, do with it what you please (but the statue garden is a good idea)
- I left 2 easter eggs (mine are the ones that aren't obvious as shit). A super secret prize to whoever figures them all out!

Here's the save!
http://dffd.wimbli.com/file.php?id=6414
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 02, 2012, 10:41:08 pm
Downloading it now. I'll try and get an update in this weekend, but I don't know if I can. After that, there will have to be an update drought of a bit under two weeks and then I can update regularly. Considering the last turn was over a month I doubt it'll be a problem.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 10:43:53 pm
WOn't be in the slightest cause you're giving us a heads up ahead of time. Good luck!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on June 02, 2012, 10:44:25 pm
Are you tired of my rule?
Have you grown disgruntled with my use of military might to keep the unwashed masses in line?
Then consider this:
Before my iron-fisted rule, our hospital had a 300% casualty rate. It killed people that weren't even being treated. So next time you complain about my ruthless tyranny, just remember...
I could bring the old doctors back.
Paid for by Mitch McDictator

You joke, but there was a doctor who once managed a 300% mortality rate! He was kinda psychotic...

Back before anaesthesia, doctors who could do their surgery really quickly were considered awesome. So, this one guy took it to extremes and liked to get an assistant to time him. He also tended to use a really quick slashing technique with the scalpel, which produces nice straight cuts but tended to result in his arms flailing around a little.

One time, his slashes were too much for the patient... and his flailing managed to slash the artery of a member of his audience. A third died of shock, apparently.

So, yeah.



On another note - I notice that Dorf!Niccolo the philosopher is also a soldier.

I'm now worried for the longevity of my Dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 10:48:37 pm
Time to update the main post! And Niccolo, you should be worried. Very worried.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 02, 2012, 10:50:27 pm
Dear god. What insane bastards built this hellhole. Also, how will the default Lazy noob pack textures do with this fort? The one that was preinstalled was broken for me.

Edit: never mind, that causes a fatal error. Redownloading. The dwarfs look weird in my texture pack, is there an pack that someone can give me that works, or at least a way to revert it to ascii?

Edit 2: I seem to be lacking a dwarf. There seem to be a few free, so I'll fix that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 02, 2012, 10:53:05 pm
Are you tired of my rule?
Have you grown disgruntled with my use of military might to keep the unwashed masses in line?
Then consider this:
Before my iron-fisted rule, our hospital had a 300% casualty rate. It killed people that weren't even being treated. So next time you complain about my ruthless tyranny, just remember...
I could bring the old doctors back.
Paid for by Mitch McDictator

You joke, but there was a doctor who once managed a 300% mortality rate! He was kinda psychotic...

Back before anaesthesia, doctors who could do their surgery really quickly were considered awesome. So, this one guy took it to extremes and liked to get an assistant to time him. He also tended to use a really quick slashing technique with the scalpel, which produces nice straight cuts but tended to result in his arms flailing around a little.

One time, his slashes were too much for the patient... and his flailing managed to slash the artery of a member of his audience. A third died of shock, apparently.

So, yeah.



On another note - I notice that Dorf!Niccolo the philosopher is also a soldier.

I'm now worried for the longevity of my Dorf.

I knew of said doctor, he was the inspiration for the number. :) And also, I was kinda assuming ALL our doctors were as crazy as he was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 10:53:24 pm
Not in the slightest. And to answer your question, it was at one point semi-organized.

Then tradition dictated I step down from overseership.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 02, 2012, 11:00:36 pm
2 things. Firstly, I need some help with the texture pack. Can someone shoot me a link to an install that'll work with it. Second, I thought the place was a cluster****. Then I looked at the third floor. Dear god.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on June 02, 2012, 11:01:59 pm
Ooh, only five years before I take the helm!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 02, 2012, 11:57:47 pm
I.... I looked at Sus' save to help out Hans....

WHAT THE FUCK HAVE YOU PEOPLE DONE TO THIS FORTRESS!? It looks like a scene out of the most pantshittingly violent slashers and war films ever devised! I mean for the love of god! There's hair trying to kill a dog!

Jesus fucking christ what horror have I wrought on these forums with this abomination!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on June 03, 2012, 12:01:59 am
I've never actually encountered a 'raising' biome yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 12:04:05 am
I.... I looked at Sus' save to help out Hans....

WHAT THE FUCK HAVE YOU PEOPLE DONE TO THIS FORTRESS!? It looks like a scene out of the most pantshittingly violent slashers and war films ever devised! I mean for the love of god! There's hair trying to kill a dog!

Jesus fucking christ what horror have I wrought on these forums with this abomination!?

Bwahahaha, this makes me so excited. Urist's update is going to be a whole heap of fun. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 03, 2012, 12:04:23 am
@stormtemplar:

Not 100% sure what exactly you mean by "texture pack", but here's a quick overview of how DF graphics work (Don't worry -- it's nowhere close to as complicated as DF itself):

@Splint:

I know; ain't it beautiful?


@Reudh:

Lucky bastard. *PTSD flashback*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 03, 2012, 12:17:50 am
Right. Sorry was getting DF and minecraft mixed up, they call the equivalent  in minecraft texture packs. My graphics are buggy (Dwarfs and walls are weird) so I'm going to try to mess around a bit, but if someone can provide me with a modified version of any of the graphics things I can just drag and drop it would be great.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 03, 2012, 12:21:17 am
Can you maybe PM me a screenshot of the bugged graphics as well as a copypaste of your init.txt? I might be able to help more then.

UPDATE: Okay, so after playing Tech Support Guy (just one of my many personas!) for a bit I have confirmed that I have no bloody clue what the problem is and that storm should ask someone who does :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 01:44:11 am
Could always try the modding forum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 03, 2012, 01:51:41 am
2 things. Firstly, I need some help with the texture pack. Can someone shoot me a link to an install that'll work with it. Second, I thought the place was a cluster****. Then I looked at the third floor. Dear god.

Uhh, I wouldn't do that if I were you. Even I wanted to use a texture pack, but needed to settle with default. Inputting a texture pack breaks the textures somewhat, and you can't change back to default. There's a program to set it 'properly' from default to texture, but not a way to change back.

I've never actually encountered a 'raising' biome yet.

That was a necro siege, actually.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 02:20:26 am
I took over for a quick moment. Fischer was not happy to see that necromancer. Completly wrecked his shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on June 03, 2012, 10:15:25 am
I.... I looked at Sus' save to help out Hans....

WHAT THE FUCK HAVE YOU PEOPLE DONE TO THIS FORTRESS!? It looks like a scene out of the most pantshittingly violent slashers and war films ever devised! I mean for the love of god! There's hair trying to kill a dog!

Jesus fucking christ what horror have I wrought on these forums with this abomination!?
What's worse, the soldiers seem to priorize "killing" zombified hair over trying and hunting down the necromancer raising it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 02:27:47 pm
Actually, Fischer was more than happy to maul the necromancer when I told her to kill him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 03, 2012, 04:25:59 pm
I will say this: Mitch did a good job fixing things up. It's still a hellhole, but it's a manageable one. Good news: I've been forced to use ASCII. I can do so, but I usually don't. In a fort this complex? Armok help us all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 04:31:02 pm
Glad to see you're up and running man. Can't wait for the first update!

And when the update drought hits, it'll be creative time for the rest of us to pass time till he gets back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on June 03, 2012, 06:06:00 pm
So tell me the truth - will this fort still be here 13 years from now when my turn comes up? Or will the only occupants be the ever-raising hair?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 06:09:40 pm
I... Thionk it'll stil be standing. But if worse come to worse it means you get priority in the sequel.

EDIT: Alright, so I've begun planning on something and need opinions on how to best build Hyrdakania, a fortress based within a strange little setting. If you guys could pop in, that'd be great, since we'll need the time killer anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on June 03, 2012, 07:45:49 pm
Heyo heyo!

I swear, I'm still active. I'm just busy studying for exams at the moment. They start in just over a week for me... They're my last exams ever, so I want to do really well in them.

But I AM still alive. Just... not focusing too much on Spearbreakers at the moment. I'll try and do some arty stuff or some philosophical crap later, okay?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 07:50:56 pm
That's fine man, SInce it's early summer I assume the majority of us are busy with school finals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 08:10:16 pm
Not me, I'm not smart like you guys. :P I ONLY graduated high school. So I'll be here like that creepy uncle that comes to the family reunion and just never leaves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 08:13:22 pm
Glad to see I'm not the only one creepily leering this topic watch for stuff....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on June 03, 2012, 08:32:37 pm
Heh, I finished with my college finals a year ago! Now the only thing I have to occupy my time is DF and waiting for the economy to uncrap itself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 08:33:37 pm
I'm looking into getting at least a part time job to occupy my summer. Don't start at ITT until september.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 08:44:24 pm
I would creepily leer more, but I already end up spending all my free time designating my super magma and bees mug block by block, and refreshing this page hoping someone posted something. Its... Probably not very healthy to be honest. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 08:46:18 pm
When you have nothing better to do, it's perfectly reasonable. When we gonna get blessed with more of that story? Tis gooooood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 10:03:59 pm
Right meow.

Arrival
Spoiler (click to show/hide)

More soon, I'm halfway through that damn mug. And I FINALLY got made into a Barony.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 10:14:38 pm
Violently, unwelcome, and covereds in gore. Beautiful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 10:17:24 pm
Urist McKillsThings has been happy to talk to someone lately. He has admired a tastefully disassembled necromancer lately. He is happy to have saved a caravan lately. He has taken joy in repeated and continuous slaughter lately. He has admired a fine wagon lately.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 10:20:25 pm
xD.

I nominate the above as a quote, cause that describes this place so well around Trade Season.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 03, 2012, 10:34:39 pm
Next up is Realization. I'll be editing this post to put it up, it'll be kinda short, but I'm going to enjoy describing Urist's reaction to the tour of the fortress. Enjoy. :)

Realization
Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 03, 2012, 10:35:28 pm
Oh god this should be good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:05:40 am
Fucking. BEAUTIFUL.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 12:17:31 am
I hope I got all the cameos right. I figure Frog, Talvi and Draignean came off perfect, but I wasn't sure how you and Mitch would behave faced with an incredulous dwarf with wierd orders. And did you catch Terrahex? :)
Also, I really need to be told how to work the save game so I can see spearbreakers myself, I was guessing for over half the 'and he walked to' parts. The only one I was sure of was the living quarters level and Talvi's room being to the 'left' relative to the staircase.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:18:34 am
Drop it into the save folder. May need to change the name though dunno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 04, 2012, 12:21:17 am
Yeah, I have school finals until wendsday and then I won't have access to a computer for about a week, I'll write up an intro then

Edit: I doubt looking at the fort will help you understand it. After a few months of dedicated study, you might grasp the basic layout. All I know is that there's stuff on the first floor, more stuff on the second floor, bedrooms someplace and lava forges below.  Seriously, after a half hour that's all I've got.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:25:48 am
Kinda funny that DorfSplint just kinda bitchslapped him with a pretty much standardized routine xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 12:28:58 am
Hm, I got it in there as 'region99'. Not sure what to do now. It doesn't show up under 'Continue Playing' or 'Start Playing'. I'm off tomorrow, I'll figure it out then.

But I wanna see it... [/whine]

Wow, double TRIPLE ninja'd. :) And yeah, DorfSplint gave him exactly what he was asking for, but Urist couldn't compute, "This guy isn't totally batshit insane spewing crazyness at me like it was a weapon right now." After the rest of the crew, I'm surprised Urist even tried to talk to Splint and Mitch. I personally would have gotten a drink or seven to better understand the locals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:30:10 am
Huh. Try a lower number, maybe that'll work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 12:34:14 am
I figured it out. Set it lower, and also took it out of the file it was in. >.<

What the everloving fuck did you just do to me? This is pure insanity. OH MY GOD DAMN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:35:24 am
That does help.
And boy is poor Urist gonna be horrified at the state of equippment.

It seemed a large number of soldiers were wearing a mix of candy steel and civvies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 12:46:16 am
I found me. Its the only thing that makes sense in this place... But I'm not fat. Everything else is right. Well, I don't have a special laugh when I'm annoyed. I just get tense.

And yes. Urist... His reaction wasn't even close enough. My god. I think you broke me. This place is undeniably epic in a hideously insane way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 12:47:48 am
Filename shouldn't matter AFAIK? ??? Not sure what the deal is.

Maybe you have nesting folders? Try looking in the Spearbreakers save to see if there's another folder inside. I do it all the time :p

Pretty good interpretation of my dwarf... brings back his self-medicating tendencies, which I'd kind of been drifting away from while still somehow ostensibly keeping as a trait (it's still there in my notes, I just haven't brought it up at all :-\). The whole shifting between hardened cynicism and cheerful denialism was pretty spot-on. He's not really supposed to talk like that, though. Pretty true to what I was aiming for considering what you had to work with.

Haven't really been reading the stories, though, as I've been in a shitty mood and I'd just end up either getting irritated at you for doing a bad job and bitching you out or (more likely) become envious of your writing ability and post cruel things to tear you down. I don't think anyone would come out a winner in that scenario :(



Relatedly... where'd Talvieno vanish to? :/ Should I start collating these instead? I really have nothing else to do.

Ninja'd 6 times. Sacré merde.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 12:49:12 am
Good luck man. Although he really only saw slight glimpses of things. Plus we have an obscene amount of doors which justifies that.

Got the mess of mugs spot on though!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 01:06:36 am
Filename shouldn't matter AFAIK? ??? Not sure what the deal is.

Maybe you have nesting folders? Try looking in the Spearbreakers save to see if there's another folder inside. I do it all the time :p

Pretty good interpretation of my dwarf... brings back his self-medicating tendencies, which I'd kind of been drifting away from while still somehow ostensibly keeping as a trait (it's still there in my notes, I just haven't brought it up at all :-\). The whole shifting between hardened cynicism and cheerful denialism was pretty spot-on. He's not really supposed to talk like that, though. Pretty true to what I was aiming for considering what you had to work with.

Haven't really been reading the stories, though, as I've been in a shitty mood and I'd just end up either getting irritated at you for doing a bad job and bitching you out or (more likely) become envious of your writing ability and post cruel things to tear you down. I don't think anyone would come out a winner in that scenario :(



Relatedly... where'd Talvieno vanish to? :/ Should I start collating these instead? I really have nothing else to do.

Ninja'd 6 times. Sacré merde.

I'm glad I was fairly close at least. I figured I wasn't doing his dialogue right, but it was the best way I could show he was really ****ed up on future drugs. I probably should have made most of it internal. He kinda came off as Johnny Depp in Fear and Loathing in Las Vegas to me.

And if you see something legitmately bad, don't hesitate to say so. I ain't scared. Ima write it up anyways. :) And if you're just pissy and you rip on me, I totally understand. I'm going to jail next week on my two days off cuz I didn't pee in a cup last week, plus I've been working frickin' overtime and everyone acts like I'm a lazy asshole mega-addict all the time, not to mention I have a permanently broken right hand.
I... Understand anger. :)


Edit: And yeah, we're some ninja'ing motherfuckers tonght, aren't we?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 04, 2012, 01:08:39 am
I hope I got all the cameos right. I figure Frog, Talvi and Draignean came off perfect, but I wasn't sure how you and Mitch would behave faced with an incredulous dwarf with wierd orders. And did you catch Terrahex? :)
Also, I really need to be told how to work the save game so I can see spearbreakers myself, I was guessing for over half the 'and he walked to' parts. The only one I was sure of was the living quarters level and Talvi's room being to the 'left' relative to the staircase.

Hahaha, mine was perfect. We gotta do more stuff like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:11:04 am
What about "wanting to beat a co-worker to death over screwing up a display with a tire iron" anger?

Anmd I did catch terrahex. Seemed the most out of place since it seemed like a constant stream of insanity until he got to the tower xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 01:16:25 am
@Splint, Hanslanda:

Could we please not turn this into a 'who's-the-craziest-ass-motherfucker' contest? :/ It looks like it's heading in that direction.

Mostly because I'd lose, seeing as how I'm so squeaky-clean that it's actually physically nauseating.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:19:53 am
lol sorry. Just saying. Seems some of us may not be exaggerating our characters' mental instabilities.

And squeaky clean is better than a drunk who likes blowing shit up, a party girl, a wall flower, a generally apathetic jackass, and a murderous psycho being crammed into a small space.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 01:23:53 am
Noted Mr Frog. >.< And I'll probably expand Terrahex to be more disquieting in the next update, along with trying to get more dorfs worked in.
And it WAS nesting folders.
Wow, ninja'd.

It is seriously one thirty in the morning here. I'm going to post more tomorrow morning.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:27:41 am
Can't wait man.

On an unrelated note, Trance music has an odd calming effect on the whole mess. ANYWAY

What will poor urist run into first? The disgruntled ex recruit Corai? Zapp branadorf Draignean? The other pikedorfs in general?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 01:43:10 am
And it WAS nesting folders.

Heeheehee. I do that a lot :3

On an unrelated note, Trance music has an odd calming effect on the whole mess. ANYWAY

Who needs trance music when you can have NICHE (http://www.youtube.com/watch?v=q4gqGhN0xnE) JAPANESE (http://www.youtube.com/watch?v=nuGBgYlHlzo) SHMUP (http://www.youtube.com/watch?v=ETTk83qis0w) MUSIC (http://www.youtube.com/watch?v=lY_KORpQPdI)!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:46:46 am
I fear clicking those. I don't know why.

And at last, someone else saw the horrible clusterfuck SPearbreakers became in a few short years (From what I understand Mitch didn't really add anything aside from a chimney fuck-up and spent the whole time fixing what the rest of us broke xD)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 01:49:31 am
They are links to Youtube videos of music tracks from a shoot-em-up series that I like :\  Really, do you think I'd be stupid enough to link to a shock site from here?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:52:22 am
No, usually when people link me music I get blasted with something I can't understand (and was unprepared for) or my eardrums blown out cause I wasn't warned on the volume.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 01:53:18 am
There's no lyrics, and it's not super-loud. Pretty standard video game music, I just like it for some reason.

And the discussion ends here, because this is silly :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 01:54:34 am
BKNHGBHJ

Sorry. I'm just abnormally figedity and talkitive right now. Dunno why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 01:55:52 am
BKNHGBHJ

I THINK HE LIKES IT TOO YOU GUYS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 04, 2012, 03:07:19 am
Can't wait man.

On an unrelated note, Trance music has an odd calming effect on the whole mess. ANYWAY

What will poor urist run into first? The disgruntled ex recruit Corai? Zapp branadorf Draignean? The other pikedorfs in general?

All of the soldiers in a big group hug. I put them like that so they'd attack each other more often.

HEY LISTEN TO THIS TOO. (http://www.youtube.com/watch?v=Hn0tObCDgic)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 10:46:16 am
So... So many links. Too little sleep. :)

Realization pt 2
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on June 04, 2012, 01:28:24 pm
Sus III's Journal

This is a scrap of paper tucked under a pillow in a hospital bed. It has scribbling on it that appears to be written in dwarf blood. The text is rambling and delirious.

... another attempt to escape today. Must get away. Must get back to squad. They'll help me, I know they will. But the doctors... they took my armor. Must find armor.

... lost my strength again, fainting in the armory. Of course they found me, those ogres they call "orderlies". They dragged me back to this accursed place, and then my torturers were at it again, with their leeches, their bone saws, their scalpels, their traction... Gods, always with the traction. I must be taller than most humans by now, the way they yank and stretch my poor limbs. The pain is not even the worst thing about it; the worst is hearing my joints popping, my bones creaking like timbers under too much strain.

I can't take it any more. Must get away. Must find armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: arclance on June 04, 2012, 02:32:28 pm
I will say this: Mitch did a good job fixing things up. It's still a hellhole, but it's a manageable one. Good news: I've been forced to use ASCII. I can do so, but I usually don't. In a fort this complex? Armok help us all.
It is possible to change tilesets, but since this fortress is modded it's not easy since you have to migrate the mods to the new tileset.
You need some basic tileset and modding knowledge to do this right and it could take a long time in a heavily modded game.
How long changing tilesets for Spearbreakers would take depends on what has been modded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 02:38:23 pm
I will say this: Mitch did a good job fixing things up. It's still a hellhole, but it's a manageable one. Good news: I've been forced to use ASCII. I can do so, but I usually don't. In a fort this complex? Armok help us all.
It is possible to change tilesets, but since this fortress is modded it's not easy since you have to migrate the mods to the new tileset.
You need some basic tileset and modding knowledge to do this right and it could take a long time in a heavily modded game.
How long changing tilesets for Spearbreakers would take depends on what has been modded.

There's two new races, excluding whatever's been added in vanilla. And I lol at Urist's confusion at Fischer. Looks like he's in the boat with us: WTF GENDER ARE YOU COLONEL!?

@ Sus

So, first a simple Inudstrial worker (in this case a miner)
Then a blatent lemming
Now a guy slowly slipping into crazy land because he's been stuck in traction too long. This place seems oh so peachy!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: arclance on June 04, 2012, 02:48:18 pm
I will say this: Mitch did a good job fixing things up. It's still a hellhole, but it's a manageable one. Good news: I've been forced to use ASCII. I can do so, but I usually don't. In a fort this complex? Armok help us all.
It is possible to change tilesets, but since this fortress is modded it's not easy since you have to migrate the mods to the new tileset.
You need some basic tileset and modding knowledge to do this right and it could take a long time in a heavily modded game.
How long changing tilesets for Spearbreakers would take depends on what has been modded.
There's two new races, excluding whatever's been added in vanilla. And I lol at Urist's confusion at Fischer. Looks like he's in the boat with us: WTF GENDER ARE YOU COLONEL!?
If those races were added with a new file it would not be too hard to change tilesets, the new races will just stay ascii.
You need to update the init files to point to the new tileset and possibly change the color settings file to the one from the new tileset.
Then swap out the unit graphics from the old tileset with the ones from the new tileset.
There might be some small differences between tilesets and Dwarf Fortress versions that require small edits to the files.
You will get errors telling you what needs edited if that is the case.
Any new reactions (the pitchblend hammers) must be added to the new Dwarf Entity file as well.

I have done this before to one of my own fortresses that I modded.
It can be changed between seven different tilesets (http://www.bay12forums.com/smf/index.php?topic=87196.0)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 03:05:47 pm
Well, honestly, it depends on whether you're using one of the fancy tilesets with graphics or just a variant of the standard ASCII sheet. If it's just a variant of standard, then it's as simple as going to init.txt and changing a couple of filenames.

I won't be finishing the Joseph story. I had no idea where I was going with it and I've been having a constant panic attack over the last few days over how I'm going to finish it. If someone else wants to pick up where I left off, it's fine, but I need to step away from it now for the sake of my mental health.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 03:10:14 pm
I'm sure when Terrahex rears his own hidden head from ambush he can make something work from that.

Also added a poll to kill time and dictate what the next overseers should do about hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 03:29:11 pm
Hansie seems reasonably competent, too (save for a few nitpicks with the writing mechanics). And it's not like I really had anything in mind, either (kind of rushed into this half-cocked :p), so really it's completely up to whoever decides to take up the reins.

I'd love to say that I might end up picking it up again later, but so far every attempt to do a long-term project on this forum has ended in nervous breakdown typically followed by ragequit :p  It'd probably be best for me to just back off until I figure out some kind of coping mechanism, because 'pretend everything's okay until I'm too catatonic to pretend anything' doesn't seem to be working :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 03:32:08 pm
There's always drawing crap or finding music you find calming. But everyone's differet. That's just what works for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 04, 2012, 04:30:27 pm
I'm sure when Terrahex rears his own hidden head from ambush he can make something work from that.

Also added a poll to kill time and dictate what the next overseers should do about hell.

I suppose it wouldn't be hard to kill them all by traps, but we're far from ready to take it out with just our militia. Between our ~30 military dwarves, about 7 are trained.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 04, 2012, 07:07:17 pm
HOTTIP: If my dwarf dies in the possibly-imminent hellsiege, he is retroactively a replica/clone and the REAL Mr Frog is chilling in some secret lab somewhere sipping a tetrodotoxin-laced Chardonnay.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 09:06:17 pm
6 against 2..... Seems Storm may have his orders soon enough...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 04, 2012, 09:37:18 pm
If the poll ends as yes I will prepare the fort for a hell invasion, but I don't intend to do it on my turn. We don't have the troops to have a legit chance of success and we should hold off on it until it will be something besides a total slaughter. We want this to be at least entertaining, right now the fight would take five seconds and be an insta loss.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Niccolo on June 04, 2012, 09:42:00 pm
Hrm. Philosophisations are incoming.

Goddamnit, I relaly have to stay more active in here. I AM trying. Promise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 09:47:24 pm
Realization pt 3
Spoiler (click to show/hide)


So... I'd like to see how this continues. I need to brainstorm a bit for the next update.

Ninja'd: And yeah, I'd rather see a blaze of glory than a whimper of fear.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 10:15:55 pm
Beautiful man, as always.

Still makes Spearbreakers nice and grim either way :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 10:30:49 pm
They're for sure crazy, sociopathic bastards. But there is a motive to the madness. A purpose. :) To breach hell for the good of dwarven kind. Somehow. It makes sense when you're not quite sane.

As a side note, I like that I could somehow work in that Urist was having a bad acid trip while the whole fortress was trying to show him why their crazy is like that, even if it was somewhat awkward.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 04, 2012, 10:34:09 pm
I think it'll take 3+ years to be ready to conquer hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 10:34:32 pm
SHouldn't've drank out of that mug Mr Frog directed him to :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 10:42:30 pm
I think it'll take 3+ years to be ready to conquer hell.


So, year 11-14 are in the range. Meaning Dariush, Reudh, Karakzon, or Loud Whispers will be able to decide whether or not to invade on their year. That's a lot of different overseers by then. :)

SHouldn't've drank out of that mug Mr Frog directed him to :P

Yeah, Urist can hold his liquor, but Mr Frog Mystery Liquid? Good luck with that.   ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 04, 2012, 10:45:25 pm
I do plan to fight the undead army standing outside our fortress. They won't keep coming back if there's no necro will they?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 10:47:43 pm
Not AFAIK. Spearbreakers has blood rain, not rez ground. They should stay dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 10:48:32 pm
Oddly I was expecting dead to raise, but yeah, just the godforsaken blood rain we keep drowning in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 04, 2012, 10:51:57 pm
That would be odd in reality. Would that shit seep into the groundwater, or just rot? Would it be pre-coagulated? Or would it rain globs of it instead of drops.
The mind boggles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 04, 2012, 10:53:37 pm
No godly idea. But I don't think it matters anymore since there's cavern water for us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 04, 2012, 11:07:39 pm
Good, That should be an interesting battle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Eldes on June 05, 2012, 12:47:13 am
That would be odd in reality. Would that shit seep into the groundwater, or just rot? Would it be pre-coagulated? Or would it rain globs of it instead of drops.
The mind boggles.

I'm imagining that scene in Blade, with the vampire rave party in the butcher's place or whatever, with blood coming out of the sprinklers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 01:35:06 am
Mother of Armok, Urist, why'd you drink from the mug? That shit could do anything. ANYTHING. And not all of it will necessarily happen immediately :p

I think I've figured out the problem with your Mr Frog... He's speaking too familiarly. Even when he's tripping out on whatever the hell's in his mug, he's nobody's friend -- hell, even 'enemy' would be a strong word, as it implies at least some sort of emotional investment -- and his speech should reflect that. Make it more formal, like he's giving a report or something.

I think it speaks volumes that I'm not even following your storyline and I still enjoyed it :p

EDIT: I also like how what was basically supposed to be a one-off gag about attempting to brew cave fungus has now apparently become Mr Frog's defining character trait :/

EDIT II: Updated my first post with a list of the new updates and side-stories, since Talvieno's vanished and nobody seems to want to replace him. Side Note: Stop being so damn prolific, Hans, it took like an hour to collate all your posts :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 05, 2012, 04:56:37 am
No-one wanted to replace him since we know for a fact he's been having technical trouble. However, your work is appreciated all the same.

Plus we wanted to make his life difficult by making him do all that stuff for abandoning us! he volunteered for it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 11:28:27 am
Really? I thought he'd gotten the keyboard issues fixed... did something new come up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 05, 2012, 12:22:27 pm
Mother of Armok, Urist, why'd you drink from the mug? That shit could do anything. ANYTHING. And not all of it will necessarily happen immediately :p

I think I've figured out the problem with your Mr Frog... He's speaking too familiarly. Even when he's tripping out on whatever the hell's in his mug, he's nobody's friend -- hell, even 'enemy' would be a strong word, as it implies at least some sort of emotional investment -- and his speech should reflect that. Make it more formal, like he's giving a report or something.

I think it speaks volumes that I'm not even following your storyline and I still enjoyed it :p

EDIT: I also like how what was basically supposed to be a one-off gag about attempting to brew cave fungus has now apparently become Mr Frog's defining character trait :/

EDIT II: Updated my first post with a list of the new updates and side-stories, since Talvieno's vanished and nobody seems to want to replace him. Side Note: Stop being so damn prolific, Hans, it took like an hour to collate all your posts :V

Lol, oh man, now Urist is going to have multiple side effect strung out over days. I'm so excited.

And I shall rectify that immediately, I can certainly change DorfFrog's speech patterns to more formal. Thanks for that. :)

And Edit II.  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 05, 2012, 01:44:59 pm
Really? I thought he'd gotten the keyboard issues fixed... did something new come up?

If I recall right, his internet's been a bit uppity the last couple weeks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 02:02:47 pm
Yeah, I suppose it wouldn't be out of the question for his connection to die completely by this point. Something's telling me he may have just lost interest/gone hermit, though. Not really sure where I'm getting that impression.

In the meantime, it may be best to put a big yellow notification in the OP so that people don't scroll down to Talvieno's post and assume that that's all there is (my post's further down, and there's no explicit indication that someone else is collating everything now).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: llasram on June 05, 2012, 04:26:47 pm
I've been wanting to post to get a dwarf, but it always feels like I’m interrupting something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 04:32:20 pm
You aren't. We may be a bunch of nutjobs writing grimdark fanfiction about a gore-splattered hole in the ground full of mutants and madmen, but we're always happy to induct new acolytes into our little cult.

EDIT: I think this is the third time I've been sigged since I started posting in this board. IT'S SO NICE TO SEE THE PEONS FINALLY RECOGNIZING MY GREATNESS MUHAHAHA I'm flattered, really.

EDIT ll, because I kind of missed the point the first time: Yeah, we seem to yammer on a lot between updates... we aren't exactly an exclusive club, though :p  As long as you're at least following the conversation, there's no harm in putting your two cents in. There's definitely no harm in asking for a dorfing request :) We don't bite. We leave the biting to the Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 05, 2012, 05:00:18 pm
@ llasram - Any specifics? gender, profession... If not, then you'll probably be defaulted into the army.

@ Mr Frog - Added a note at the end that you're post on the main page will be holding stories, quotes, etc. until Talvieno returns to us.

And yes, we do throw alot of idle chatter around, but it's to kill time and keep the thread happy and active.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: llasram on June 05, 2012, 06:06:08 pm
Male for gender, and a Miner if one is available. Everything else I can work around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: tahujdt on June 05, 2012, 06:26:40 pm
I would recommend, if you want it dorfy, face it with nothing but mugs catapulted at the demons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 07:35:53 pm
@tahujdt:

Alternatively, we could divert the demons to the surface and let the Spawn kill them for us. It's the Spearbreakers way!


@Splint:

Maybe point them directly to my post in the note? It's a bit silly, but I can easily imagine someone not making the connection and getting confused 'cuz you didn't say where to look :\  NEVER understimate stoopid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: tahujdt on June 05, 2012, 07:49:48 pm
@tahujdt:

Alternatively, we could divert the demons to the surface and let the Spawn kill them for us. It's the Spearbreakers way!

Spawn kill demons, or demons kill spawn. Spearbreakers equivalent of a win-win!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 05, 2012, 08:04:10 pm
i propose to build holding cells for the demons, let one out per siege/spawn attack  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 05, 2012, 09:10:44 pm
Mr Frog, I love the titles you put on my little story. They're hilarious. 

@Paintbrushturkey: Mechanics of trapping the demons? I'm curious how we'd seperate and enclose the demons so we could selectively release one at a time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 09:45:49 pm
Floors block demons. Cave-ins destroy floors. Magma and water make obsidian which can cave-in to destroy floors. I'm sure one can jimmy something out of that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on June 05, 2012, 10:04:50 pm
Floors block demons. Cave-ins destroy floors. Magma and water make obsidian which can cave-in to destroy floors. I'm sure one can jimmy something out of that.

Good day, sir.  You called? *tips hat*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 05, 2012, 10:39:24 pm
Floors block demons. Cave-ins destroy floors. Magma and water make obsidian which can cave-in to destroy floors. I'm sure one can jimmy something out of that.

Or someone could just modify some handsome man's guide on catching demons. (http://www.bay12forums.com/smf/index.php?topic=105999.0)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 05, 2012, 11:10:07 pm
Floors block demons. Cave-ins destroy floors. Magma and water make obsidian which can cave-in to destroy floors. I'm sure one can jimmy something out of that.

Good day, sir.  You called? *tips hat*

ThatAussieGuy, making demons his bitch with style since .31. I feel like you're a superhero or something, but then again, you're from Australia, so that's to be expected.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 05, 2012, 11:12:09 pm
...Why is it that every good idea I have has always already been done by someone 500 times sexier? :-\

EDIT: I was just trying to be funny, but holy mother of waffles is that creepy :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: ThatAussieGuy on June 05, 2012, 11:12:30 pm
Floors block demons. Cave-ins destroy floors. Magma and water make obsidian which can cave-in to destroy floors. I'm sure one can jimmy something out of that.

Or someone could just modify some handsome man's guide on catching demons. (http://www.bay12forums.com/smf/index.php?topic=105999.0)

Oh, I already worked out a partial improvement to your design, Mitch.

Here's a basic side-on diagram


         WWWWBffffffffffffBWBffffff
         WfffffffXffffffW    rfffr
         WfffffffXffffffW
         WfffffffXffffffW
         WfffffffXffffffW
         WfffffffXffffffW
    %%FSSSSXSSSSF%%
MM     WffffffXfffffffW    wwww
         WffffffBfffffffW
                  H


W = wall
f = floor
X = up/down staircase
%% = screwpump
w = water
M = magma
H = HFS
h = channeled space
r = ramp
B = Bridge (retracting)


Essentially;

Breach Hell and the demons will fly up into the tower.  Once they all fill the upper levels of it, close the retractable bridge on the bottom level and pour magma and water to obsidianze them into the trap.  From there, wait till they 'settle' and switch back to their wandering pattern before finally opening the retractable bridge on the upper level to let one into the tunnel.  When it enters the 'outer' trap, you can do with it as you wish (kill it through fortifications for being the wrong type, divert it to where you want it to go, whatever you wish)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 06, 2012, 12:26:46 am
I'm just gonna leave this here, sans further comment on the demon trapping...

Changed my mind, I didn't like that one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 12:38:00 am
Oh damn, is the mystery "dwarf" Joseph? No matter how much candy the creepy stranger offers you, Urist, DON'T GET IN THE VAN! :V

EDIT: Poop.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 06, 2012, 12:48:58 am
It seems I have my orders. By a vote of over 2 to 1 in favor, I will begin preperation for Operation Deamons v Spawn v Dwarfs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 12:50:26 am
My money's on the Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on June 06, 2012, 12:54:13 am
Demons IIRC are roughly equivalent in strength to FB/Titans. I suppose if a spawn can beat a FB 1v1 then it can beat the average demon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 01:00:09 am
I'm mostly basing it on the fact that the Spawn are poisonproof, lol heartily at immolation, and are generally not as squishy as dwarves. Demons still have a huge size advantage, but Spawn get massive attack bonuses (though they may not be able to deal any real damage due to lack of large weapons). It's kind of a toss-up, really. In any case, one will soften up the other in the end.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 06, 2012, 01:02:22 am
oh crap stormtemplar does the prep and shit will go down on my watch... is there no justice?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 01:05:33 am
No pressure, turkey. Just remember: If anything goes wrong, it's all your fault :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 06, 2012, 01:08:42 am
Indeed, i shall be hunted down and cruelly prodded :D, provided the demons/ spawn don't get me first bwhahaha
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 06, 2012, 05:29:50 am
Welp, now I hope the demons are made of charcoal or slush or something so we at least have  half a chance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 06, 2012, 08:40:15 am
well, from what i gather fire demons got severely nefed in the update as dwarves now actually dodge flamming squares.....

oh right we aren't playign 34.11 DOH
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 06, 2012, 08:42:40 am
Maybe thier metal shoes will negate them being burnt to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 06, 2012, 09:49:17 am
Actually I probably won't finish my prep so you may not have to fo it at all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 06, 2012, 11:25:33 am
Oh damn, is the mystery "dwarf" Joseph? No matter how much candy the creepy stranger offers you, Urist, DON'T GET IN THE VAN! :V

EDIT: Poop.

Sorry, I wasn't feeling that one. I want to keep the mystery dwarf in, possibly as Joseph or one of his compatriots. Or even someone else from Mr Frog's company, but that update was too rambling and pointless. It didn't add much to the story. I'll be retrying it here in a little while, hopefully its a better update this time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 06, 2012, 11:35:43 am
Well Hans, There's a story I have I'd like an opinion on. let me dig it up and send it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: swordsmith04 on June 06, 2012, 05:50:36 pm
Holy crap, this thread is awesome. Can I be dorfed as 'Sword'? Non-military, preferably male, although either gender is fine with me. I'd ask for a turn as overseer, but my inexperience would probably doom the fort. I don't think I'd have any clue what to do with an ASCII fort that isn't mine. (Blame the LNP and the graphic sets that come with it.)

I just finished reading this entire thread. Haven't had time for DF or anything. Still took me almost 20 hours, spread out over 3 days. I've particularly liked those story entries, especially Mr Frog's and Hanslanda's. Also, Mr Frog, can I borrow the Spawn for my own game? I'm asking instead of just downloading one of the saves and copying the raws because you mentioned to someone else you had a less-buggy version of them than is in Spearbreakers.

I've been lurking Bay12 for a month or two, now, but this thread managed to draw me out of lurking, which is a pretty good feat considering I never register on anything. Sadly, you didn't spoil HFS for me (the spoiler was actually what introduced me to the game; TV Tropes can take you to some random places, if you let it.) I'm looking forward to when you guys actually breach it, though. Lots of !!Fun!! will be had.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: draco1234 on June 06, 2012, 07:02:10 pm
Just finished reading through this thread ( took me a while :P ) and I have to say it is definately the best thing I have read in a long while!  I had a lot of fun reading through the various journals as well.  I don't suppose I could be dorfed?  preferably a male militia member named 'Draco' if thats available. (should be fun being torn to shreds when the HFS is breached.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 06, 2012, 08:58:46 pm
Welcom aboard the crazy train boys! Added to the list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 06, 2012, 09:39:49 pm
update? plzplzplz
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 10:01:40 pm
@Paintbrushturkey:

I think Storm said that it's going to be a couple weeks.

@swordsmith:

I'll get around to putting them up eventually. Also, thank you for the kind words. I've consciously decided to step away from writing for a bit, as it seems to almost always lead to a nervous breakdown of apocalyptic proportions :-\ My main contributions to the thread for the foreseeable future will have to consist solely of witty comments.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 06, 2012, 10:40:53 pm
update? plzplzplz

If I recall right, he's got exams so it'll be a week and a half to two and then he'll be free to play. he has the save, and he keeps active outside of being to play (though it's only in little spurts.)

@ Mr Frog - I have an idea for you, a pprelude to what got him sent in the first place. Only needs to be a one off or a sequence of recordings detailing that one thing he did to piss upmanage off enough to dump him in a horrible little blight on the world caked in blood that stinks of burning meat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 06, 2012, 10:56:34 pm
Indeed. I'll have a preliminary update next wednesday and play from there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 06, 2012, 11:01:10 pm
More meat for the grinder Welcome to Spearbreakers!

And now I present the latest update in the Urist saga, mystery dwarf included for fuller flavor.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 06, 2012, 11:49:00 pm
@Splint:

I'd love to write some more stuff, but it just has not ended well for me of late :-\ I basically start panicking over whether I'll do a good job*, which is made worse by the fact that I actually have to publish it to the thread eventually and thus can't just keep editing it for eternity.

*Before anyone says anything -- yes, I am aware that my work on this thread has generally been well-received. However, this is not a rational sort of anxiety. There's a little part of my brain that's absolutely convinced that everything's going to go bad in the worst possible way and no amount of logic will ever sway it. Trust me. I have tried.

Anyways, I absolutely will not be writing anything until classes are out. We're currently doing review, and being shut in a room for 3 hours with nothing to do but brood is enough to drive me from 'anxiety attack' to 'Running around babbling!' :-\ Possibly after.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 07, 2012, 12:08:42 am
I cannot help to think you have a slight touch of mild multiple personality disporder, or just flat anxiety issues.

And Hans, again lovely work. And.... How the heck did the- oh right, Adamantine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 07, 2012, 01:20:40 am
@Hans:

Yikes, almost missed your story there :-[ Just put it in a separate post unless nobody's posted since your last one.

One thing I'm still concerned about is what exactly was in that drink Mr Frog gave him. Mr Frog doesn't seem like the type to do things just for giggles.

@Splint:

Anxiety issues, yes. I am always on edge. My resting heart rate is 50% higher than the average human's.

Dissociative Identity Disorder is an odd illness that may or may not even exist in a true pathological sense... I don't think it's a diagnosis that should be dragged out lightly, especially in a nonprofessional context. I certainly don't have it, in any case.

But this is the Spearbreakers thread, not the Mr Frog Moans About His Mental Issues thread :p  I think everyone would appreciate it if we steer the discussion away from this territory :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 07, 2012, 11:31:59 am
I cannot help to think you have a slight touch of mild multiple personality disporder, or just flat anxiety issues.

And Hans, again lovely work. And.... How the heck did the- oh right, Adamantine.


The thumb thing? Or something else?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 07, 2012, 01:17:53 pm
Yes the thumb thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 07, 2012, 05:11:51 pm
Oh hey. I have a huge origin story of Spawn. Mostly done in one sitting too.



Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 07, 2012, 05:23:16 pm
Mitch, that was made of win.

Time for me to continue with the Barbarians after I play through more of Swordthunders then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 07, 2012, 08:18:50 pm
I like what the goblins did. Goblins are fucking hardcore. Not very bright, but hardcore. And that story is incredibly made of win. Although, I think an adamantine skinned vampire might be even worse than a spawn, truth be told.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 07, 2012, 08:47:59 pm
They'd be on the verge of passing out constantly wouldn't they?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 07, 2012, 09:57:06 pm
... Point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 07, 2012, 09:59:15 pm
I've been wanting to continue to the strange study of the Mountain barbarians, if you guys have any ideas you imagined PM them to me so I'll have some ideas to work with.

EDIT: Come on guys, don't be shy when you get online!

Also, who the fuck's bright idea was it assigning war animals to people!? Those were intended as meat shields not bad thought sources. D:<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 08, 2012, 10:33:31 am
But now they can be both! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 08, 2012, 01:02:33 pm
Lol, if enough of the assigned animals die, then everyone will be, "Doesn't really care about anything anymore." Or insane. Win-win.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 08, 2012, 02:17:48 pm
Killing goblins and spawn has the same effect. War dogs they own getting killed will just piss them off. Not a good thing.

And most of our earlier troops are already in that state of mind or "is a hardened individual."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 09, 2012, 09:50:49 am
what did i miss? ???
no internet for 5 days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 09, 2012, 09:55:05 am
Nothing yet, Stormtemplar already gave us a heads up that he's got the save, but since he has exams it'll be a week or so until he can do a proer update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 09, 2012, 10:17:01 am
And later tonight, I shall attempt to post the new, hopefully exciting, next part of the Saga of Urist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 09, 2012, 10:24:54 am
Oh goody!

Also: PILES OF DEAD CRUNDLES. PILES OF DEAD CRUNDLES EVERYWHERE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 09, 2012, 07:11:40 pm
Welp, I did it. It took me a long time, but I did it.

100% achievements for Dark Souls! Woo!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 09, 2012, 07:30:00 pm
New poll. I won't lie, I'm somewhere between no archers or only archers.... A punch to the head will be fatal no matter what protection they have.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 09, 2012, 10:36:09 pm
Ragh. I'm currently undecided on the progression of events in 'Urist'. How should Urist deal with the mysterious stranger? Is his mission even possible? Will the fortress fall? Will the drugs ever wear off?
Let's find out, in the next episode of Urist: Some Dwarf That Did Things.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 12:29:37 am
Now this tale is veering right into "my brain is full of fuck" land.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 12:38:41 am
And then Mr Frog pops in with an antidote that Urist will only receive after he {insert atrocity here}!

...How close am I?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 12:52:06 am
Somewhat, but not very, at the same time. There is no antidote, the effects will eventually wear off. Eventually being the key word there. But the effects are also going to play a much larger part in the final (two-ish) updates. I just have to make Urist get from the caravan to where I want him to be, whilst maintaining a logical sequence of events (for a dwarf, and for Spearbreakers, so... yeah...) and keeping it from being too contrived.

In summation, let's hope I don't snap and go homicidal at work tomorrow, because I REALLY want to read the ending too, maybe more so than you guys do. I've never actually FINISHED something I started writing, and I'm going to finish this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 12:53:20 am
That last statment makes me feel honored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 01:05:25 am
I just have to make Urist get from the caravan to where I want him to be

I don't think this is the right approach at all :-\ When I'm writing, at least, I try not to work towards a specific end point, because I inevitably end up 'loading the dice', so to speak :/

Semi-related: I get the feeling that you are either a troper or an ex-troper.

Quote
In summation, let's hope I don't snap and go homicidal at work tomorrow

IN A WORLD where I am somehow the most well-adjusted person in a thread...

Quote
I've never actually FINISHED something I started writing, and I'm going to finish this.

AW YEAH
GAME FACE, MOTHERFUCKER ]B^C

That last statment makes me feel honored.

Before this whole circus started, I'd never willingly shared anything I did with anyone nor had I ever contributed to any sort of organized group activity.

It's funny how a twisted little RP of a computer game can have such a positive impact on people :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 01:07:46 am
Yup. All it takes is a few little victories to really help someone psychologically...... Now I see why dwarves can get over family dying so easily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 01:17:07 am
Hmm, perhaps I shouldn't take that approach to Urist then. He does seem a bit more free willed than I believed he was, I never really intended for him to come to Spearbreakers when I made that first post. It was supposed to be a one-off story.


And if it wasn't for little victories, I wouldn't be here. One day at a time, you only have to win for today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 01:51:24 am
One day at a time, you only have to win for today.

Cue cheesy inspirational music! :D :D :D

@Splint:

Mitchie's save on DFFD is listed as being for 31.08, so it might be best to change the version number listed in the title.

Quote from: TouretteDog
Using new saves with old versions makes bad things happen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 01:57:52 am
I was under the assumption we weren't updating this succession past .3407.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 01:59:17 am
Well, it looks the the Internet did what it did best and failed to get the memo :\

FWIW, 34.11 fixed an assload of bugs with the military and others, so it may be for the best in the end.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:00:56 am
I was figuring so we wouldn't have to deal with the sudden weight thier steel armor would tac on as well as suddenly our dwarves lose the ability to haul properly without those godforsaken minecarts and hand carts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 02:05:43 am
I don't think the armour's heavy enough to cause a large speed drop. It's still only boulders and really big-ass corpses that take a lot of hauling time.

I find that the ability to restrict shops to take from a single pile more than makes up for stones taking longer to haul, as you now don't constantly have masons running through 2 hallways and 5 flights of stairs to get at a boulder that happened to be directly above their workshop.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:09:30 am
From what I've gathered, steel armor his a horrible peice of gear to have now unless you have extremly high level armor users. Allegedly a guy lost an entire army to crossbow goblins because thier gear weighed them down.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 02:21:04 am
Quote
Allegedly a guy lost an entire army to crossbow goblins because thier gear weighed them down.

You'd be shocked at the excuses people make to avoid admitting that they themselves fucked up.

Just did a quick arena test -- though completely-green troops were reduced to roughly 60% speed in a full suit of iron armour (which is the same density as steel, at least in DF), having Armor User at Skilled (i.e. Level 4 -- not exactly high) boosted it to over 80% speed. Not exactly a huge hit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:24:29 am
Yeah, but green recruits who might have a little training at best will be horribly slaughtered, no matter what simply because they can't move fast enough and thier shield is somehow worthless since they probably lack any kind of shield skill unless they've been doing shitloads of sparring/dangerrooming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 10, 2012, 02:26:35 am
So your complaint is that dwarves with no combat skills suck at fighting, basically? :\

EDIT: Maybe this should go to PMs, as it looks like it might get slightly heated.

EDIT II: I think the solution here is to not make fresh recruits fight in full armour.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:30:44 am
I read the guy's test results so I'm going to see the same: Unarmored legendary shield user vs armored novice: WHO
WILL
NOT GET SHOT!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 10, 2012, 02:33:43 am
litaraly???? eh?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:50:51 am
Well logically copper and silver would be pretty piss poor ammo metals. Anyway, lets say gree guy with novice in armor dodge and shield, with full iron.

vs

a naked legendary shiled user with a wood shield.

Since we need to kill time somehow, might as well report useless expieriment results!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 10, 2012, 11:32:50 am
i can tell you that result straight up seeing as a legendary shield user will also be a master fighter or thereabouts, the leg shield user will survive, the recruit will prob get killed by the blunt armor bypass bolts have ...., stick him in addy armor now that's another question...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 11:50:17 am
Adamantine armor =/= protection from bolts, at least in my experience. Check the DF hack thread. I made an addy mountain, equipped an Adept all around speardwarf with it (three mailshirts, full extremity armor, helmet, shield, robe), and used him as an adventurer. I got ganked by an ambush of one single bowgoblin. I was... Frustrated, to say the least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 02:44:50 pm
Yeah it ended..... Badly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 10:47:38 pm
I'm somewhat exhausted mentally, but I'm going to update anyway.

And now, without further ado, excepting this ado, I present another excerpt from the Adventures of Urist: Some Dwarf that Did Stuff.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 11:01:00 pm
Loved Urist's summing up of nearly all dwarfdom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 11:04:13 pm
Lol, had a bit of trouble with that actually. It worked out though. We'll see how his plan to foil the two converging plans underlying the main plan of the fortress works out. Knowing dwarves, its going to be !!FUN!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 10, 2012, 11:06:05 pm
It fits though. Unless there's a raven or a rat or something in the way, nothing will stop a dwarf from hauling that left sock, not even thier friend exploding on the floor ahead of them.

And I imagine the event will be a clusterfuck of the greatest magnitude.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 10, 2012, 11:26:32 pm
Let's hope so. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 11, 2012, 04:45:46 am
Well logically copper and silver would be pretty piss poor ammo metals. Anyway, lets say gree guy with novice in armor dodge and shield, with full iron.

vs

a naked legendary shiled user with a wood shield.

Since we need to kill time somehow, might as well report useless expieriment results!

Tested twice times each, all weapons and armor were iron:
- Both sides legendary sword, armour (changed to skilled, 1/3 of legendary) wins
- Both sides novice sword, shield wins
- Both sides legendary mace, shield wins
- Both sides novice mace, shield wins

I theorize that with legendary sword, both are capable of landing a hit more often then one side is able to dodge/block. However, the one with armor equal quality with the sword had more blows glance off him.
With novice sword, it was basically impossible to get past the block. Block won mosty by attrition.
With legendary mace, armor does not particularly matter. Whoever can get hit less, wins.
With novice mace, same as novice sword.

So there you go. Legendary shield is better then 1/3 legendary everything else, but dodge beats all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 11, 2012, 11:55:32 am
Dodge>Block>Glancing blow?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 11, 2012, 03:08:08 pm
yes, as a shot blocked by armor still counts as blunt, but with massive surface area
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 11, 2012, 05:51:29 pm
Had nothing better to do, so I figured I'd add a new bit to the barbarians, with ideas on how to flesh them out contributed by Hanslanda.
-------------------------------------------

As you walk away from the now quiet and more literally dead tower, several books and fine trinkets in your pack along with the steel slab you'd been sent to retrieve, you take a drink from that lovely platinum flask you took of the dwarven necromancer. Your thoughts drift along idley until the next day, where you see a great mountain range in the distance.

The air reeks of death, and bones line the land. You shrug it off, hiding from the grimelings and harpies as you climb the first mountain to find an alcove to sleep in for the night. Then you see it. As you reach the mouth of a cave, you see a silver slab. While your skill with barbarian is shakey at best, you can make out "Abandon all hope, ye fools who enter here." Below is a crude carving of a dwarven skull with crossed flails. You ignor it and make camp in the cave, and crack open the Barbarian book at a random page to kill time until you fall asleep.


-----------
... It seems war has become a test of adulthood among the barbarians. Specifically, the "Trial of the Maw." It seems they have fought the Spawn fo Holistic for so long that these demons are ingrained into the culture of these corrupted humans. The trial consists of a warband captain leading a group of green warriors, regardless if they be male or female, to fight a group of Spawn. According to the clan historian I spoke to, casualties always run high in the Trail of The Maw, with 45% of a warband being killed or otherwise incapacitated/crippled on average. All those who come back alive must bring a trophy, wether it be an eye, an ear, finger or tooth, as proof they stood against the beasts. Those who cannot continue to be warriors due to injury fill the other roles of the clan. I've seen those individuals. She was a barbarian girl who was notably more human looking, though her skin was still a sickly ash color compared to the usual dark grey or black these people exhibit, had lost use of both legs in her trial due to motor nerve damage, but was among the better metalworkers in her settlement.

   However even she' like all others in the settlement, had at least one trophy. Trohpies taken in battle are considered thier most trreasured possessions, and while they share other things relativly freely with thier own, to take thier war trophies is to incur the wrath of the whole settlement, even the warband marshal, who is the chief noble of these villages. The most commonly taken trophy is the tooth of an enemy, thought others may opt to take ears or fingers, the latter being second most common.

[Following is an image of a finger necklace, and an amulet composed of a tooth set in fired clay. I intend to draw this and edit it in later.]

The following appears to be of thier various gods and festivals, so you continue reading well into the night until you fall asleep at last.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 11, 2012, 10:03:49 pm
Hehe, yay. :)

I don't have an Urist update just yet, but I'll be posting one in the next 1-2 hours. I'm a little stressed, and I plan on throwing goblins down the shaft until I feel better.  8) Ah, catharsis, thy name is Dwarf Fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 11, 2012, 10:04:36 pm
Hah. Glad to hear from someone. DEAD PLACE IS DEAD.

Hurry up Stormtemplar!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 11, 2012, 10:10:29 pm
*crickets noise*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 11, 2012, 11:20:25 pm
So, my goblin execution chamber is a 15z level shaft, with a smooth stone floor at the bottom. Being genre savvy, I also put weapon traps around the door, to keep building destroyers in. Also, I put cage AND weapon traps in the hallway to the connected refuse pile, because I'm paranoid. AND FINALLY, upright spikes in the final corridor to the fortress proper, just in case some inhuman sonouvabitch survives a 15z level drop, weapon and cage traps, and breaks through two doors.
I like being thorough.

In other news, here is the latest Urist.

Spoiler (click to show/hide)


And now, for a special treat, independant of the Urist tales.

Chapter Ten: Fungal Agents, from On Complex Anti-Hypnotics and Anti-Amnesiacs, by Grendal Vasiliy
Spoiler (click to show/hide)


Parasol, right? Cuz I wanted to put Weyland-Yutani... :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 12:16:45 am
The word you wanted was "Excerpt." otherwise, beautiful work as always!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 12:22:42 am
Damn it. I wish there was a forum somewhere in the world that had both a spellcheck AND modify button. >.< I use both. But thanks beside that. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 12:29:01 am
Stories and whatnot of all kinds help keep the thread alive, or at least look alive. Quite honestly if I had any skill with music I'd  have made some kind of theme for this godforsaken pit in the ground.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 12:35:57 am
*music notes* Spearbreakers... Don't go there! Its a really terrible place... Full of evil and Draignean the ace! [/off key, tuneless caterwauling]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 12, 2012, 02:02:17 am
Would now be a terrible time to mention that I've decided to name the corporation Mr Frog's been carefully avoiding mentioning the name of "Ballpoint Technologies"? I decided that Parasol should be left alone for the time being.

I do find it vaguely-amusing and also somewhat-depressing that 95% of the posts for the last few pages are from Splint, Hansie, and myself. I sincerely hope that there's just an assload of lurkers reading and that we haven't turned into Those Three Guys Doing That Thing Nobody Cares About :-\

Classes are out for me in a couple of days, so I might be able to resume writing. Might. *scattered cheers*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 02:32:44 am
It's just dead due to lack of updates, but that's because Stormtemplar is indisposed for another week to half week. whichever. And Ballpoint Technologies..... I support this cause it sounds funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Sus on June 12, 2012, 03:32:30 am
I, for one, am actively lurking on the thread.
There isn't much for me to contribute at the time though,especially since Sus III probably won't be doing much besides lying in traction...

Anyways, great piece of Barbarian lore there, Splint. Also, can't wait to see how stuff plays out between Urist, Mr Frog and Joseph.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 03:59:37 am
Well I just figured as the most obscure of the races involved, they need fleshing out. I said for you guys to PM me any suggestions and Hans was the only one to do so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 12:15:02 pm
@Mr Frog: That's totally what I said, isn't it? :P And no, we aren't those three guys yet. Paintbrushturkey and Sus are still around, and Stormtemplar is getting around to his update, I'm sure.

@Splint: I am apparently the only one here with no life. >.<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 12, 2012, 01:09:05 pm
I've been busy but I'll update tomorrow! I promise. I'm gonna wake up early, get slaughtered in a Starcraft tournament and should be playing DF by 12:30.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Jack Magnus on June 12, 2012, 01:30:35 pm
No time like the present to stop lurking and actually post, I suppose :p

I've been reading Spearbreakers pretty much daily for a while now - one of the first things I do when I wake up is load up this topic and see if anything happened. So yes, there's at least one lurker out there who's reading it :p and likely more.

I find all of the little stories to be very enjoyable to read - I made an attempt to read through Headshoots and Syrupleaf before I started reading this, so I do understand a fair chunk of what's going on (although due to my horrible memory, I've already forgotten a lot of what I read).

... In all honesty, I think this is the first succession fortress I've posted in, and I've read a lot of them. Always been too shy to post >.>

Feels weird asking (since I'm usually just lurking and not posting), but if the opportunity comes up, you could dorf me - whatever male happens to be free (uncrippled and in the military or metalworking preferred). If a dwarf does become available, just name him Magnus. Otherwise, I'm quite happy just sitting back and reading :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 12, 2012, 02:08:06 pm
I'm pretty sure there are a fair number of free dwarfs and in preparation for the coming battles the military should be growing soon. I hope to recapture the surface by the summer migration. The rest of the year will be dedicated to the preparations for the hell invasion. I plan to create a passage for the demons to fight through with many sealable points so that if the defenses fail, the attack can be stopped.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 06:34:49 pm
Since it's pretty unanimous... sorta anyway, time for me to make my tactical recommendations and reveal our enemy. Shadow Devils, shelled humanoids that may or maynot be capable of flight. They're composed of charcoal/ash and while pitifully easy to kill if a hit lands, they're strong enough that no amount of protection will be sufficent to prevent death, save nonconfrontation or crossbows.

Recommendations: Statining of melee troops in an easily defended position, while all the animals remain in the main breach to distract them while marksdwarves thin them out. Aussie's dwarf killed two with upper body shots  and removed limbs like crazy with crossbowfire. And fischer killed one by biting its head in half (litarally. It said half of the tissue is torn away and remains in The Fischer King's grip!)

Sadly, as much as I want to use just the melee troops, sheer numbers will be too much, but forcing the demons into a much smaller space (thus giving them less manuvering space) and letting rangers have at them while melee dwarves remain to run clean up and invade hell proper Should work, thoughwe'll need drawbridges to make sure the little bastards stay where they're supposed to. Marksdwarves will also need a means to get out of thier firing stations to refit before coming back to continue the shooting. Kind of disappointing really, but ThatAussieGuy may end up the leader of the main fighting arm against hell's initial assault, since he seems to be the only rangerdorf with any skill in our army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 12, 2012, 07:30:26 pm
Hey guys, my computer busted a few days ago and I haven't been able to get to a different computer until now.

Since it's pretty unanimous... sorta anyway, time for me to make my tactical recommendations and reveal our enemy. Shadow Devils, shelled humanoids that may or maynot be capable of flight. They're composed of charcoal/ash and while pitifully easy to kill if a hit lands, they're strong enough that no amount of protection will be sufficent to prevent death, save nonconfrontation or crossbows.

Recommendations: Statining of melee troops in an easily defended position, while all the animals remain in the main breach to distract them while marksdwarves thin them out. Aussie's dwarf killed two with upper body shots  and removed limbs like crazy with crossbowfire. And fischer killed one by biting its head in half (litarally. It said half of the tissue is torn away and remains in The Fischer King's grip!)

Sadly, as much as I want to use just the melee troops, sheer numbers will be too much, but forcing the demons into a much smaller space (thus giving them less manuvering space) and letting rangers have at them while melee dwarves remain to run clean up and invade hell proper Should work, thoughwe'll need drawbridges to make sure the little bastards stay where they're supposed to. Marksdwarves will also need a means to get out of thier firing stations to refit before coming back to continue the shooting. Kind of disappointing really, but ThatAussieGuy may end up the leader of the main fighting arm against hell's initial assault, since he seems to be the only rangerdorf with any skill in our army.

If we're going on the premise on 'who gets a hit first, wins', then the demons will kill us all. They're faster, and there are probably more of them then us. I think, because we have a lot of bolts, we just pincushion the assholes.

...
Love the story Hans!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 07:35:31 pm
Well I did the direct appraoch and it was litarally sheer numbers that got us. And aussie hit those demons once a apiece and the bolts bisected them. And since he's the only one with any skill I saw, I'm assuming he'll be in command of operation pincushion demonic assholes.

When it comes to a one on one the demons don't have a chance against an expierienced dwarf. Fischer and Dragnean killed 10 each and removed limbs from a dozen or so others before they got killed by punches to the head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 10:50:50 pm
Hmm, when I released hell, the whole military got ganked quite quickly, but I'm not a soldierdorf. More of a mechanic, so I kinda expected it.

In other news, thank you all for the compliments. :) I believe that this is the final update in the Urist saga, and as such, I will be making it extra long if possible. Before I post the final update, I'm going to put up the second half of the excerpt. Ladies and Gentledwarves, enjoy. :)

Chapter Ten: Fungal Agents, from On Complex Anti-Hypnotics and Anti-Amnesiacs, by Grendal Vasiliy


Spoiler (click to show/hide)

Now, we can move on to the final confrontation of Urist and the Mystery Dwarf.

Requiem
Spoiler (click to show/hide)


There will be an epilogue tomorrow sometime. :) Wrap up the end of the Urist story a bit better, cast doubt on the whole 'happy ending', you know, good old Dwarf Fortress stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 11:22:44 pm
Jesus. That's.... I mean seriously.... Holy shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 11:38:02 pm
I'm hoping that's good... :P But if not, I am proud I finished, and I'm very glad I could contribute to the thread. Thank everyone who has read for reading, and I truly hope you enjoyed the Saga of Urist Okablokum, Spearbreaker. :D I did.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 11:40:47 pm
Good. Very good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 12, 2012, 11:46:03 pm
Thank you, Splint, you're a very supportive person. :) And I didn't plan on the final couple paragraphs, but they just kinda came out... I'm glad.
Now all we need is that update from Stormtemplar. *Nudge. NUDGE.* I wrote a whole short story in the time between Mitch's last update, and Storm's first... :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 12, 2012, 11:47:07 pm
At least we has updates in the next day or two.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 13, 2012, 12:24:14 am
@Hansie:


Anways, good job on finishing the story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 13, 2012, 12:37:47 am
Hmm, that's a good point. Reader needs to know wasn't really the reason, it was more that he was just a bit of a crazy bastard and wanted someone to know what he was planning to satisfy his ego. Also, what good villain plotting to destroy the world wouldn't rant at someone they believe they have controlled?
But it is a very good point, and the rant does somewhat break immersion, so I'ma change his rant to be less informative. Thanks for pointing that out, I'd rather have a good story than a full explanation now that you mention it.
Also, about the whole hypnosis thing, hypnosis doesn't work this way, I know, but I'm going with artistic license on this one. :)

Edit: It'll require more editing I think, its still not quite right, but now the rant is somewhat more realistic I believe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 01:15:50 am
I figured the rant was just an ego trip....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 13, 2012, 02:24:05 am
It didn't really come off as an ego trip to me... And I don't like it when 'well, he's crazy' becomes a catchall excuse for any sort of bizarre behaviour. There are specific kinds of crazy, and it's best to pick a flavour and stick with it.

(Feels a bit sleazy talking about it after Hansie's already more-or-less fixed it :/)

I think there's still sort of a problem in that Mr. Crazy still kind of drops a blatant hint as to what happened, and simply doesn't explain it further. It's not as bad as 'okay, now that you're at my mercy, I will explain to you exactly how and why I put you in this situation while your creepy friend rushes in to help', but it's still pretty strange for him to bring it up, even more so now that he just drops it without going anywhere with it.

But now I'm just nitpicking, and I'm too tired to really analyze anything properly right now.

EDIT: I think I've got it now... If it's intended as an ego trip, then I think the general gist of his comment should be less 'btw, I did something to you but I'm not telling what' and more 'lolololol u walked right into my trap I'm the bestest villain EVAR JUST AS PLANNED!!!!!'. For him, it's not what he did that's of interest to him, it's that him doing it now makes him the BESTEST VILLAIN EVAR, at least in his own mind. He'd probably drop at least a few hints while raving about it, but it's not really what he cares about.

EDIT II: Should probably disregard that entire last edit, honestly. Need sleep badly :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 03:40:26 am
We all go on wierd tangents when we need sleep. No big deal. On an unrelated note, a kid just made the weirdest whip ever. It's made of sheep bone. How the hell does that work?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Reudh on June 13, 2012, 05:04:29 am
Screw physics, he's a dwarf!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 13, 2012, 05:06:09 am
Starting up now, wish me luck. Also, Hans, no time to go in depth and look around for things I think you could improve, I've got DF to play, but overall, that was totally awesome!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 05:07:35 am
Good luck man! Let me know when to update the dorfing list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 13, 2012, 09:52:08 am
Okay, I edited the rant a bit further, hopefully it is at a better point now. I don't mind more feedback if you have any other issues, now that you're better rested, Mr Frog, and that goes for anyone else. I much prefer honesty and constructive criticism over the alternatives. :D Besides, there is an editing process for a reason, and I completely skipped most of it for nearly all my writing, I expect some mistakes. 

Yay, Storm's playing today. :) I've never been so excited for someone else to play DF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 10:07:20 am
I thought humans were better than this, but it seems they're a little too aggressive. Even a dwarf soldier would hesitate to dive in forehead deep water, but two human archers in my emply just killed themselves by diving into a cavern pond to beat pond grabbers to death with thier bows. In hindsight, shoulda issued them daggers since we have a pile of the damned things in everything but adamantine.

Anyway (just had to vent about that sorry,) I'm not one to really be a critic. At best I can direct and build a set, not write a good story. At least not very competantly. Mr Frog is much better suited to such a role. Hell I'd say he should make a career out of being critical.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 13, 2012, 10:10:15 am
He does it right. Instead of just tearing down, he points out problems. He isn't trying to tell me not to write, he's trying to make me write more effectively.

And I wanted to say 'write better' right there... :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 10:20:50 am
The fact he tries to help (with what may or may not be a facade of bitchwhipping you with what went wrong like a bastard,) is why I said he should make a career out of it. Actually trying to help instead of sending a writer to a suicide chamber is good.

And I found out something worse. One of the archer who commited suicide by pondgrabber charge left a widow. And my population takes another hit. Yay. I really should deactivate everyone so they'll get busy to recover those losses...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 13, 2012, 10:21:54 am
Hehe, bitchwhipping. That is going in my personal dictionary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 10:27:10 am
I got that from an old gears of war machinima. the conversation went something like thise

Main human: Control, requestion permission to engage local hammer of dawn sattilite to kill this sone of a bitch!

Control: From what I understand, it's one drone. WHy the hell do you need to death ray him? He bitchwhip your ass or something?

MH:... Th-That's not important. Can I fry him or not?

Back to humans. i just realized... I have crops rotting in the fields I have so much food. I have had to activly order my food workers to stand down and stop making food. I've never run a dwarven for this successfully! ALthough I need to find the culprit who kept fishing when I told everyone else to stop....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 13, 2012, 01:14:04 pm
Sorely tempted to change my personal text to 'Grandmaster Bitchwhipper'.

I'm not really trying to bitchwhip anyone, though... I tend to focus on negative aspects of things, so my comments on other peoples' works inevitably turn into ruthless hatchet jobs as I pounce on everything I don't like about it while glossing over things I do like. It's also important to point out what went right, and I fail miserably at that.

I should point out that I'm not an expert -- just a judgemental amateur -- and that my advice absolutely should not be taken as the absolute gospel.

I think what I was trying to get at with my last comment was that (at least beforehand; I haven't read the revised version yet) it still came off like he was just talking about what he did, which also makes it kind of strange that he just dropped it without explaining further. Something motivated him to bring it up, and I felt that he didn't really satisfy that motivation; if his motivation was to explain, then he didn't, and if it was to ego-stroke, then that's what he should have been mainly talking about, with his plot being an accessory rather than the main subject. I'm not sure if it was such a big problem now, though. I was pretty delirious when I wrote that, and characterization and dialogue are a lot more complex than they look at 2am.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 13, 2012, 09:39:21 pm
League of Legends is a time sucking cluster**** so I only really have the first little bit, but here it is


206th  Dwarven year
7th Year of Spearbreakers existence
Stormtemplar's Rule
1st of Granite
   Mitch came through with all the records today, said he's resigning as overseer. I'm to take over, effective immediately. As such, I am to be provided with all information regarding the place, even the things not told to normal dwarves . I now have all the available knowledge regarding the state of the fort, and I believe there's a technical term for this: A damned mess.
   Mitch's reforms helped, but the fortress is sealed in and with only 88 dwarves , we've got very little we can do. The undead army outside is not led by a necromancer, but we're badly outnumbered. I must gather as many troops as I can and attempt to storm the outside. We must hope that the situation outside does not worsen or I may not be able to retake the surface.
   The fortress's layout is more complex and impossible to navigate than anyone but the overseers knew. The deeps are a confusing mess of redundant staircases and general insanity. If a bunch of rabid, insane beavers built a giant dam, it would make more sense than this.
I wonder who did all this.
The undead are frolicking in the huge amount of blood, probably pretending it's dwarves instead of the barbarians in the heavenly juicer.
Overall however, everyone seems happy, which makes no sense to me. There is almost no other fort this hellish and deprav-OH LOOK AT THAT AMAZING CHAIR.


15th Granite
I gave orders for many slabs to be made, and now I'm drafting everyone I can find into a military. Also, I'm improving the barracks, putting in beds, supplying everyone with backpacks and wineskins, the works, hopefully this will improve training uptime, especially with the swarm of incoming new recruits.
Someone apparently paved over the barracks, meaning I can't place beds. I've ordered the roads removed. Is it normal that every time I remove something I worry it's there for a very specific reason and removing it will cause certain doom?

Ah no, it was actually just a smiley face. It's in the way. Removing it. I'm going through the records to find people that would do well in the draft and preparing the barracks for the flood of recruits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 13, 2012, 09:45:02 pm
Quote
If a bunch of rabid, insane beavers built a giant dam, it would make more sense than this.


I nominate this for the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 13, 2012, 09:50:51 pm
Yeah, I was particularly proud of that one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 13, 2012, 09:52:19 pm
k, im joining/watching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 13, 2012, 09:55:36 pm
Late night bump. No epilogue today, too tired.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 14, 2012, 01:36:36 am

Mitch's reforms helped, but the fortress is sealed in and with only 88 dwarves , we've got very little we can do. The undead army outside is not led by a necromancer, but we're badly outnumbered.


Actually, there is a necromancer stealthed out there. Also, I made plenty of slabs. Also also, LEAVE MY SMILEY FACE ALONE. Barrack beds don't even work properly, I don't think.

Also also also, how many games do you have in League?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 14, 2012, 01:40:46 am
The solution is simple then. When everyone is geared and a novice in basic skills, we have them do a sweeping assault.

Or dig a long long tunnle to the refuse pile lined with weapon traps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 14, 2012, 02:04:15 am
Or wait a month or so for the Spawn invasion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 14, 2012, 03:13:43 am
I think that we should at least attempt to take on the zombies ourselves. I didn't put the Spawn in so that they could be our babysitters, dammit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 14, 2012, 03:18:00 am
Gotta admit, I think we accidently'd the spawn quite nicely. Either that or thier timing is disturbingly impecable.

 But my tube to refuse land idea still stands. Necro gets diced, zombies get diced. but more importantly, necros get diced. Once we get rid of them the zombies are no trouble for our armydorfs to handle.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 14, 2012, 11:53:04 am
Yeah, zombies are weaksauce when they can't be re-raised. Unless its dragon zombies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 14, 2012, 12:33:21 pm
don't bother sending novice weapon/dodge/block/armorusers out... they'll just get killed....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 14, 2012, 09:36:31 pm
Zooombeeehz. Sorry, very tired.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 14, 2012, 11:16:24 pm

Mitch's reforms helped, but the fortress is sealed in and with only 88 dwarves , we've got very little we can do. The undead army outside is not led by a necromancer, but we're badly outnumbered.


Actually, there is a necromancer stealthed out there. Also, I made plenty of slabs. Also also, LEAVE MY SMILEY FACE ALONE. Barrack beds don't even work properly, I don't think.

Also also also, how many games do you have in League?

600-650 not exactly sure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Karakzon on June 15, 2012, 06:13:43 am
What ever you decide to do, an airlock system would be wise. Unless you wish to find out your zombie killing path let spawn in.

88 Dwarves is not allot if your popultion isent growing fast.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 15, 2012, 07:13:20 am
Well early on we had a few.... Mishaps with migrant waves. And only recommended it to get rid of any necromancers running around, and when taken care of, wall it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 15, 2012, 05:20:16 pm
I'm gonna spend about 6 hours in a car tomorrow, I imagine DF will run quite slowly, but I should get a few months in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 15, 2012, 09:13:26 pm
Anything is better than nothing. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Frying Doby on June 16, 2012, 03:40:41 pm
Hi, dwarfes of Spearbreakers.

I read and amused myself reading the story.
Can I get a dwarf? Frying Doby Profession: Cook or something to do with food/booze.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 16, 2012, 03:41:24 pm
Of course! Welcome aboard the crazy train.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 16, 2012, 11:15:48 pm
My god. I've been neglecting my Spearbreakers duties dreadfully. Sorry folks, here is the Epilogue.

Epilogue
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 16, 2012, 11:52:49 pm
So he was in a total state of complete brainfuck. Or sober for too long. Nice.

SPLINT APPROVES!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 17, 2012, 12:39:12 am
Maybe it was both. I like to think he was out for a week or more in that hospital. And wounded dwarves only get water in PC fortresses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 17, 2012, 03:03:03 am
Please please please label your dialogue more consistently. I'm honestly not sure who's talking in the first paragraph (I'm guessing Urist?). For future reference, 'said' is your friend. :\  I understand that it's largely a matter of taste (and I'm the sort to obsessively label every single line of dialogue, so I don't trust myself to give a neutral opinion here :p), so I've been letting it slide, but sometimes feet must be put down.

I don't like the use of the phrase "basically blank"... it seems that "basically" is just a filler word and should either be replaced with something more precise or removed. (Nitpicky, yes, but it's haunting me for some reason.)

So, uh, I understand that this is somewhat of a milestone for you, so *applause*.

EDIT: And, on that note, sorry for being such a killjoy :( It's not that I don't like the story, it's that I suck at singling out things I like unless it's really distinctly 'OH HOLY WOWZERS'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 17, 2012, 12:24:37 pm
Hm, thought I did pretty good with the dialogue, but rereading, I see that your right. And yeah, I couldn't think of a better word, so I just used basically. DorfFrog has emotion/whatever in his face, its just hard to define.

And if you were a killjoy I would Ignore you. :) You're the dabbling editor. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 17, 2012, 08:14:37 pm
You still there Storm? Got an update typed up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 18, 2012, 04:34:08 am
For the first time ever(?), this thread hit page 2.

HOW COULD THIS HAPPEN?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 18, 2012, 04:35:15 am
I was under the impression he's traveling. SO it may be a day or two before He resurfaces.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 18, 2012, 06:03:28 am
Wow I feel really terrible that I don't have an update for you guys. Some irritating stuff happened and I didn't manage to get any playing in, and I was really busy all of Sunday. I'll try and make the next one a good one!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 18, 2012, 08:50:59 am
Alrighty man, just keep us posted!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 18, 2012, 11:11:32 am
We're waiting patiently. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 18, 2012, 03:57:04 pm
Come on, does no-one have anything else to say? HUH!? I thought you dorfs werebetter than this, letting teh thread languish into the ... the... 2nd page!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 18, 2012, 10:24:05 pm
Sincerest apologies. Everyone quit lurking and start posting stuff.

I watched the new Sherlock Holmes today.
The Detective strikes the Assassin with the -maple umbrella- breaking the left false ribs!
The Assassin misses!
The Detective grabs the Assassin's left hand with his right hand!
The Detective locks the Assassin's wrist!
The Gypsy throws a dagger!
The spinning dagger strikes the Assassin in the chest, but is deflected by his -wooden vest-!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 03:41:01 am
I'm gonna try and throw together some drawings to help arouse you layabouts to action. gonna be a bit though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: bukitodinos on June 19, 2012, 03:37:02 pm
I've noticed one riding a bear; are the bears in league with the Spawn? We have a bear. Is it feeding them intelligence?

Oh gods.

is this too old for the quote pit? if not THIS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 09:00:20 pm
bukitodinos, you've been added on as requested! Welcome to the land of brainrape and zombies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 19, 2012, 09:42:58 pm
PILES OF DEAD CRUNDLES. PILES OF DEAD CRUNDLES EVERYWHERE.

this, just this
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 09:44:45 pm
xD That was in relation to something else. Unless we end up with a crundle problem in the future. Then it will be perfectly applicable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 19, 2012, 09:45:45 pm
finished reading


5 day brainrape.... with hiccups of laughter every 10 minutes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 09:47:32 pm
I got sigged for this clusterfuck? Hell yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 19, 2012, 09:51:44 pm
if we were in the current version and on an island I would put in the E.L.E.P.H.A.N.T

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 19, 2012, 09:54:16 pm
Hmmm... It's going to take me a bit to catch up... but heyaa.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 09:56:21 pm
For the quick version check MR Frog's post on page 1. He's been chonologist in your absence. Welcome back man!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 19, 2012, 09:59:34 pm
Yeah, I saw that Mr Frog had inherited those duties. I figured you would've had to have replaced me one way or another while I was down, lol - sorry about that. But no, I'm going to do it right and read through all 30+ pages. At least I remember pretty well where I left off, right? :P And thanks - great to be back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 19, 2012, 10:00:36 pm
We figured your computer shit the bed or internet went down, so we made due. You will find a bunch of nonsense since we had to kill time between updates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 19, 2012, 10:04:09 pm
I bet the fortress was so pretty when you first started. :P Now look at it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 20, 2012, 02:05:27 am
Talvieno! You're alive! :D Welcome back!

@Hansie:

If my PTSD flashbacks are to be believed, Talvi's turn began with a botched drawbridge arrangement courtesy of Splint and ended with a Spawn on a ledge rendering our entrance severely unusable, half of our military potentially Spawnitis'd, and the fortress not being remotely equipped to handle either. So... no. No it was not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 02:08:55 am
I thought I set it up right and it glitched.... Bite me!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 20, 2012, 02:10:45 am
No hard feelings; we've all done it at least once. I'm just glad Talvi caught it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 02:15:06 am
Fitting since his dwarf is one of our chief mechanics/engineers. Talvi might be dumb as a bag of rocks now thanks to her emotional defense mechanism, but she's smart where her job is concerned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 20, 2012, 06:49:33 am
Okay lets start with some backstory....

Bukit redyed his sword at the monsters,he didn't know much about fightin, but he made this sword when he was a dwarfling and knows every curve and every edge of this steel blade. He jumped the monsters chest-tongue  and priced his heart. it let out a pained screech and fell to the ground, the next swiped at him, he jumped on the claw and cut the monster down the middle, it fell to the ground:dead. The last on had a pink tint, he guessed it was the leader. It chomped, he dodged , then.. the trance set in, he became a fury of blade a beard and did not stop till that one fatal strike. It fell. The pink faded he sheathed the blade and went on with the journey,  the monsters were gone.

By Armoks infinite beard His group of migrants will not become theses abominations anytime soon...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 20, 2012, 09:40:52 am
Okay, thoughts:

Again, sorry I disappeared. It was actually a combination of my computer "shitting the bed" and the internet going out, though the former tends to override the latter as when both are active at the same time.


I'm going to have to make a very, very interesting journal entry as to Talvi's missing cavies, and Mr Frog's attempt to give Talvi an extreme case of amnesia. I suspect that Talvi's brain is messed up too much for that to work. ;D To it's credit, it might bring her a step closer to it working - activate some of the dormant areas of her brain, perhaps. That might make for an interesting read... This ought to break her crush on Mr Frog, though.

Also, am I the only one who reads Joseph's lines in the voice of Mr Smith from The Matrix? Joseph is evil, now I'm sure of it.

Hanslanda - your stories are amazing. I'll getting them up in post 2 (Yes, I'm resuming my duties), and I think at least a couple of them deserve the <<decorations>>. You are definitely a better writer than I am, no question. lol   I wouldn't mind reading a novel of yours, if you could keep a story of this quality going for that length.


Also, I'm only at June 3rd so far - page 118. I'll post again when I get farther along.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 10:27:29 am
Hoo boy that entry should be interesting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 20, 2012, 01:24:03 pm
@Talvieno:

Heeheehee! I was so excited to see the reaction journal when I wrote that, but it didn't look like it was going to materialize... UNTIL NOW.

Joseph speaking like Smith... that works eerily well for what I had posted. I personally pictured him speaking very calmly and pleasantly, like he was talking to a child or some such. I picture Joseph as being sort of a self-styled Übermenschean messiah figure, so perfect in both appearance and manner that it's actually unnerving. I go into this in a bit more detail in the follow-up to that post, which I haven't finished and may not ever post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 01:33:43 pm
Ah come on man, you canm share with us. We won't judge. Seriously, I think we've lost the rights to be judgemental when we began this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 20, 2012, 02:13:53 pm
@Talvieno: Thank you good sir, I greatly appreciate the compliments, as well as your return.

@MrFrog: Post it. :P Please?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 20, 2012, 04:36:48 pm
Okay, fine. Note that this isn't an official update and I wrote much of this at around 2:00am, which is why the description gets a little loopy in some points.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 20, 2012, 05:37:25 pm
Dun dun DUUUUNNN!

I feel like DorfFrog is going to play Xanatos Speed Chess with Joseph.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 05:55:51 pm
I don't think these dwarves will let thier chief engineer go without a fight.... And it is unwise to doubt poorly equipped, poorly organized, and frighteningly well led soldiers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 20, 2012, 06:46:28 pm
I don't think these dwarves will let thier chief engineer go without a fight.... And it is unwise to doubt poorly equipped, poorly organized, and frighteningly well led insane soldiers.


Ftfy

I am not sure how this will go. Although it would be awesome to see plasma gun equipped SEALs-esque timecop special forces beaten down by a bunch of insane, vomit encrusted sociopathic midgets in bright blue armor.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 20, 2012, 07:08:52 pm
Okay, I've finished reading, and I'm completely up-to-date. I laughed quite a bit, and I've got a LOT to put into the second post. lol   But I'll get to work on it. :) As to Mr Frog's being a dabbling editor, he does it with DF monsters you've created, too. He removed the awesome eyes from my Scythods... My reaction to criticism is either to accept it, or, if I find the criticism flawed, to defensively launch into a giant (enjoyable, to me) scientific debate. After which I may see reason... like I did.

Mr Frog - did the cavies really get killed during your turn, though? lol   Talvi is going to have a fit over that. And while I'm thinking about it:
DF FORUMS: Talvieno
SPEARBREAKERS: Talvi

It gets confusing, with -i being typically a female ending, and -o being typically a male one. Bit of a mixup with the assigned gender at the beginning.

Very glad you're back, The Master! And to all lurkers, a big Heyaa. :) Glad to have you around, even if you don't post.

Hanslanda - excellent story! Epic to the end. If Spearbreakers eventually joins everything else at the lparchive, I'm hoping it gets included - it was definitely good enough, in my opinion. I'm going to take the liberty to nominate part 1, part 5, and part 14 for decoration (I keep saying I won't nominate things, but it keeps happening). Also, this:
 
plasma gun equipped SEALs-esque timecop special forces
strongly reminds me of this:
Spoiler: big pic (click to show/hide)

Looking forwards to your updates, stormtemplar!



and now, off to modify post #2... big job here. lol


edit: Mr Frog, sorry, missed your post. Had a lot to write about in this one. Your continuation of the Mr Frog-Joseph fiasco makes it pretty clear that Joseph can't sound like Mr Smith - or even Deep Throat. What comes to mind is Carpathia from the Left Behind series - good to all appearances, but with a hidden evil underside. That aside, very glad you posted that. lol   Also, Talvi is going to want to kill your dwarf now. Just so you know. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 07:17:16 pm
My statment is based off of a human settlment I ran, with a horrible mixture of copper, very rare steel, bronze, leather, and cloth fighting off mounted iron clad goblins while severly outnumbered. Just imagine how badly a small spec ops team will do in cramped poorly lit tunnels packed with fighting animals will do against soldiers who are drilled constantly and armed with steel, iron and adamantine, while being led by a possible crossdressing psychopath.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 20, 2012, 07:18:56 pm
'Talvi' is 62.5% the length of 'Talvieno', which is why I use it.

I vaguely recall throwing a cavy down to AshSpawn during my turn, but that's the extent of actual cavy fatalities in the fortress AFAIK. Of course, considering the nature of Spearbreakers canon, there's still nothing much stopping there being a secret mass gravy-cave under Mr Frog's bed.

Joseph has a far tidier method of extracting Mr Frog on hand. HINT: wormholes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 20, 2012, 07:23:08 pm
aww.... And I was hoping for a a quick in and out backfire involving a section of the living quarters caving in, a pincked retreat, and the dwarves her getting thier grubby mits on all kinds of new toys....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 20, 2012, 09:49:29 pm
@Talvieno: Crysis. And the first part was my favorite, so if it comes down to only one, just pick the first one. :)

@Splint: I'd like to see that combat log.
The Extractor fires his -Plasma Carbine- at Fischer.
The spinning +plasma bolt+ is deflected by the <<*Adamantine Mailshirt*>>
Fischer lets out a laugh, fell and terrible!
Fischer stabs the Extractor with her +Steel Pike+ in the lower body, tearing the guts through the -Ballistic Body Armor-.
The Extractor looks sick!
The Extractor retches!
The Extractor vomits!
Fischer twists the +Steel Pike+!
Fischer punches the Extractor in the head with her right hand, shattering the skull and tearing the brain through the *Thermal Nightvision Goggles*!
The Extractor has been struck down!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 20, 2012, 10:40:15 pm
Bravo, bravo. *claps* Kudos and +1 to you, as promised. :) (though, off-topic, the original Crysis was far better than the second, in my opinion.) By the way, which would you like me to label your stories with in the second post - Mr Frog's humorous titles (I'm not nearly as good at it, lol) or the monoword titles you gave your chapters? Or just "part 1" "part 2"? I'm actually thinking of renaming everything Mr Frog-style - that was always the plan, really - but I fear causing more problems than I fix. I greatly doubt that I'm funny to even the slightest degree. :P Also, I was worried that it would look rather... messy.

edit: just got back and I'm already cluttering the thread with second post stuff. ::)  Sorry about that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 20, 2012, 11:13:16 pm
Bravo, bravo. *claps* Kudos and +1 to you, as promised. :) (though, off-topic, the original Crysis was far better than the second, in my opinion.) By the way, which would you like me to label your stories with in the second post - Mr Frog's humorous titles (I'm not nearly as good at it, lol) or the monoword titles you gave your chapters? Or just "part 1" "part 2"? I'm actually thinking of renaming everything Mr Frog-style - that was always the plan, really - but I fear causing more problems than I fix. I greatly doubt that I'm funny to even the slightest degree. :P Also, I was worried that it would look rather... messy.

edit: just got back and I'm already cluttering the thread with second post stuff. ::)  Sorry about that.


Do all three if you want. :P Part 13: Requiem: Urist and the Crazy Hypnotist. But I like Mr Frog's titles. Mine were somewhat less descriptive, if a bit more... Thematic?

And this is Dwarf Fortress, and more specifically, Spearbreakers! If you're not CAUSING more problems than you fix while trying to fix something, you simply are not doing it right. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 21, 2012, 03:06:53 am

The Extractor fires his -Plasma Carbine- at Fischer.
The spinning +plasma bolt+ is deflected by the <<*Adamantine Mailshirt*>>
Fischer lets out a laugh, fell and terrible!  
Fischer stabs the Extractor with her +Steel Pike+ in the lower body, tearing the guts through the -Ballistic Body Armor-.
The Extractor looks sick!
The Extractor retches!
The Extractor vomits!
Fischer twists the +Steel Pike+!
Fischer punches the Extractor in the head with her right hand, shattering the skull and tearing the brain through the *Thermal Nightvision Goggles*!
The Extractor has been struck down!

Such a combat log would be hilarious. Made worse when thier armor would be designed to stop crossbow bolts and bullets, not a pike being run through them by a vomit-encrusted nutter with nigh indestrucible armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 21, 2012, 04:00:50 am
(http://i45.tinypic.com/35k4jtw.jpg)
The long neglected drawing, done many moons ago, and forgotten to be uploaded. Dorf!Splint's rendition of Frog's tablet from the few times he's seen it.

(http://i47.tinypic.com/18hhyg.png)
From the barbarian studies book, the image of typical barbarian war trophies, here a necklace of goblin and human fingers, and a spawn tooth baked into a clay amulet and decorated in places with some blue gem of an unknown type.
Enjoy. Also this double post as a bump.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 21, 2012, 09:27:19 am
I don't know why, but your rendition of Mr Frog's tablet reminds me of something from that old PBS kids show "Cyberspace". I have no idea if that still airs. lol
(edit: nevermind, it looks a lot different, wasn't remembering it correctly)

I'm working on typing up the next journal update for Talvi, and I've gotten the second post nearly completely up-to-date. :) If I missed anything... let me know. Oh, and if anybody wants me to rename the titles for their journal entries, you could PM me with that, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 21, 2012, 09:35:56 am
Glad to hear man. And that rendition is what I always pictured it looking like, just not colored like that. Dunno why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 03:03:06 pm
More Third Person journey logs WOOO :P

Bukit doesn't have a journal* so this is in third person for a reason.

(im moderately good at writing but after some time it becomes a chore so expect updates when im overseer to be short and scattered)

Bukit could smell the Armokblessed addy from here. Finally a chance to practice his craft in style. No more pig iron... just pure adimentine laughing in the face of demons. and a chance to make a new sword and be somewhat good at swordsmanship, he hoped, He and his small group of migrants kept walking, the miner was bounding, he also smells that blessed stone. Bukit hopes that those... things aren't in great number here, but after reading that mug poster he guesses so. But where else is there another haven? Spearbreakers  is the one last great forts in history. All the others succumbed to the vampire wars, and those armok forsaken things. And now its raining blood yay... just what he needed, he reminds himself to wash him and carnation.**

* He'll get one in spearbreakers

** His sword's name
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 03:05:12 pm
Making some art of carnation,expect it soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 21, 2012, 03:09:00 pm
This is going to take several parts... Also, it didn't make sense that Talvi could possibly be writing journal entries while passed out, or that she would be recovered enough afterwards to, so... this journal is written by someone else...
I'm not completely satisfied with it, and I may change it later, but here's part 1.

From a shoddily-bound journal

Spoiler (click to show/hide)

edit: Nice story clip, bukitodinos, I'll get a link to it up. :) But really - Spearbreakers, a great fort?  ??? lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 03:40:30 pm
Spearbreakers, a great fort?  ??? lol

I ment its one of the last strongholds you can take it that way too.. i don't really care
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 21, 2012, 03:47:44 pm
Spearbreakers, a great fort?  ??? lol

I ment its one of the last strongholds you can take it that way too.. i don't really care
Ah, I see. I was just joking around anyway - as I see it, Spearbreakers is one of those "can't win for losing" things. Definitely could be considered a stronghold, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 05:24:13 pm
did you see the battle entry?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 21, 2012, 05:27:15 pm
Spearbreakers a stronghold? More like such a confusing mess made such in so short a time a minotaur wouldn't be able to make heads or tails of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 07:11:08 pm
got some art up

Spoiler:  Bukit's sword (click to show/hide)

il just leave this here
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 21, 2012, 09:37:42 pm
@Bukit: Always love some more updates. :) Also, your picture link appears broken to me.

@Talvieno: That was awesome. I am very excited. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 21, 2012, 09:55:13 pm
@Bukit: Always love some more updates. :) Also, your picture link appears broken to me.

 

try it now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 21, 2012, 10:52:30 pm
Fixed it. :) Nice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 02:19:33 am
So now we'll have a crazy hillbilly chick squaring off against a devious bastard who's probably never been in an un'handicapped' fight since juniour high.

GENTLEMEN, PLACE YOUR BETS.

EDIT: So why didn't the amnesiacs take this time?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 04:10:59 am
I'd say they may have worked in reverse due to her already being in a nigh blank state mentally. Plus she's drunk some pretty strange things out of Dorf!Mr Frog's mugs when he wasn't looking, so there may be some biochemical things that happened that weren't intended.

And I'll be honest, I gotta put my money on the tree chopping hillbilly mechanic, though Mr Frog has the prototype chainsword, so it may even out since he can cut up whatever the hell he wants with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 22, 2012, 06:36:02 am
So now we'll have a crazy hillbilly chick squaring off against a devious bastard who's probably never been in an un'handicapped' fight since juniour high.

GENTLEMEN, PLACE YOUR BETS.

EDIT: So why didn't the amnesiacs take this time?

THE HILLBILLY CHICK FOR 10,000 DORFBUCKS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 07:52:09 am
Hanslanda - Thanks for the compliment and encouragement. :) I'll get working on part 2 soon.

Bukitodinos - Nice sword, man. It's in post #2 now.

Mr Frog - The amnesiac didn't work because, as I said before,
I'm going to have to make a very, very interesting journal entry as to Talvi's missing cavies, and Mr Frog's attempt to give Talvi an extreme case of amnesia. I suspect that Talvi's brain is messed up too much for that to work. ;D To it's credit, it might bring her a step closer to it working - activate some of the dormant areas of her brain, perhaps. That might make for an interesting read... This ought to break her crush on Mr Frog, though.
She's still kind of messed up in the head, especially with all that stuff Mr Frog had her drink in his experiments - I'm betting definitely beyond any possibility of a total recovery at this point (unless Mr Frog mixes up something new to restore her senses, which Mr. Narrator says he had better not do >.> (I like Talvi better a bit crazy)). Right now, though, she's got enough back to want revenge of a sort on Mr Frog.

I'm surprised anybody would put their money on Talvi. Plus, I'm no fan of god modding, so there's really no chance you'll see Talvi chop up Mr Frog before he has a chance to react. :P

edit: Where's stormtemplar, by the way?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 07:59:07 am
Real life is an obstacle we all have. But he said next time he posted he'd have a decent updat or try to anyway.

I'd say Talvi probably has sheer brute force on her side. Mr Frog the dwarf doesn't exactly strike me as the physically imposing sort and Talvi's been chopping down trees for years along with making mechanisms, though I'll be fair Mr Frog is probably far from unable to o break someone's arm. Hell if they had to fight story wise it'd probably be two unarmored wierdos fighting with an axe and a handheld chainsaw..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 22, 2012, 10:38:01 am
I've actually got my money on Mr Frog. Chainsword>Axe. Also, he drinks carefully prepared poison to calm his nerves. But it will be very interesting to find out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 10:42:03 am
Talvi's got brute force on her side, yes, but she also has the psychological advantage of being crazy... A crazy person is, in my opinion, a lot scarier than someone who's completely sane - largely because you have no clue what they'll do next. lol  Still, Mr Frog is a tall character, which I would take to mean he's no weakling, either, and in my opinion, chainsaws beat axes... It'd be a pretty fair fight, if Mr Frog didn't pull any tricks. (which he would. lol)
Oh, and Talvi isn't exactly agile.


Mr Frog - did the events in your most recent journal entry take place before or after those at the end of Hanslanda's story? Trying to make sure I have the chronology correct.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 22, 2012, 11:01:32 am
Tall doesn't necessarily mean strong. I'm 6'1 (Like, 1.89 meters?) and I'm not very strong at all. And sane people have the advantage of rational thought. Like straitjackets. You can get out of a straitjacket quite easily if you're sane, unsedated, and not panicking. It all comes down to the situation of the combat between them and what kind of weapons/no weapons, preplanned tricks/surprise advantages come into play. :)
Sorry, I like theoretical fighting excercises.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 11:10:28 am
Sorry, I like theoretical fighting excercises.

As do I. More importantly, I love a good debate. :D

True, tall doesn't necessarily mean strong. I knew of someone who was only four feet tall, but had grown up on his parent's farm carrying hay bales around. He had to defend himself once that I knew of and knocked his attacker more or less flat on his back. It was an interesting story.
Though - you don't have to be all that strong to use a chainsaw. You have to have some muscle mass - it's not like it could saw through anything effortlessly - but strength doesn't really come into play that much. I also doubt Mr Frog would use adamantine to make a prototype. What seems more likely is steel, since it's cheaper and probably easier to work.

That aside, if you weren't panicking and had fast reflexes, you could probably pretty easily take down a crazy person. It's a rare person that wouldn't panic, though, if they saw a very heavy and muscular crazy dwarf coming at them with an axe swinging. Plus, I'm not too sure dwarf Mr Frog's reflexes would be all that quick - especially if he's drunk most of the time. And Talvi has something to fight for, while Mr Frog just wants her out of the way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 11:11:59 am
Or to just stay the hell out of his room xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 11:12:45 am
Lmao, Talvi isn't good at that. XD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 22, 2012, 11:24:01 am
Lol, good point about the reflexes and DorfFrog's habits. They are undoubtedly true. So now a good portion of how the fight goes will rest on whether or not Talvi surprises Frog, whether or not Frog panicks, and whether or not Frog has good reflexes.
I have to go to work, but I will continue my side of this debate around 10 tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 11:58:44 am
I have twice as much as this written out, but that seems far too much for a single post, so I'm only putting this down for now.

More from the Poorly Bound Journal

Spoiler (click to show/hide)


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 12:13:37 pm
Oh jeeze. Birds. Mr Frog! Talvi's putting emu hatchlings in your stuff!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 01:03:17 pm
Mr Frog: "NOOO! BABY EMUS! MY ONE WEAKNESS! whosawiddlebirdie"

I'm not sure if I like the explanation for Talvi's immunity, but it's a bit too late for any argument on my part to mean anything :-\

If Frog manages to poison Talvi with something, she's pretty much screwed. It doesn't even have to be from a weapon; he could fill his room with vapours that he's taken an antidote to. Hell, since it's implied repeatedly that Frog isn't the same species as Talvi, he might even be able to synthesize something that has ruinous effects on Talvi's physiology while leaving him more-or-less unharmed.

I think it basically boils down to how much warning Mr Frog has. He's devious and smart and can probably rig up any given conflict to be in his favour given enough prep time, but if he's taken by surprise, he loses that advantage. He has a height advantage, but Talvi sounds heavier (and is probably stronger, considering that dwarfesses are statistically-identical to male dwarves) and Frog's not very strong nor agile.

He might have something on hand to sharpen his reflexes and/or reaction times, probably with some temporary side effects (dry mouth, for example).

I'd say that the best way to resolve this would be to defuse the conflict before it gets violent, but I'm not sure how viable an option that is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 01:47:23 pm
-The following is an old ropereed parchment document. It is torn around the edges, and one corner shows it was used as a coaster for a mug.

To: Field Marshall Tholtig Lallokum
From: General Vutok Irolnil

Subject: Recon report by 88th Pike Company and enemy strength estimation.

Field Marshall Southspear, two of my better soldiers have arrived with thier estimation on enemy strength and location. Based on thier obseravtion, my best anylysts estimate the enemy has roughly 10,000 melee equipped troops and another 5,000 with various ranged weaponry. Also estimated that there will be around 2-3,000 fighting animals of both surface and cavern origins. They also say that to ensure victory the coalition will need to muster two to three times that plus fighting animals and another of thier own number held in reserve. Recommend inducting the Kingdom of Symmetries and the goblins of the west islands into the coalition to shore up supply and numbers of available soldiers. If the goblins already in the Coaliton have gone this far by our side, then the ones of the islands will see this war as benificial to them as well. And if we send the greenskins first as always, fewer of our own will need to die. Imust admit I find it odd that they're always willing to be the first in...

The enemy force appears to be preparing for battle near the savage mountains of the Flawless teeth and if The Master and Draignean's observations can be trusted, it seems the local giant fowl don't take kindly to undead visitors. They suspect they are going to attempt a direct confrontation in three weeks at a location marked on the map as "The Smooth Points of Pride," another mountain range and sight of an old abandoned mountainhome.

The 88th is already moving at the time this message was sent to the Smooth Points to begin preparing the field to our advantage. We will arrive two and half weeks ahead of the vampires and have already given word to the 23rd Ranger Company to move in as well. We look forward to seeing you here Field Marshall, May the gods protect you.

General Irolnil

[Yeah I don't know. I was bored and since I've chosen for narrative purposes to ignor the worldgen history for the most part, I figured I'd go the extra miles. Thier names are translated as Southspear and Northhammer]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 02:27:51 pm
Oh jeeze. Birds. Mr Frog! Talvi's putting emu hatchlings in your stuff!
Lmao, Splint. :P "Come 'round with the birds" is a very rare southern expression (I've only heard it twice) which basically means "show up at sunrise". lol   When the birds start making racket. As someone who lives (albeit unintentionally) in the heartland of redneck territory, I hear the southern drawl constantly. Fortunately, I grew up elsewhere, so you won't hear any "ain't"'s from me.

I'll make it a bit clearer in the post...



edit: This is what I get for not refreshing the page. I have missed two posts.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 02:35:22 pm
What's your definition of the redneck heartland? Cause I'm pretty fairly oriented with the literal heart of the southeast....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 02:55:07 pm
Mr Frog - "whosawiddlebirdie" is undoubtedly the funniest thing I've read all day, as I tried to imagine dwarf Mr Frog saying that, and that didn't go so well... lol

If dwarf Mr Frog has any sort of warning that Talvi hasn't had a total mindwipe, he'll be prepared. And no, I don't like how the immunity (not quite immune, it messed up her brain even more) thing works either, but all the same, if her mind gets wiped she's more or less taken out of the Spearbreakers story.  :-\ There wasn't much I could do. :P You did a bit of god modding while I was away, knocking Talvi out and drugging her - though, frankly, even had I been here the same would've happened. She thought she was a cavy. She would've run and hid under the bed and waited for Mr Frog to come drag her out.

What's really been bugging me is that I feel it's kind of against unspoken rules for me to be roleplaying two characters at once. Especially as I'm currently planning on giving the unnamed character a role a bit past the silent narrator. Essentially she's not too much more than an extension of Talvi, since her journal won't really go anywhere where Talvi isn't around, but all the same... Like I said, it's bugging me.
Seriously, is what I'm doing "against the rules"?


Anyway, I figured Mr Frog is basically an "I-can-rig-anything-up-in-less-than-ten-minutes-because-I-know-everything" mad scientist. Then again, he's focusing mainly on Talvi and probably doesn't expect our controversial (at least to me) narrator to be hanging around, right?




Splint - "redneck heartland" as in a couple hours from Atlanta, Georgia, where the first Redneck Olympics were held. I grew up in Memphis, though. Few people have southern-drawl accents there. What's your definition of "pretty fairly oriented"?
Oh, and I should probably add - if the numbers in that recon report you put up are anywhere near accurate... I think we've gone past "screwed" into "oh god we're all going to die messily".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 03:05:05 pm
I'd say as far as geography is concerned between east tenessee and the carolinas is a better level. But then your suprisingly closeby. A six hour drive if I were to stalk you just because I could. But then I've never heard the expression here in Knoxville, but then the majority of people in the city weren't born here anymore. Hell I'm from New Hampshire originally. Place was cold as fuck.

Although Memphis or Nashville would probably be better guesses since it seems the heart and soul of country music is in largly those cities.

And I don't see anything wrong with it. If I were a better story teller I'd  have already been doing the same.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 03:33:27 pm
It's not just rare, it's an old expression, too. The two times I heard it were from people over 70 who'd lived here all their lives. And I'm just south of the Appalachians, so not too far out. Northwest Georgia, near a tiny town called Dalton. You're actually only a couple hours away. lol   Pretty neat.

Memphis is actually a lot more about rock than country, probably due to Elvis. There's blues, too, but not too many people seem to listen to that anymore. I think if you could sum up Memphis in three words, it would be, "Rock, Barbecue, Politicians". I have yet to see anywhere else where the politicians are so consistently and thoroughly crooked.

Also, I'm very glad I haven't screwed anything up too badly. :P That's a load off my mind.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 22, 2012, 03:42:21 pm
Mr Frog is the only one around allowed to worry about the stuff he posts. We don't need two hims running around, as funny as that'd be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 22, 2012, 04:32:30 pm
And so MORE Journey logs yayyyy.... :P


After bukit left Syrupleaf he wandered the lands After that fortress was "preserved" by Armok. so much pig iron. as he kept walking he found all manner of mugs in the nearby lands, Holy shit. It was like mugtopia Big mugs, little mugs, mugs That menaced with spikes, Mugs that were half full with ale, Mugs that had ogres killing elves on them, and a great treasure. A discarded barrel of sunshine, its been months sense he had sunshine. He and his migrants drank To there hearts content , As they kept journeying they found a plain of blood... blood covered everything, it was hideous.He looked at the blood, not dwarven, not dwarven at all, slightly relieving but slightly disturbing too...

Btw my icon is a lamp, Its my INSIGNIA.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 07:45:21 pm
So I guess I've become the team OCPD case. I am okay with this.

Mr Frog used cavies because they're the best test subjects he had on hand that couldn't scream for help. (Hint: they're also called guinea pigs).

He only really got to Talvi the first time by abusing her trust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 08:38:56 pm
Mr Frog is the only one around allowed to worry about the stuff he posts. We don't need two hims running around, as funny as that'd be.
Yes, that'd be hilarious... Given how much he likes to take charge of things (so that we lesser mortals don't screw everything up (jk, but lol)), I imagine both Mr Frogs wouldn't get along too well, each trying to take charge at the same time, and preferring their own methods (which would actually be the same, but I doubt that would matter much).

But apart from that, I'm going to let that last entry from V sit there for a while, and then I'll post the next one. (only afterwards was I reminded of the fact that "V" was also the name of a character from a comic book (thanks, Mr Frog), but fortunately, I've always been planning on filling out the rest of her name later.)



Bukitodinos - hopefully you'll be dwarfed soon. :P Sounds like Bukit's journey is finally nearing its end.


Mr Frog - maybe this time it's the other way around? Talvi gets to Mr Frog because he trusts that his amnesia-inducing drug worked? lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 22, 2012, 08:42:26 pm
Bukitodinos - hopefully you'll be dwarfed soon. :P Sounds like Bukit's journey is finally nearing its end.

No he just entered the terrifying biome, the mugs are just popping up because of spearbreckers HUGE mug inventory.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 09:12:30 pm
I think that whether someone would get along with a duplicate of themselves is largely a function of their self-esteem. In my case, I expect nothing would get done, because we'd be constantly second-guessing each other and the concerns one voiced would likely be exactly what the other was worrying about.

Likewise, since we'd both think the same way, have the same preferences, and have near-identical perspectives on everything, I'd imagine the conversation wouldn't exactly be intellectually-stimulating.

Quote from: Mr Frog
That was a terrible excuse for a fanfic. Your characters are archetypal caricatures with no defining features of their own and the plot seems cobbled together from a sequence of afternoon daylight fantasies. Furthermore, your spelling isn't and it looks like you punctuated this thing with a shotgun.

Anyways, I really liked the gag with the three pigs and a rubber goathook towards the middle of Chapter Three. You have an excellent feel for satire. Keep it up!
Quote from: Other Mr Frog
^What he said
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 22, 2012, 09:42:39 pm
Today was a very long day.
Loving the updates, Talvieno, Bukitodinos. I'm going to lurk tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 22, 2012, 09:47:33 pm
Not going to post anything today, Ace of spades is soo fun :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 09:54:23 pm
Not going to post anything today, Ace of spades is soo fun :)
http://www.youtube.com/watch?v=vqtNGkSzh1o (http://www.youtube.com/watch?v=vqtNGkSzh1o)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 22, 2012, 10:35:30 pm
I ment the freeware game :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 22, 2012, 10:36:27 pm
I googled it, so I had a feeling that's what you meant, but I knew about the song beforehand and thought I'd put it up there - it's a good one. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 11:40:44 pm
Okiedokie, I've decided to write up an extended version of the snippet I posted earlier. This is an official update.


This isn't quite the end of this post; I'd like some time to mull over the structure of the facility. I'll edit the rest in below if/when I finish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 22, 2012, 11:43:59 pm
Aaannnd now Spearbreakers is even scarier on a quantum, meta AND normal level. You rock Mr Frog. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 22, 2012, 11:55:30 pm
Aaannnd now Spearbreakers is even scarier on a quantum, meta AND normal level. You rock Mr Frog. :)

Aww, warm fuzzies.

Now, TELL ME EXACTLY WHAT YOU MEAN BY THAT OR SO HELP YOU
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 23, 2012, 12:01:48 am
Aaannnd now Spearbreakers is even scarier on a quantum, meta AND normal level. You rock Mr Frog. :)

Aww, warm fuzzies.

Now, TELL ME EXACTLY WHAT YOU MEAN BY THAT OR SO HELP YOU

Okay, we'll begin on the normal level. Spawn, Barbarians, the motherfucking resident dwarves. Pretty scary. Now, quantum: If DorfFrog had been leaning back at the wrong angle... Telefrag much? And that could happen to Talvi in the vents if she had been around for it. Now, meta. Not only is Spearbreakers a world inside a game, it also has a universe inside the world inside the game that has MULTIPLE worlds inside the universe inside the world inside the game. God. Damn. I've never used the word inside in one sentence so many times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 12:12:20 am
Alrighty, since I've been so slow about updating (everything is so distracting) I've decided to make it up to you all by writing my next update in rhyme. The challenge is enough to actually get my exited about writing the log itself, so this whole thing will be awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 23, 2012, 12:14:09 am
Hehe, and NOW its scary in a real life kind of way, because Stormtemplar has just been devoured by the insanity of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 12:16:52 am
Nah, I do this kind of thing pretty often. I came into this pretty insane. I once attempted to write a story in rhyme, I gave up but not before writing a solid two or three pages of verse. This is a lot easier because I don't need to stick to a specific scheme or come up with a story, since things happen on their own.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 23, 2012, 12:51:59 am
I don't care if you write it in frickin' haiku form as long as it doesn't suck.

EDIT: Mandatory:

Madness, Mayhem, Mugs
Spawn killing zombies for us
Lots of dead cavies

Alternately:

Madness, Mayhem, Mugs
A dash of insane roleplay
Add cavies to taste
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 01:13:37 am
This was a lot of fun. It covers such a short time because I did it all tonight so I could have SOMETHING for you. I'm at a bit of a loss of what to do with this place, any ideas? While I'm quite sick of poems, I might do this again at some point.


Note: OverlordTNT had a dwarf
llasram, Draco and Sword have all been dorfed.



There once was a dwarf named Stormtemplar
Of insanity he was quite an exemplar
He ran a fort called spearbreakers,
Which was famous for it's mug makers
This is the story that he told
Hear the tale of that crazy hold.


16th of Granite
I messed with the militia today
To find who scheduled them I'd pay
He'd lose his job
And run into a mob
And die on the way to his bed
And we'd take joy, for the moron was dead

18th of Granite
I ordered my dwarves to mine in a place
That opened the way to a vast designated space
One of my predecessors must have forgot
To give the order to dig that wall face
Without it the plans come to naught

21st of Granite
While digging in that place, we found the most wonderful gold
Shall keep it in hordes or forge it into things to be sold?
I also drafted some fighters
Who have no real skills, the blighters
I expect them fight and to die
Unless fischer can train them by july

Wait! That's insane!
Malachite is the fifth month of the year
Whatever's gone wrong with my brain?

25th of granite
I ordered some farms to be dug
I couldn't find any, I asked Fisher but she only looked smug

4th Slate
I forgot to not destroy the smile
Sorry mitch, it was quite beautiful tile
I'm to lazy to fix it
And honestly I don't care one whit
Someone else can do the job
For my head is beginning to throb

10th Slate
A forgotten beast came to the fort,
A monster without any skin.
The pterosaur released poison gas with a snort.
Against it's deadly farts none can win.


Edit: @Mr Frog: I already did that remember? http://www.bay12forums.com/smf/index.php?topic=102730.msg3292683#msg3292683 I can't vouch for all of it's quality, as it is early in the morning, but it's not bad, and some of it is pretty good if I do say so myself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on June 23, 2012, 01:23:11 am
(Loose) limericks.

Mitch was a dwarf from Spearbreakers
THAT SHIT WAS RUN BY INSANE FUCKERS
The hospital water gave you the runs
The Spawn were too much !!FUN!!
And so the great lord Mitch
Made Spearbreakers his utopian bitch

More to come.



Great king Mitch,
Made Spearbreakers quite rich
Because he just didn't give a fuck,
a fortress of marble from a pile of muck
But the year came and went
And he was told to get bent
'You ungrateful bastards' he screamed
So began anew the hospital's killing spree
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 01:25:26 am
I seem to have started a thing. AWESOME. The more poems the better!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 03:02:31 am
.... I don't have a poetic mind. Can someone translate?

Also: This place became insane on a disturbing scale now thanks to Mr Frog. I approve of this. Updated the main post of those who've been dwarf'd. Can anyone tell me the names of any necromancers we've killed? I wanna stick them in notable kills of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 23, 2012, 03:07:52 am
@storm:

I was kind of hoping for more 'traditional' character-based stuff, honestly (part of the fun of DFLPs is watching fleshed-out characters react to the various mind-warping atrocities inherent to DF), but if that's not really your thing I'm personally cool with it. Just try to include pictures, as it helps create a visual context or something less floopily-worded (my vocabulary's gone to bed already :p).

...For some reason, I'm picturing stormtemplar-the-Overseer as being some sort of deranged psychopath whose Thing is poetry.

@Splint:

Okiedokie, so it turns out everyone loves my daft little sci-fi-flavoured detour or something. I'm not sure how to react to this.

EDIT: We have overtaken Deathgate in terms of page number. Huh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 03:29:01 am
 I'm with Mr Frog on the updates.  And as far as that detour, wormholes with a known issue involving maiming thier users is perfectly in line with DF in general, not just Spearbreakers. Afterall, it it isn't at least partially hazerdous it's no fun!

I think we like it cause it's another thing that makes this so interestingly messed up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 04:10:56 am
Okay. No problem, that was just a random fun diversion, and I do plan to do normal text updates. But seriously, I'm trying to figure out what I can spend my time doing, and I'm not really finding it. The fort more or less seems to do the essentials well enough, there are plenty of bedrooms and food and drink and everyone seems to be happy. There won't be any military conflicts for months if I can help it, so any ideas?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 04:18:34 am
Well if we have any spare hand assign them to aussie's ranger squad to prepare for the assult, or try to pick apart the undead piecemeal by airlocking the bastards? I still think we need a nice statue garden on the surface. Some double thick walls, a nice courtyard.... It'd also help cure us of that cave adaptation. Then Fischer would be able to kill things more effectivly on the surface if they ever get some down time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 08:09:37 am
Mr Frog, I'm particularly worried now about the future of the Mr Frog-Talvi-Joseph saga. Well done. lol   Definitely a big bravo to you. What originally began as an imaginary friend of a not-all-there dwarf has turned into a very epic evil villian and a decent sci-fi story... I imagine he isn't so nice when he's angry, though. That would just make him look a bit insane, and I have a feeling he isn't. His appearing nice definitely explains why Talvi fell for his act, though - she's ridiculously trusting... to an extent. She still probably believes Joseph is the good guy.

Stormtemplar, Mitch - nice poetry. :)  I vote for traditional updates (with pictures?) too, though. But, let me get this straight.
  You're angry with however the militia was scheduled and want to kill the moron who did it (not unusual for Spearbreakers, seems to happen yearly);
  You're digging down to the caverns for some awesome forgotten-beast fun (we're screeeewwwwweeeedddd agaaaaiiinnnnn);
  You found gold down there (possibly a large vein);
  You're putting some of our already stretched population into the militia (in particular, skilless morons);
  You couldn't find the farms so you dug new ones (enh, it happens, but WHAT ABOUT THE TEXT-BASED CATACOMBS SLASH FARM DIRECTIONS?!?!);
  You evilly destroyed Mitch's happy face (beds work, and so does storing equipment, so that's fine with me);
  Annnd... A forgotten beast came (probably in the same cavern that you opened...  ::) )

Okiedokie, so it turns out everyone loves my daft little sci-fi-flavoured detour or something. I'm not sure how to react to this.

EDIT: We have overtaken Deathgate in terms of page number. Huh.
React by making more to appease our sci-fi appetites?
Also, booyah. Spearbreakers is, by my standards, now officially an epic. We're approaching Hellcannon too, are we not?

Stormtemplar - What I would suggest, first and foremost, is an actual garbage chute. Straight to the magma. I did it on a personal save, after Sus's turn, so I know it's possible - there's  a little space that it can work (just barely) (unless Mitch did something there) at the southeast corner of the top level. Also, if we've updated to minecarts, a minecart track to the upper levels from the forges is definitely a necessity, if Mitch hasn't handled that. But be very, very careful about casualties... please. It would be horrible if the fortress died due to a tantrum spiral because of a poorly-placed minecart track...

edit: Also, next story piece coming after somebody posts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 08:46:03 am
Be careful of the flame man running around down there too. As far as farms go, if you missed them on the fueled forge level.... I'm sorry but that's an epic fail.


No we haven't gone to minecarts, largly because we're too far gone to implement them now within this fortress. It'd require too much time and resources we don't have or can't spare. AKA dwarfpower since migrants insist on dying constantly. I support the trash chute though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 09:00:03 am
I had to... First poem I've written in months... thanks, stormtemplar.

edit:
Okay, Splint, I misread then. I thought the save had been updated to 34.08 or above.

Let me tell you a tale...

Let me tell you a tale
Of a land drained of ale
With mugs to the horizon
A large sturdy fort
Of the strangest sort
That will keep on surprisin'

"Spearbreakers" it's called
You'll find it's apalled
E'en vets of battle gory
"A prison" say some
While drinking their rum
And telling old ghost stories

"A minotaur's lair"
They eerily croon
"That stumped e'en the minotaur,
And people thrown there
Died not in its room
But lost among the doors"

The children shudder
When these tales are told
And some might run and hide
Those older wonder
How one'd be so bold
As to ever step inside

Apart from the rain
(Of blood, say stories)
And ghosts that linger on,
There's always the bane
Of dwarf and glory:
The cruel Holistic Spawn

They ravaged the hills
And blood they did spill
Of the barbarians
Ever wreaking doom,
Sending dwarf to tomb
And standing hair on end

"Abandon topside!"
Overseers cried,
But those tactics would fail
As a thousand spikes
And pits, if you like
Could not the Spawn impale

The army of dwarves
Refused to give way
With pikes they stood their ground
They braved the horrors
And kept evil at bay
While strewing teeth around

Their blood never spilled
For that they more feared
Than a stray asteroid
They knew they'd be killed
(Or lose more than their beard)
If doctors they di'n't avoid

What became of that place
So far underground
That taunted even hell?
By gods' saving grace
It'll ne'er be found
Or terrors seen so fell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 09:24:38 am
I didn't notice much difference between 07 and 08, but if I absolutly need to I'll adjust the topic accordingly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 10:04:38 am
Yeah, .08 is when minecarts were first implemented. We might want to just update to 34.11 if it's actually currently at .08, to take advantage of the bug fixes (like guts being strewn multiple tiles :D ).

More from V's Journal
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 10:26:52 am
Huh.... I thought it was 09 they were implemented. oh well I don't use them anyway. I have to compromise defense to install the stupid things and that's not on my to-do list of things for a fortress.

Excellent work on the story, couldn't've done better myself!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 23, 2012, 12:39:42 pm
I like the garbage chute idea. Especially if 'unwanted' fun could enter through it. Another great update, Talvieno. All this complicated continuity between stories is getting interesting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 07:48:47 pm
How do I get dwarves to drop things down the chute?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 08:08:38 pm
Mark them for dumping and make the chute a garbage dump.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 23, 2012, 08:27:41 pm
Will they drop it down or do I need to make a trapdoor thingy for them to place it on so I can dump it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 08:29:11 pm
Either one works, though using a retracting bridge as a trapdoor can be used if you'd rather get rid of things in bulk, or if you rather we just pitch things down into the magma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 08:31:13 pm
Dig a stair shaft from top to bottom. Straight. Preferably directly into the magma sea. Afterwards, channel a shaft out next to it. On a piece of ground next to the top of the channeled shaft, make an area designated as a garbage dump. That's all there is to it. No more miasma because we can't go above ground. :) Just remember not to dump anything important, because dwarves would much rather watch something go plop into magma than put it into another garbage dump that's closer... And I mean that.

On a different note - what's going on with the massive zombie siege outside that nobody really mentioned much?


Edit: Splint, you're a ninja. This is twice now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 23, 2012, 08:41:52 pm
I think I'll inform everyone for roleplay purposes that Mr Frog's departure from Spearbreakers as mentioned in my recent side post is far from permanent and he actually returns surprisingly-quickly.

(It'll probably be a bit before I get around to writing again, so I thought it best to lay that out.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 23, 2012, 08:45:44 pm
Yes. Yes I am.

I have for some reason viewed the company Mr Frog once worked for as an SCP type thing.... Dunno why.
What with wormholes they have (Which seem to function on a crapshoot principle) An endless staircase of psychological trauma seems well within thier bounds. hell it sounds like something  Ballpoint Tech. Would do for fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 09:54:04 pm
Mr Frog - I'd figured such. Time travel can be a useful thing. I'm half-tempted to write something about it just because I'm such a hardcore sci-fi nut, but one, I don't want to mess up your bubble universes, two, I have a plot going already, and three, I don't have anybody who would go there. lol   But it's good so far.
Also, since you didn't nitpick my entry, I'm going to assume that it receives the "Mr Frog Stamp of Approval (Or at Least Not Disapproval)" as to plot holes.

I have for some reason viewed the company Mr Frog once worked for as an SCP type thing...
This. Very much this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 23, 2012, 10:16:12 pm
Also, since you didn't nitpick my entry, I'm going to assume that it receives the "Mr Frog Stamp of Approval (Or at Least Not Disapproval)" as to plot holes.

I have for some reason viewed the company Mr Frog once worked for as an SCP type thing...
This. Very much this.

I like that suddenly Mr Frog is now some sort of quasi judge for all our writings, the good guy of a story, the bad guy of a story, the protagonist of another story, and his dorf is barely existent as far as the fortress actual is concerned. We've got a Mr Frog cult building.

And yes, they are very much like SCP it seems. Unethical, highly dangerous experiments? Check. Operatives of hideous power and filled to the brim with crazy? Check. Operates outside of and laughs at the laws of physics? Check. Has giant regenerating lizard monster of doom in tank of acid? Remains to be seen...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 23, 2012, 10:25:53 pm
We've got a Mr Frog cult building.
Yesssssss, a story needs to be written on this. He needs an unofficial fan... Someone who isn't off their nut and crazy about cavies. lol

Has giant regenerating lizard monster of doom in tank of acid? Remains to be seen...
Dear Armok, it's the forgotten beast that surprises us and takes down the fortress in the end. I remember reading that one... lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 24, 2012, 05:24:59 am
@Splint:

ARGH. Your little comment just prompted a 5-hour-long SCP Foundation binge* and I am NEVER SLEEPING EVER AGAIN. Or looking directly at a mirror, turning my back to an empty space, or sampling any foodstuff that has not been thoroughly cooked at high temperature so as to neutralize all freaky extraterrestrial bug spores.

*@Talvi: Which, incidentally, is why I haven't actually gotten around to reading your most recent entry, which is why you shouldn't get your hopes up quite yet :p

So basically, I'm a masochistic wuss and you are an awful, awful human being :p


@Hansie:

That's right, feed my raging god complex :D

I'm not sure if I like the implied equating of dorf!Mr Frog with myself, though... I don't really identify with him any more so than I do any of the other characters I've written.

I do like the idea of someone thinking that Mr Frog, with his impressive stature and advanced technological knowledge beyond the scope of what anyone in Spearbreakersland knows, is some kind of divine prophet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 24, 2012, 10:23:49 am
I am NEVER SLEEPING EVER AGAIN. Or looking directly at a mirror, turning my back to an empty space, or sampling any foodstuff that has not been thoroughly cooked at high temperature so as to neutralize all freaky extraterrestrial bug spores.
Sounds like you enjoyed it. :) lol  You could probably use some sleep, though.

*@Talvi: ... I haven't actually gotten around to reading your most recent entry, which is why you shouldn't get your hopes up quite yet :p
Eh, oh well. I'm sure you'll read it at some point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 24, 2012, 10:27:53 am
@ Mr Frog - I think he seems more painted as a combination drug-addict/legendary mechanical engineer/dabbeling weapon designer myself. I imagine he'd had to have learned how to use at least a few weapons whenever his research projects required going to dangerous places and just built off the little knowlege he had to make new tools for this world's dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 24, 2012, 10:51:02 am
Or perhaps he's like The Doctor and just runs around with a sonic chisel, putting his (well-placed) trust in his wits to keep him alive... :D Plus, I have a feeling he probably stole quite a few things from his old world (if "stole" is the correct word, which I think it is). Think about it - if you were going in a time machine back to the dark ages, and you were planning on living there for a while, wouldn't you bring some modern conveniences along to make life easier? Or perhaps you might even bring some useless things just to impress the locals into revering you. Though Technology is the "magic" of today, in older times if someone saw something they didn't understand, they called it "magic" - I imagine they'd even call the screen you're looking at magical, but you have at least a vague idea of how it works, and you understand very well how to hook it up and turn it on. Dwarf Mr Frog doesn't have to completely understand how all the gadgets he has stashed in his room work - he just has to know how to operate them.


edited because grammar.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 24, 2012, 11:04:57 am
Seems magic is the only words they have for the tablet he has. Althought to most dwarves it probably just looks like a fancy metal brick with some glass in it. And Dorf!Splint has a basic understanding of someone his tools and the chainsword. Noow the fancy lab gear just looks like a bunch of random glass mugs, vials, tubes, and metal odds and ends.

But still, him trying to claim power would've garnered unwanted attention from much better armed men then he could hope to muster. Better amred men unafraid to risk losing limbs in uppity rift generators it seems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 24, 2012, 11:26:49 am
"Eh, its just a leg. Gimme a crutch and some beer and I'll be fine." -Absolutely every dwarf ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 24, 2012, 09:22:59 pm
Ahem. Bump?  >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 24, 2012, 09:23:34 pm
"Eh, its just a leg. Gimme a crutch and some beer and I'll be fine." -Absolutely every dwarf ever.
I can really easily imagine that being said in a Scottish accent.

Possible story update soon. I don't think Mr Frog will be judging my previous entry in the near future.

Hello, Hanslanda, you ninja. ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 24, 2012, 09:28:11 pm
Hello Talvieno. :) Glad you posted, I was going to get all 'rawr'. :P
Excited for the update.
Dwarves seem so Scottish/Irish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 24, 2012, 09:34:30 pm
Lol, I was kind of "rawr" too, surprised nobody had posted today. Stormtemplar - hurry up with those updates on your year! :)

And yes, they do seem very Scottish/Irish... I'd always thought so. I did a survey of it somewhere - can't remember where, though. Most people agree with that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 24, 2012, 09:36:17 pm
Scots-Irish and a little bit German. They're a very interesting race.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 24, 2012, 10:26:47 pm
Yeah, that was it. People thought it was partially Russian, too, which I found interesting. Basically, everyone imagines them talking differently.

I'd like to polish it up a bit more - I don't feel it's as good as it could be. But here it is.

From the Journal of V

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 24, 2012, 11:41:27 pm
Holy shit.  :o

That was awesome, Talvieno. Just awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 25, 2012, 12:02:55 am
Alright, so the main plan for right now is a garbage chute. I'll get on that. Post or PM me any other ideas and I'll try them
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 12:55:45 am
Zombie pit for captured creatures to be pitted into?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 02:41:34 am
Possible story update soon. I don't think Mr Frog will be judging my previous entry in the near future.

I apologize. Somewhere between rekindling my love for the SCP Foundation (I am now writing fan SCPs. I'm such a hopeless nerd :p), studying for a Physics exam, juggling two sci-fi stories (one of which *ahem* tends to result in catastrophic nervous breakdown whenever I try to get back into it), and being sleep-deprived to the point of audiovisual hallucination (PROTIP: When you constantly hear DF's distinctive six-string guitar theme playing in the back of your mind and see funny squiggles whenever you move your eyes, it is time to go to bed), reading your story sort of got lost in the shuffle :p  I'll probably catch up tomorrow, hopefully* completing my previous side-post.

*By which I mean "Don't even bother getting your hopes up, what do you want from me, it's only been 2 days and it's an entire half an update and timely updates are for n00bs"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 07:53:40 am
He did say he had eyes and ears everywhere..... Hell I'm sure somewhere along the way he'd been installing surveilance gear all over the place, including the dump to make sure necros weren't trying anything funny....

And damn, definatly fits his implied trait of not fucking around when he does something.... Hell In the event of a sequel it seems I may need to conscript the traps from kobold camp (specifically the shrapnal and dart traps.) Plus a gas trap sounds unbearably evil/badass. And dwarven. I wonder if we could make such a machine to cause lung necrosis....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 25, 2012, 09:53:43 am
Hanslanda - Thanks! I'm glad someone enjoyed it. :) Oh, and we already have two Holistic Spawn pitting rooms, but i don't see why we couldn't use another with zombies.

Mr Frog...
Don't apologize. :P By "near future" I meant "within the next hour or two". I wanted to get another post up there so someone could read it and I could get feedback. Irony: Not many people were on last night.


I am now writing fan SCPs
Dude... I would so read that.

And take your time. :) Reading while rushed ruins the reading, and writing while rushed ruins the writing.


Splint - I figure he has cameras in a pretty good number of places, but not technically "everywhere". "Everywhere" as in "all over the place", perhaps. There wasn't one in the dump, or he would've found Vanya almost instantly (yay, she has a name now).
And noooo, Dwarf Mr Frog does not screw around. lol    Honestly, I never imagined him with a cape/cloak until this entry... It just seemed to fit. As these entries are written by someone who shares Talvi's perspective, Dwarf Mr Frog is the villain here, basically, though not at all an "Muahaha, I'm so evil, watch me take over the world so I can feel good about myself" kind of bad guy. From his perspective, he's the good guy... so I don't really have to alter his character any. I just took advantage of his near-lack of morals, that's all. :P


And Stormtemplar - if you haven't dealt with the zombies already, you need to. I've ran through the first few month's after Mitch's reign a few times as tests, so... Just follow these Dwarven Ten Commandments of Spearbreakers and you'll be fine (or, really, they're just suggestions, but laying them out like this was more fun):
I. THOU SHALT NOT LET THE UNDEAD HORDES INSIDE. As tempting as it may be, especially since the first necromancer is pathetic and even simply letting his zombies run rampant through the fort will only net you around 6 losses total, this is a deathtrap. Mainly because in late spring you're going to get either A. three simultaneous sieges, B. three more necromancers who will path straight inside, taking advantage of the bones and bodies everywhere, or C. a very large number of goblin ambushes. You may also get any combination of the above three, and all of them are evil. Basically, try not to die. As hard as that is.
II. THOU SHALT NOT FIGHT THEM ON THE SPIKE BRIDGE. Dwarves are stupid and will dodge a lot more often than zombies will (zombies don't dodge).
III. THOU SHALT NOT TRY TO SAVE THE LAST MORONIC MIGRANT RUNNING BACK AND FORTH ABOVEGROUND. You will lose more than you gain. In fact, if a single soldier gets stuck outside, even if he's legendary, leave him. He's not worth it. This happened to Feb, and I tried to save him.
IV. THOU SHALT NOT LEAVE CORPSES LYING AROUND INSIDE. Get them up. Fast. And then re-lock the doors to the "condemned" garbage dump.
V. THOU SHALT NOT LEAVE THE ARMY IN SUCH A PATHETIC STATE. Fix them, please... I beg you. They run straight to the entrance in order to pick up their gear, and then, "What ho! A zombie!" - the morons rush into battle completely unarmed and unarmored. Also the squads are very unbalanced for some reason...
VI. THOU SHALT KEEP THE MILITARY STATIONED BY THE DEPOT. At least, whenever you want to go outside. Necromancers are bad news, and sieges/ambushes can happen almost instantly. If a necromancer gets inside, a second one will, and then a third, and they're a helluva pain to track down. Especially while raising zombies.
VII. THOU SHALT MAKE A BETTER ALERT ZONE. The current one spans the entire fort. That's ridiculous. If someone gets inside, the fortress is screwed. Maybe a new burrow for just the dining area/food stockpile/hospital? They're all on the same level.
VIII. THOU SHALT BETTER FORTIFY OUR ENTRANCE LATER. We have one layer of defense. One layer of defense. I cannot stress enough how screwed we are because of this. We're fighting freaking holistic spawn and we have one layer of defense - a row of traps. Whoo, we're invincible, someone said. Well, what if dwarves are stupid? What if twenty dwarves want to walk all cutesy across our little bridge like it's a catwalk and they're fashion models, right in the middle of a freaking spawn siege, and the overseer doesn't want to kill the ten legendary workers? This just in: Dwarves are stupid, dwarves are severely misguided fashionistas, and dwarves love the spotlight. It makes little difference to them if said light is on the autopsy table. However, keyword "later". Doing it right away will undoubtedly kill the fortress. Wait for the shit at the end of late Spring to hit, then think about it.
IX. THOU SHALT MAKE A MINECART TRACK. (Ignore this if it's not actually updated to .08 or beyond.) Just make sure you set it to "guide" rather than "push" or "ride". There's a space for a spiral one to the left of the stairs at the very bottom, near the forges. Halfway up, you can dodge Simon Tam's room to the south and you can continue all the way up to the forges. But on this note...
X. THOU SHALT DRAFT MORE MINERS. Seriously. We only have two. One makes mugs and the other makes statues. What is wrong with this fortress?!?

And finally... Mitch - we're not out of necromancers like you said. Not even close.


edit: I didn't have room, but "thou shalt forbid crap like hell's after you" would be tenth commandment #11. As soon as you lower the bridge (lever to the right at the top of the dining room), the fashionistas will pour onto the catwalk.

another edit: ocd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 10:09:27 am
I was wondering why no-one thinks to just blanket forbid everything on the battle lines during sieges.... As far as the majority of the zombies are concerned, the soldiers can mop them up easily as long as they stay spreadout (undead tend to shamble about aimlessly anyway.)

And we totally have two layers of defenses! The second layers is the soldiers. And I would have read it sooner, but... I need sleep... I'm finally on a decent sleep schedual and wanna keep it that way.

And man, this place is starting to take on all kinds of spooky shit isn't it....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 12:40:46 pm
And we totally have two layers of defenses! The second layers is the soldiers meatwall. And I would have read it sooner, but... I need sleep... I'm finally on a decent sleep schedual and wanna keep it that way.

And man, this place is starting to take on all kinds of spooky shit isn't it....

Fixed that for you.

And yes. This place is so f-ed up that the good guys are bad guys to the other good guys, the undead horde outside our gates is considered just mildly annoying, HOLY SHIT WE ONLY HAVE TWO MINERS(?!?!?), and anyone inside the fort that isn't completely or partially insane in some way is either new or homeless. You guys are doing a fantastic job. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: llasram on June 25, 2012, 12:45:16 pm
Am I one of those miners, because if not, then I can be a dedicated miner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 12:47:50 pm
We had four, but Bombzero was killed in some clusterfuck with the undead and Sus was either knocked to his death or dodged into the spike pits during an earlier mess.

Kinda sad really, cause Bombzero the mad butcher was a defining feature of the place....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 12:49:34 pm
Yeah. Bombzero was definitely a Spearbreakers mascot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 01:05:10 pm
Mascot 1: Mr Frog, for the one off joke about cave moss being an effective drug turning him into an extradimensional drug-addict-reasearcher who pissed someone off at his company. Likely has an IC trait of "Doesn't really care about anything anymore" or "Is a hardened individual."

Macot 2: Talvi the possibly unstable woodcutter-mechanic with a strange cavy obsession.

Mascoit 3: Bombzero the mad butcher, for her indescriminate chopping up of anything. Quite honestly She probably would have chopped up a dead dwarf had she gotten the opprotunity.

Mascot 4: Draignean, our friendly expy of Zapp Brannigan, made so by the madness of this place. What's not awesome about that?

Mascot 5: The Master, who flipped shit over a blue garnet spear tip he broke while possessed by the voices that told him to keep chestnut the training pike safe.

Mascot 6: Splint the administrator, A person obsessed with defending the fortress to the point here he'll say, do, or have a hand in inventing damn near anything that will thin out the numbers of the spawn. Also likes to break mugs to relieve stress.

Mascot 7: Colonel Fischer, the head of the Spearbreakers military, who seems to have a blurred gender, with some thinking That the col. is male, and some female. Notoriously vicious with an irrational hate for flying birds and a mean streak several miles wide.

Mascot 8: A strange dwarf named Terrahex, who acts as the messanger of the fortress, delivering messages out fo the shadows where someone in the fort needs them. He's hard to spot, and because of that, we consider him worthy of being counted as a mascot.

Mascot 9: The F.R.O.G. observation system, made most often out a birds for the purpose of ambush detection. Ever exit to the surface has or needs one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 25, 2012, 03:00:27 pm
Terrahex is also a mascot of a sort, as he keeps appearing in various journal entries and overseer logs. Don't forget him. :) Don't forget Fischer, either, though Fischer technically isn't dwarfed after anyone - she's still mascot-ish.

As to Splint's character, I see him more as a fatherly figure to the fortress, though almost psychotically obsessed with keeping the fortress alive as long as possible - even if it means joining ranks with deviant time travelers from alternate universes and designing doomsday weaponry. I think Splint isn't good or evil, really - he doesn't take sides one way or the other. He just does whatever it takes to keep Spearbreakers safe. Also, I consider it a running gag that he throws mugs when angry... mainly because of how you made him break mugs in two of the stories you wrote (one of them may not have been posted in the Spearbreakers thread, though - that intro you never finished).

Also, soldiers don't count as defense, in my opinion. That's offense, and dwarves are not to be trusted anyway. :P


Finally, I miss Bombzero the butcher. She was fun to have around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 03:16:04 pm
Mascot list updated and improved then. :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 25, 2012, 03:21:24 pm
Excellent. But I forgot to say... as to the F.R.O.G. observation system, the kiwi bird above the fortress entrance is dead, likely due to the zombies that spawned in the tower, right above it. That entrance is possibly worthless now and we need another! :D  It somehow seems more in the Spearbreakers style than just replacing the kiwi bird.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 03:24:37 pm
We can just jam an emu over the next one. Or maybe a giant one so it can put up a fight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 05:05:53 pm
Every effort must be made to set up a Spawn moat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 05:46:44 pm
The problem being they'll scare the bejesus out of merchants, workers...... you know, things we have in short supply, as well as constantly pissing off the soldiers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 06:37:24 pm
Measures can be taken to hide the moving parts of the Spawn-Powered Uninvitee Destroyer (S.P.U.D.) when not in use.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 07:07:36 pm
clearly we can figure out a water cannon to force spawn into a prepared trench. However it'll have to be scouts or ambushes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 25, 2012, 09:23:09 pm
I approve this. Every effort must be made to make a spawn moat with moving parts. :D

I would've named it "S.P.I.T" (Spawn-Powered Invader Terminator), though - "Uninvitee" doesn't sound right...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 09:43:55 pm
Ninja'd. Hello Talvieno, you ninja. :P

Yes, someone inform Stormtemplar that his next project is a Spawn Moat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 25, 2012, 10:11:45 pm
Hey, Hanslanda. =)

I'm not going to get a journal entry out tonight (sorry, yes, I hate cliffhanger endings too, but Vanya isn't dead), just going to semi-lurk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 10:15:17 pm
Nooooooo. :P Bastard.

But more seriously, I get to go to jail from 10 pm tomorrow night to 10 am Thursday morning. I won't be posting, so you all keep Spearbreakers on the 1st page. Or I'll find you. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 10:16:33 pm
I suppose the problem with "uninvitee" is that it seems to imply that some sort of specific action was taken to prevent the person from being invited. Like, "Rakust's having a rave party in the statue garden, and under no circumstances must Tirist receive an invitation. No, I don't care if he comes anyways. Just make sure he's not invited. THIS IS IMPORTANT. LIVES HANG IN THE BALANCE."

Basically, an uninvitee implies the existence of an uninviter, which is... odd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 10:21:07 pm
I suppose the problem with "uninvitee" is that it seems to imply that some sort of specific action was taken to prevent the person from being invited. Like, "Rakust's having a rave party in the statue garden, and under no circumstances must Tirist receive an invitation. No, I don't care if he comes anyways. Just make sure he's not invited. THIS IS IMPORTANT. LIVES HANG IN THE BALANCE."

Basically, an uninvitee implies the existence of an uninviter, which is... odd.

Lol, I'm trying to imagine dwarves having a rave, and all I can picture is FrogDorf scratching records and dwarves snorting forgotten beast dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 10:46:00 pm
I suppose the problem with "uninvitee" is that it seems to imply that some sort of specific action was taken to prevent the person from being invited. Like, "Rakust's having a rave party in the statue garden, and under no circumstances must Tirist receive an invitation. No, I don't care if he comes anyways. Just make sure he's not invited. THIS IS IMPORTANT. LIVES HANG IN THE BALANCE."

Basically, an uninvitee implies the existence of an uninviter, which is... odd.

Lol, I'm trying to imagine dwarves having a rave, and all I can picture is FrogDorf scratching records and dwarves snorting forgotten beast dust.

...And now he's a DJ. My dwarf is truly multitalented.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 25, 2012, 10:57:44 pm
Clearly his vast technical knowlege (I dunno if I'm being humorous or not, since he hath bestowed upon the world the protochainsword) will yield the means to create such parties. Why? Simply because he was bored and wanted to find a more entertaining way to see if dwarfves can have epilepsy besides shining a strobe light at them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 25, 2012, 11:01:44 pm
Now DorfDJFrog is scratching records, surveying the crowd, and recording how many dwarves are having seizures on his PEA. Then he takes a big swig of tetorodotoxin and starts scratching again.
My god I must be tired to be picturing all this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 25, 2012, 11:08:08 pm
It's tetrodotoxin, AKA Scourge of the Sushi Bar.

In case that was too vague, tetrodotoxin is pufferfish venom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 26, 2012, 12:08:06 am
It's tetrodotoxin, AKA Scourge of the Sushi Bar.

In case that was too vague, tetrodotoxin is pufferfish venom.

Ah. All I did was add an 'o' between the 't' and the 'r'. I was close. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 26, 2012, 12:54:21 am
Lol at DJ Frog (no period). Since dwarves would go nuts over electric lights, I suppose he would have do something different - perhaps release various particles into torches through small metal tubes. Something like this (http://en.wikipedia.org/wiki/Flame_test), but on a much larger scale.

Hans - see you when you get back. We'll keep it active for you, don't worry. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 26, 2012, 01:03:21 am
You better. :) I will return soon, and when I do I expect much catching up to do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 26, 2012, 01:35:14 am
*rereads*

Whoa, wait, Hansie's going to jail? Why?

@Talvi:

Nonono, it's DJ. Frog. Gawd, it's like I'm the only person here with any sense.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 26, 2012, 06:31:39 am
I got to sleep for 8 measly hours and this place is dead! What the hell people!

And yes, DJ. Frog makes sense, as the 'Mr' part is part of his name, rather than title, like DJ would be. Still funny as hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 26, 2012, 08:11:13 am
Whoa, wait, Hansie's going to jail? Why?
For being too damn awesome, would be my guess.


Also, lol. :P "DJ."

Actually, Splint, as DJ stands for "Disc Jockey", it's more likely that it would be "D.J.", though people usually drop the periods and just say "DJ". Still, Dwarf Mr Frog being insistent on everyone spelling definitely goes along with his character.


edit: But let's get to work, shall we? I want to have a ton of new stories/journal entries/updates for Hans to look forwards to when he gets back. :) I'm working on that next entry of Vanya's now - trouble yesterday was that I wrote myself into a bit of a dead-end.

Stormtemplar, looking forwards to that next update. And don't forget to read the Dwarven Ten Commandments a few pages back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 26, 2012, 02:51:38 pm
[ALERT-TEMPORAL DISTRESS CALL INCOMING. STAND BY....]
[DISTRESS CALL RECIEVED. CONNECTING, STAND BY....]
[CONFIGURING... STAND BY.....]
[BROADCASTING.]

- A human of possibly 5'8" or so appears on the screen. He is wearing equipment that is most definatly not period appropriate, among them a blood smeared suit of strange armor and a helmet with a gracked looking port. He appears shaken, and sounds of autmoatic weapons can be heard.

Sir! this is Recovery 2! Those bastards from Parasol were waiting for us at the DZ! I repeat, we have been ambushed! We 've already lost  nine men and three others are in critical condition! Jumpgate operator was killed and his portable gate got trashed, we need help! We have aborted the mission to retrieve an HS-2 specimen, as we cannot continue agiainst this kind of resistance! I repeat, we cannot continue with the mission and are requesting immediate reinforcment and extrac-AUUGHR!

-Blood splashes across the screen as the human is struck in the head by something and the front of his helmet explodes outward, the remains mercifully slumping offscreen. then a thickly accented voice is heard shouting in dwarven:

"Come on, get these bodies up! We don't have long before that caravan passes through. And somebody trash that transmitter!"  "What about the others? They left the wounded and bolted sir."

-Two dwarves, in similarly strange equippemnt are seen, and several shots heard, implying that the wounded have been shot. The two onscreen  heave the dead human off the transmitter, one raising a foot and stomping on the screen, though a final phrase is caught by the transmitterbefore the machine is destroyed.

"Hunt them down, and kill them all."

[TRAMSISSION TERMINATED]
[PROBABLE CAUSE: TRANSMITTER DESTRUCTION.]

[RECOMMENDATION: DEPLOYMENT OF TEIR 5 RECOVERY TEAMS TO RECOVER OR DESTROY BALLPOINT TECHNOLOGIES EQUIPMENT IN ITERATION 458-023. LOADOUT TO INCLUDE ANTIPERSONEL ORDANENCE AND INCINDIARY DEFOLIANT PROJECTORS.]

[FACTOR OF CONSIDERATION: PRESENCE OF THE 'Nemian Private Security Coporation' (NPSC) FORCES UNDER PARASOL INDUSTRIES EMPLOY. FACTOR WARRENTS DEPLOYMENT OF IFV UNITS FOR SUPRESSION PURPOSES.]

[AVILABLE INTELLIGENCE ON ENEMY FORCES FOR CONSIDERATION: NPSC IS KNOWN TO EMPLOY MORE FIREPOWER THAN NEEDED TO ACCOMPLISH ANY MISSION, BARRING ASSASSINATION. KNOWN WEAPONS INCLUDE:]

[PI87HSW]
[PI23MAR]
[PI27IDP]
[BT150MAR]
[BT150AADS-MP]
[BT21SS]
[MELEE WEAPONS OF CONTRACTORS' HOMELAND ORIGIN.]
[LCC Mk. 32 IFV(S)]


[TEIR 5 RECOVERY TEAMS 3 - 9 ALERTED AND PREPARING FOR TRANSIT.]
[AST 1-3 ALERTED AND PREPARING FOR TRANSIT.]
[RECOVERY FORCE STRENGTH: 135 CONTRACTORS, EXCLUDING ARMORED CREWS. 9 IFV UNITS WITH EXPLOSIVE MUNTIONS.]
[ESTIMATED ENEMY STRENGTH: MINIMUM: 30 CONTRACTORS. MAXIMUM: 80 CONTRACTORS. NO ARMOR SUPPORT. ]
[ANTIARMOR PERSONEL EXPECTED AMONG NPSC FORCES.]

--------

[Ok, for the record all of the above weapons were pulled from my ass and represent the following

MAR - Magnetic Accelerator Rifle. The Dwarven railgun of our future will be based off the one made by Mr Frog's former employers, Ballpoint Technologies, since he has probably needed to learn how to use one properly for dangerous research missions he needed to go on personally.

HSW - Heavy Suppression Weapon. An LMG on steroids basically, requiring a harness of sorts to wield properly.

IDP - Incindiary Defolliant Projector. A good ol' hand-held flamer.

AADS-MP - AntiArmor Defense System, Man-Portable. A rocketlauncher prone to malfunction, but easy to get as it's an outdated model.

SS - Sniper System. Don't need to go any further with that.

IFV(S) - An Infantry Fighting Vehicle meant to scare the living shit out of enemy troops and keep thier heads down rather than kill them.

AST - Armored Supression Teams. IFV/APC units.

BT - Ballpoint Technologies.

PI - Parasol Industries

LCC - Lernean Cybernetics Cpeoration.

SO pardon this abortion, I was bored. The view is as a technician in charge of monitoring recovery teams for Ballpoint Technologies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 26, 2012, 03:40:22 pm
Did bukit get dorfed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 26, 2012, 03:46:03 pm
There probably isn't any dorfs available, and if we don't clean out the undead there won't be one available for some time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 26, 2012, 05:30:48 pm
Next Vanya/Talvi update is mostly finished - just need to get it polished up.

Splint - where was that taking place? lol   Sounds like Ballpoint and Parasol are duking it out somewhere near Spearbreakers... did I miss something somewhere?

Bukitodinos - we haven't heard all that much from stormtemplar, but if he gets migrants anytime soon I'm very sure you'll get dwarfed. Provided they don't die, of course... As it's likely you'll be dwarfed in the very near future, you might just start making journal entries/stories as if Bukit had already arrived at the fortress.


On a side note: sorry for my last entry. I realize it was ridiculously long - enough for two chapters of a book, really. lol   when I really start enjoying myself, I can get carried away. :P the next one will be shorter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 26, 2012, 05:36:19 pm
Well I did a bad thing.

Caravan - Urist's caravan
HS-2 Specimen - the BT soldiers were after one of the spawn that would ambush said caravan


See what i did there? But yes, there's fight that they're trying to keep out of view of locals. The key difference, is I've decided to paint Ballpoint as a front for a non-governmental military force, compared to Parasol who's using PMCs. Which is more effective is up to debate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 26, 2012, 10:06:05 pm
Oooh, complex continuity... That's wild, man. Are they supposed to be fighting over control of the spawn, or is one side intent on destroying them? It seems they definitely have the resources for it, so somehow I doubt that's the case...

Maybe what actually happened is that Joseph himself released the things back into this universe via time travel, and genetically modified them to be capable of infecting dwarves and increasing their numbers... all with the intent of creating an enormous army.


I'm a bit confused, though, I'll admit... Where did Ballpoint come from? I thought it was all Parasol? Or am I forgetting something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 26, 2012, 11:04:24 pm
Double posting with the next part of my little series. I'm enjoying this way, way too much.

From the Journals of Vanya

Spoiler (click to show/hide)

EDIT: It's way, way too quiet tonight. :-\ Where is everybody?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 27, 2012, 12:59:30 am
Me: Studying for exams
Mitch: DF hiatus
Hansie: Incarcerated
Splint: Tired from work?
storm: Struggling to survive the madness

I think that accounts for everyone that matters at the moment. Besides Talvieno. Whose journals I somehow still have not gotten around to reading :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 04:40:08 am
I start work as an apolsterer's assistant soon and I need to be on a decent sleep schedual. Plus I can't think of anything for a journal until Storm gets an update, since he's plodding along and said he wants to have a proper update ready next time he posts, so I'm jumping into what I know best since it's an avilable thing now.

And that thing is using two unethical extradimensional time-hopping companies with PMCs or thier own Company Troops fighting a war in the shadows, sending men, dwarves, and whatever else they've employed to fight farther from home thn any dwarf could ever hope to grasp, And even then thier efforts will go unremembered, thier deaths unknown to anyone but thier companies, and even then they may not care. They can always hire replacements.

And Ballpoint was mentioned by Mr Frog, both dorf and literal, and I hijacked it as a sort of rival to Parasol, resulting in a super unpleasent interwoven mess of conflicts that the dwarves of Spearbreakers don't know is happening, and for all they know may affect thier own survival.

EDIT: Damn Talvieno, this is indeed getting friggen dark, and I think I know what happened: I know for a fact all races can be overcome by a strange mood. The result of an elven merchant in a human town may be the result of that bracelet, resulting in one or more, if thier family was punished as well, elvish outcasts. So how would an outcast elvish metalworker who became so enamoured with metal they abandoned thier own ways ensure a normal life for a child? Find someone willing to raise them.

Vanya Just happened be be picked up by or given to some dwarves it seems if my guesses are right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 27, 2012, 07:02:30 am
il just be lurkin in this corner...

if anyone needs me call.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 08:08:27 am
More of the derranged crosscontinuitytimetravledeminsionhopping fun, featuring most prominently here, a Ballpoint Tech Contractor named Ecem, leading the recovery forces sent to recover or destroy anything left by the mecernaries at attaced Recovery 2.

Spoiler (click to show/hide)


I am starting to have too much fun with this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 11:04:14 am
Gonna be a new update today, I'll start work on the garbage chute ASAP. I'm also going to build a gladiatorial arena. Also, I read the commandments. If I'm really getting a siege soon, well...**** I don't have time to reinforce the defenses before attempting to break through. Gonna draft a few more noobs into the marksdwarf squads and then give everyone a little trial by fire. Wish me luck! Also, I've got 3 exclusive miners right now, but I'll bump that number up for my building projects
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 27, 2012, 11:14:37 am
EDIT: Damn Talvieno, this is indeed getting friggen dark, and I think I know what happened: I know for a fact all races can be overcome by a strange mood. The result of an elven merchant in a human town may be the result of that bracelet, resulting in one or more, if thier family was punished as well, elvish outcasts. So how would an outcast elvish metalworker who became so enamoured with metal they abandoned thier own ways ensure a normal life for a child? Find someone willing to raise them.

Vanya Just happened be be picked up by or given to some dwarves it seems if my guesses are right.
Glad you read it. :D And actually, I haven't fully decided what race Vanya is yet, or even whether or not she's a spy. I intentionally left it open to interpretation. If Mr Frog is telling the truth, she lies in her journals, and if that's the case it's quite possible she is a spy, which would explain why she "accidentally" threw it at Mr Frog - she wanted him to read it, hoping to fool him. It's also possible he just doesn't have the full story and is jumping to conclusions by assuming he's always right.

I'm going to have to tackle the race question when I work on the next update, though. I'm hoping to have her lose her beanie (that's the right word for this (http://imgs.inkfrog.com/pix/lenydiaz/ma_beanie_hat_cap_beret_01.jpg), right?), and whether or not she has pointed ears will determine what race she is...

Reading your Ballpoint Tech post now - I'll edit/post when I'm done. :)



Stormtemplar - looking forwards to the new update!!! And the arena... that'll be awesome. Did you read the Dwarven Ten Commandments? There were a lot of suggestions in that post...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 11:23:25 am
I did. One question. WHERE IS THE GARBAGE DUMP? IT BE IMPORTANT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on June 27, 2012, 11:33:51 am
Shoot, Splint, that was awesome! lol   You're excellent with battle scenes - something I've never really been any good at... I'm wondering now, though... Might the descendants of Spearbreakers eventually wage war on Ballpoint Tech and Parasol themselves, using advanced models of the dwarven/tech weapons Mr Frog and Splint created? That would make for a pretty good story...

My thoughts/assumptions on the plot: I'm guessing now that Mr Frog is probably from Ballpoint Tech, and that he intentionally left them, hoping to destroy the spawn. Ballpoint is trying to get a Holistic Spawn specimen, but Parasol is determined that they don't - probably because they know Ballpoint will try to create an army of the things. I'm going to assume that Parasol was the company that re-released the altered Spawn, making Joseph a member of that organization... And he's trying to get Mr Frog to join his side. However, this would also indicate that Joseph himself is a traitor to his own side, as he's trying to create an army of his own to take down both Parasol and Ballpoint...

At least, that's what comes to mind. It's probably full of plot holes.




stormtemplar: All the way at the right on the same level as the trade depot. There's a tiny spot towards the middle-left that'll be perfect for a garbage chute - I'll take a pic and mark it off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 11:41:58 am
Ummm, I tried every combination of lever pulls. The zombies aren't moving. WTF?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 27, 2012, 12:04:24 pm
Levergatory: the eventual state of all succession forts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 12:07:14 pm
Okay, if no one has any suggestions I'm going to have to create a new entrance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 12:52:19 pm
@ Storm: 1. it seems to be an unspoken tradition to make a new entrance or opening somewhere to the surface each year, so go for it. 2. I still say a trap lined tennel to the refuse pile Talvieno made would work to get any remaining necros. after x years, wall it off.

@ Talvieno: You sir are too kind. I dunno where I'll go from there though. But I certainly had fun writing that, though it could be better.

@ Mr Frog: Yup. I'm gonna have to do the Hanslanda method and start pulling them like a gremlin on crack on my 2nd go, or just rip up all the gates and thier levers and rebuild them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:16:52 pm
Okay, it appears the entrance works JUST FINE. My dwarves decided to run outside when I opened the door, thankfully I think I reactivated the alert fast enough. Seems we have to go fight them and not the other way around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:19:18 pm
..... Do we have one extremly disposable dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:24:23 pm
Alright, I'm about 75% sure that there isn't a necromancer out here. Nothing's getting back up and there are plenty of not-reanimated body parts around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:27:48 pm
severed head/arms/hands laying out there?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:28:03 pm
Spoke too soon. Where the hell is he? I seem to recall someone knowing where that necromancer was. Speak now, our army is taking losses. I'm pretty sure most of the dead are draftees, but it's only a matter of time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:30:16 pm
If it weren't for the fact that it'll backfire horribly, I'd allow magmaweaponization this once: To incinerate the surface and kill that little shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:35:56 pm
I need to find this guy and fast, WHERE COULD HE BE? Well Crap. I appear to be dead. At this point, I'm giving up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:42:43 pm
Define giving up. Throwing in the towel and making us revert or just killing us all like an asshole and then forcing us to revert?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:43:51 pm
None of the above. I mean giving up as in RETREAT! We'll try again later.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:44:28 pm
Casualties?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:49:48 pm
A fair few. We're down to 82 dwarves from 88, soon to be 78 as 4 are trapped outside the walls

ThatAussieguy, Paintbrushturky, Niccolo, Draco and me are the named dead. I'm pretty sure that's all of them.

The military is down to 22, of which 20 have some level of skill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 01:53:36 pm
yeesh. Guess Paintbrush will have to be ghostly overseer then. How did you get that many killed? and who's left outside?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 01:59:44 pm
Migrants and a few soldiers, no one important. 1 of the soldiers is in the middle of a zombie pack, the other was to wounded to move. Neither are savable. The migrants aren't really skilled, so no use fighting for them. Most of the deaths are due to a move I made in a panic, which was to fan out to search for the necromancer, which left a few guarding the entrance. They all died. Thankfully, Fischer, Draignean lived and are fine, so the core of the military survived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 02:02:35 pm
blanket forbid EVERYTHING on the surface. EVERYTHING
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 27, 2012, 02:29:15 pm
Burrow everyone in the dining hall, too.

Basically, go out of your way in as many ways as possible to prevent any dwarf from trying to path to the surface.

PS -- If my dwarf dies, it was a clone/robot/artifact wax statue/whatever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 02:47:15 pm
you've already established that. Besides, if you take longer than expected on trips to that crazy installation, people will notice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 02:58:13 pm
Guys, the fortress is sealed off. The battle took place outside. The situation is exactly the same as it was, minus 10 dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 02:59:55 pm
Quite frankly I'm amazed. My plan was more to have a dorf draw some of them in, and take them apart peicemeal.
 We probably would have lost a few workers, but meh.


However if you wanna savescum by all means go ahead. I'd prefer named dwarves not be dead. Plus it mitigates certain... oddities. But then I may be a lone voice on that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 03:14:25 pm
I sorta already savescummed once when the fortress was overrun by accident, not keen on doing it again. How are we to have chaos if named dwarves do not die? 75% of the fort is named. There should be enough to redorf most of those who need it though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 07:10:38 pm
I was under the impreassion the majority of dwarves were taken or given thier filtering name (Took to giving the nonplayer dorfs names so we don't have overlapping ones to make references in journals easier.) But whatever man, it's your call thier way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 27, 2012, 07:46:54 pm
It's gonna take me an extra day to get the update up because I accidentally left the save at home. (I do hope I saved it because I don't want to HAVE to savescum.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 07:52:50 pm
Man. Until we get some live dorfs for replacements It's gonna get wierd with any logs or updates by anyone who got whacked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 27, 2012, 08:01:30 pm
Well, if a named dwarf eats it, there's still lulz to be had in doing a journal detailing the reactions of those invested in their survival.

Joseph: "NOOOOOO! He was the best researcher I never had! Butler, fetch me my Sobbing Pillow at once!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 27, 2012, 08:06:49 pm
..... That demands lols.

And lols were had.

Excellent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 28, 2012, 12:30:31 am
oh btw could you redwarf me as "PBT II" ?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 28, 2012, 05:51:10 am
Over in the battlefailed trilogy people make updates as ghosts all the time. I believe gizogin carved his diary into the walls of reality.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 11:08:31 am
Wow.
dont you people have lives?!?!? i have no internet for 2 weeks and 40 pages appear!


if im not dwarfed and no-one responds then i will start writing random shit.
you have 5 min. starting 4 min ago.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 11:19:20 am
Whoa, wait, Hansie's going to jail? Why?
For being too damn awesome, would be my guess.


Well, ya see kids, it all started when I dropped fifteen hits of acid and got raided. This is not a joke, overexaggeration, or hyperbole. It was literally fifteen hits, and they literally raided my house. They didn't even arrest me that day. Then they caught me with some pills back in December, put me on Drug Court, and the rest is... Not very much fun, to say the least. Only one year and two months until I can get high again get drunk.

@Talvieno: Whoa man, that's some serious shit going down. Tis going to be very interesting.

@Splint: You're a bad guy too?!? :P Talvieno's got my idea of the Fortress all out of whack. I like your updates, they've got a very WH40K feel to them.

@Mr Frog: Lulz at the Sobbing Pillow. And from now on, in my mind, Dorf Frog is a Wax Colossus...

..... Do we have one extremly disposable dwarf.


For some reason, I feel this should be nominated for the quotes page.

Ahem.
@Aseaheru: I have a life. And Ninja'd like all get out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 11:24:50 am
say what?

there is a mistake even greater then fighting a landwar in Asia, that being fighting, conversing, seeing, interacting with or otherwise accepting that dwarves exist for they will eat your balls or give you some so that they can eat them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 11:36:45 am
say what?

there is a mistake even greater then fighting a landwar in Asia, that being fighting, conversing, seeing, interacting with or otherwise accepting that dwarves exist for they will eat your balls or give you some so that they can eat them.

No, the mistake levels go, from least to greatest: land war in Asia, invading Russia in the fall, interacting with Dwarves on any level.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 11:46:36 am
what bout Never going against a Sicilian when death is on the line?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 12:04:08 pm
Pssh, puh-lease. Have you ever played Medieval Total War II as England? What good is being a badass Sicilian when ten thousand longbow arrows are raining from the sky? Few things counteract natural badassery, but superior and overwhelming firepower is one of them.
Shotgun>Martial arts. I can prove it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 12:09:33 pm
nope.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 12:42:21 pm
We've all been doing things and activity fluctuated. And I still don't know where to go with the strange side-story going on with the sci-fi theme of BT Contractors vs PI Contractors. Been working with my dad. Have I ever mentioned how much I hate summer?

Oh and Hans: The word you wanted was a simple one: Grimdark.

We're slowly weaving an interconnected mess of stories all related on some level to eachother and occuring at different points within this fortress' history. Good job boys!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on June 28, 2012, 12:47:32 pm
What good is being a badass Sicilian when ten thousand longbow arrows are raining from the sky?
Shotgun>Martial arts. I can prove it. :P

well, an APC would do the trick ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 02:58:32 pm
GUYS GUYS GUYS I ACTUALLY GOT SHIT DONE TODAY FOR ONCE:

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:07:02 pm
well, that sounds fun. joy.



now for the !!SIENCE!!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 03:11:22 pm
Awesome, Awesome, and MOAR AWESOME. Is it strange I imagined Mr Frog the story version would make a great Angry Marine (probably a librarian?)

I gotta say, I feel inspired. I am going to try and continue with the conflict of Ballpoint vs Parasol, or maybe just wrap that little bit up.

And come now, you say that as if you don't get anything done. Who'd be our well of optomism with you not doing anything?Stormtemplar? Cause he's a little bit on the dead side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:16:49 pm
are there dwarves in ballpoint vs parasol?
because i want to write from the dwarven point of vew
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 03:17:55 pm
Mr Frog
our well of optomism

DOES NOT COMPUTE

@Asea:

If you look really hard in the first part of my current story, you can spot a carefully-disguised Smurf. Silena is pretty blatantly a species from a certain sci-fi series that I'm very fond of. I'd think that would pretty much void any bounds of that nature. Go nuts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:19:04 pm
WHO SAID RUBBISH?!?! >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 03:21:29 pm
WHO SAID RUBBISH?!?! >:(

...What?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:24:24 pm
that you were our well of optimism.
and i saw the one creature but not the smurf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 03:27:15 pm
that you were our well of optimism.
and i saw the one creature but not the smurf.

The Smurf is mentioned directly about twice, I think. Blink and you'll miss it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:32:28 pm
well, thats true.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 03:33:13 pm
@ Asea - I was poking fun at him always being down on himself/his writing when he shouldn't.

As far as the conflict goes, there's dwarves on both sides, though I've sort of painted Ballpoint relying more on humans, at least for combat duties ("Why should we dwarves throw our lives away on silly suicide missions? That's what we pay humans for!" -  Anon. BT Executive) while Parasol has more dwarves general. I've also obviously alluded that Parasol seems keener on using Mercenaries of any race rather than give themselves away directly beyond thier weapons. After all, they're a leading arms producer now, so who would suspect those mercs as working for Parasol when they're weapons are all over the place? Ballpoint Technologies of course!

And you bastards double ninja'd me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on June 28, 2012, 03:50:52 pm
HA!

is there a group of dwarves that are fighting both sides?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 03:57:23 pm
Eris, likely. They probably aren't too fond of Parasol for the same reasons they're fighting Ballpoint.

EDIT: ...Aaaaand that's three esoteric references in one post. Dingdingding, our canon is officially ridiculously-convoluted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 04:33:50 pm
Oh come on, convoluted is normal here.

Spoiler (click to show/hide)

I felt the need to do something and until we get a more detailed update, These storeis will have to do. SUCKAGE AHOY! THEY NAME IS ABOVE IN STORY FORMAT!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 05:01:19 pm
Okiedokie, finally caught up with Talvi's story...

I'm not sure if I like the implied possibility of an Unreliable Narrator. When the reader's only window to the events of the story may or may not be straight-up false, the story ceases to have any meaning. She says Mr Frog rigged up a gas trap? Well, since we know she isn't credible, and there's no credible source to back her up, perhaps Mr Frog didn't even care she was there, or perhaps she didn't even enter his room in the first place. It just leads to pointless speculationwank and a story that literally cannot provide even the most basic resolutions to anything.

I'm not saying that it can't work, just that it's going to take a lot of creativity and re-inventing of a hopelessly-broken wheel to get me to not hate it.

(Of course, you haven't actually settled on that yet. I'm just recommending that you STAY AWAY.)

Also, Mr Frog seems a lot more... intense... than usual. Nothing wrong with that, I guess. My original intent was for him to have a sort of cheery mask hiding his ruthless nature, but I myself have lapsed with that aspect. It's pretty hard to make him cheery without losing the professional air.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 05:07:27 pm
I think it leaned more towards Mr Frog being paranoid of a common street rat, since that version probably has a few holes or abnormal events in his memory  he can't account for, unless it's set up before he was wisked away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 05:08:55 pm
I think it leaned more towards Mr Frog being paranoid of a common street rat, since that version probably has a few holes or abnormal events in his memory  he can't account for, unless it's set up before he was wisked away.

AND AN EPIC SAVE BY SPLINT
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 05:09:45 pm
..... Did I make good logic bits or something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 05:14:51 pm
Indeed you did. +1

@storm:

We have built an entire thrice-entangled clusterfuck of a canon in the time since you started. Could you please go a bit faster if at all possible? :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 05:18:47 pm
Yay.

He seems to have been bogged down by an unforseen occurance that resulted in several players needing a redorfing if requested and reduced our population even further, and probably will remain so until the zombies get cleaned out, as the migrants all charge into the undead horde to try and get inside despite the clear failure of damn near everyone who's tried since.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 28, 2012, 06:46:33 pm
OHH, OHH I got a theory! *raises hand madly*

Armok wants chaos, so when a world runs out of "chaotic energy" He stasis the world in it's last moments, sort of like a video on YouTube that loops, Armok collects the world and keeps it in a collection of worlds that died kicking and screaming. so when headshoots and syrupleaf died new worlds were created and everyone was reborn, FOR MORE CHAOS. then armok blanks the survivors memory's to prevent them from stopping the chaos then he adds new creatures, and watches the shit hit the fan.

basically Armok is the dwarven equal of discord from MLP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 06:55:47 pm
I figured that was pretty well established, though the  part about keeping particularly clusterfucky worlds  for later refucking up simply because they were screwed up in such a spectacular fashion is pretty good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 28, 2012, 07:03:59 pm
thanks, just a little thing a dreamed up :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 08:05:58 pm
Well it makes sense kinda.

And it seems Spearbreakers has become the sole shining anything in my life at the moment, if only because I have a hive of like-minded (kinda) individuals to converse with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 08:22:53 pm
Is everything okay?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 08:25:09 pm
Well, I either have one of several mental disorders, clinically (or damn close to it) depressed, and generally life seems like a pile of shit and you guys are part of what's holding my sanity together. And DF, caue it's the only game that seems to force me to focus anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 28, 2012, 08:28:05 pm
meh, technically im a sociopath AND a psychopath.

And yes, just saying kind of ironic that DF is keeping you sane.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 08:32:04 pm
Hm. There's nothing I can really say or do to help with that except tell you to just hold on until you feel better (you will -- it may not seem like it right now, but eventually it'll pass) and maybe seek help if it gets really bad.

In the meantime, just avoid making any long-range decisions on anything. One's judgement can get a little screwy at times like this.

So, uh, cheer up and we love you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 08:33:49 pm
When an administrative role is the only thing helping, it makes me wonder if I miss my old days as a clan leader on xbox live. When you can make a decently orchestrated  zombie machinima on Halo 3 with little more than a bunch of violent and diifficult to control 11- 14 year olds, you feel pretty awesome. Seriosuly. That's like wanting to build a giant tower out of metal but settling for clay cause that's all you had in DF. And STILL making it work.

Being able to call people together for a good ol' bout of war for fun and (no) profit, or rallying them after a savage ass kicking no matter how meaningless an inspirational speech is in context.

But then I can't draw anymore. I can't keep my attention focused on Hammer so I can make a gmod machinima set I've always dreamed of. I don't even have a potentially schitzophrenic girlfriend to take care of anymore.  She dumped me.

All I have is my dwarves, thier cats, and the belligerant bunch of jerkass authors in this succession game. No offense intended, I mean those insults with all due respect.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 08:39:23 pm
You managed to keep a bunch of 14-year olds organized for a significant length of time? You, sir, are a god.

(PS -- Probably should try not to make this into a DramaTM... if you really need to talk to someone, PM me or maybe Talvi or Hansie.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 08:45:22 pm
Nah, It's fine. All the graduation bullshit is getting to me I know that much. Had a sucky school life, so I guess I feel like I got fucked over and having to practically retake my senior english course online doesn't help.

And yes, as a matter of fact I did. Got a base attack scene done in one go, took less than 20 minutes, and then we went and played some Big Team Battle. Was more or less the same story until the editor had to get a new computer. The hopes of finishing the series blew up spectacularly. Three times.  But quite frankly I only seem to flourish in environments of sheer adversity to order.

And in lacking a master, I have been forced to take the position to administer order to chaos. And with no more chaos for me to try and right, it's kinda.... Bleh. However I may end up needing to continue to vent so brace for a nonsensical triage of rants in the near future. in your inbox of PMs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 08:48:44 pm
Fair enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 08:50:20 pm
On the plus side, the bumps help. NEED MOAR ACTIVITY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on June 28, 2012, 09:01:45 pm
AND SO I SHALL BUMP

with

(http://24.media.tumblr.com/tumblr_m5vnw9nJM11rt9zy5o1_500.png)

THIS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 09:10:48 pm
I'm not sure what that is, but OMG FUZZY YELLOW
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 28, 2012, 09:16:38 pm
Oooohhhhhhhh.... I get it caus eof the name and.... yeah.... Ok i guess that's funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 10:01:00 pm
PM me if it gets bad Splint, I may or may not know a thing or two about depression and life being crappy.


We have built an entire thrice-entangled clusterfuck of a canon in the time since you started. Could you please go a bit faster if at all possible? :-\

Yes, I like how the canon went from:
Spoiler (click to show/hide)
Gaze upon our works, ye mighty, and despair.
Spearbreakers is awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 10:14:23 pm
I'd nominate that for quotes if it weren't so freakishly long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 10:15:20 pm
Hehe, what about now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 10:17:58 pm
Okay, fine. *Nominates*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 28, 2012, 10:27:55 pm
Lol, so... Bay12... Deprived... Must... Replenish...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 28, 2012, 10:37:22 pm
Quasi-Related: I've personally decided that the various world-iterations, though proceeding through time at the same rate, don't align precisely timewise (i.e. Spearbreakersland is several millenia behind Mr Frog's world). Mostly 'cause I hate time travel like I hate Pomeranian dogs.

Granted, I'm not exactly Lord of the Canon, so *shrugs*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on June 29, 2012, 02:44:32 am
Damn, what happened is I forgot to move the save back to my dads house, where I currently am and need to get it. I should be able to do so tomorrow, but sadly it seems to have grown beyond my abilities to control. I do have an update written over there for another month+ so tomorrow I'll post that if I can and try to catch up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 08:45:03 am
Hans, That standpoint on our canon made my fucking day today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 10:19:18 am
I'm glad, Splint. I hope if you get unhappy today, at any point, you just think of Spearbreakers canon, and get happy again.

@Mr Frog: So, would that explain the tech gap between the 'Breakers crew and Parasol/Ballpoint/Joseph? They've had a few thousand more years to perfect the whole 'interdimensional wormholes' thing, or as I like to call it, 'We've found another savegame on Armok's computer, let's go check it out.' Would this mean that Joseph and co. don't know the future of Spearbreakers? Or would they know the next few millenia of Spearbreakers future and that's all?
Many questions, arise from this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 01:33:18 pm
I like to see the timewar going on as within the Spearbreakers timeline, since i more or less pulled a !!BULLSHIT!! card with the ability to shoehorn all the great clusterfucks into one world, just on one massive continent.

Also I seem to be allergic to fiber glass insulation.

And I think a good way of shortening it would be as follows

"We accidently the dwarven time space continum. Sorry."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on June 29, 2012, 02:47:29 pm
@Hansie:

Well, they'd likely be able to infer the future state of Spearbreakers based on other threads that are similar in terms of continuity but shifted forward, but they wouldn't really be able to know for sure. And things would start to diverge significantly once foreign elements (i.e. Mr Frog, other interdimensional travellers) were introduced.

@Splint:

Quote
We accidentally the dwarven time space continuum. Sorry.

I lol'd.

(Where'd Talvieno go? ???)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 09:25:18 pm
@Hansie:

Well, they'd likely be able to infer the future state of Spearbreakers based on other threads that are similar in terms of continuity but shifted forward, but they wouldn't really be able to know for sure. And things would start to diverge significantly once foreign elements (i.e. Mr Frog, other interdimensional travellers) were introduced.

@Splint:

Quote
We accidentally the dwarven time space continuum. Sorry.

I lol'd.

(Where'd Talvieno go? ???)

Ah, so they'd have a fair idea of what might happen, but once Mr Frog was sent in, things started changing rapidly. Butterfly effect style.

I think Talvieno's net may be down again, but I hope not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 09:36:50 pm
Either way, it's a delightfully convoluted mess. And it's our mess. Which is why we love it.

I've been trying to imagine what the BT Contractors will look like.... I have the Octavia IFVs, and a railgun, but not the soldiers....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 09:40:29 pm
Are they mostly known races?
Are they wearing high tech body armor? If so, please circle one of the following that may correspond aesthetically in your mind: Master Chief, Space Marine, USMC (Aliens trilogy), Real Life Marines, ODSTs, Other ____________
What color(s) is the body armor?
Is it a new and sleek futuristic look? Or is it an old, rusted, used futuristic look?

May help narrow it down. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 09:46:06 pm
Dwarves stick to admin and production roles, while they employ humans to take care of thier dirty work. Humans can wield larger weapons and have more wieght to throw around in melee combat to make up for thier lack of trancing.

I'd say a more higher end version of the Colonial Marines from aliens, but how that'd look I don't know. Probably in a shade of black, but if I can ever force myself to finish a drawing I may just throw some looks together and see what you guys think.

On an unrelated note, I did flat rip off ODST armor for a favorite setting of mine's shock troopers. For some reason I can't see those troops as anything else...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 09:52:22 pm
Cool. :)
And I had a (thus far abandoned) novel going that was pretty much a rip-off of Aliens in the later stages but with a different plot and less coherence. The soldiers in it were badass though, especially the 'Secessionist' military company bad guys. They had powered armor, and the regular government troops didn't. Also, laser guns for their capital ships, and focused two-stage nuclear anti-ship missiles.
I liked the bad guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 09:57:10 pm
Then do I have a setting you would love.

Honestly I think there's more ways for people to get killed in the setting than make a living.

Time for a Starship Troopers quote;

"Would you like to know more?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 10:22:53 pm
Indeed I would like to know more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 29, 2012, 10:34:35 pm
Select the following, and you shall recieve a PM with as a condensed version of it I can

Insurrection
UEM/UEG
Corrsanian Republic
Larcodan Republic
Harkoni Trade Union
Outer Panetary Alliance
Parisago Collective
Sariphosian Technocracy
Faction specific aresenals
faction specific vehicles
Or just setting in general
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 29, 2012, 10:56:57 pm
Select the following, and you shall recieve a PM with as a condensed version of it I can

Insurrection
UEM/UEG
Corrsanian Republic
Larcodan Republic
Harkoni Trade Union
Outer Panetary Alliance
Parisago Collective
Sariphosian Technocracy
Faction specific aresenals
faction specific vehicles
Or just setting in general
To start with. o.O
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 30, 2012, 10:27:18 am
Ahem. Double post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 30, 2012, 11:22:12 am
Ahem. Sleep r a necessity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Zombi on June 30, 2012, 12:28:23 pm
Dorfed please, a stonecrafter, mason, or engraver preferably.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 30, 2012, 12:32:04 pm
You'll be waiting awhile... Migrants have a bad habit of dying around here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 30, 2012, 09:23:14 pm
You'll be waiting awhile... Migrants have a bad habit of dying around here get lost a lot.

Don't tell the new meat that they're new meat. I mean uh...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 30, 2012, 09:24:29 pm
..... The forget I said anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 30, 2012, 09:25:43 pm
Sorry, I'm way too focused on not getting drunk right now. Must not drink must not drink. Mustnotdrinkmustnotdrink.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on June 30, 2012, 09:27:32 pm
Want some more useless setting talk to distract you? Just go back to the list and pick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on June 30, 2012, 09:29:25 pm
Select the following, and you shall recieve a PM with as a condensed version of it I can

Insurrection
UEM/UEG
Corrsanian Republic
Larcodan Republic
Harkoni Trade Union
Outer Panetary Alliance
Parisago Collective
Sariphosian Technocracy
Faction specific aresenals
faction specific vehicles
Or just setting in general
At your leisure my friend.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 09:46:06 pm
Whoa guys. What is up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 09:51:16 pm
Storm taking forever. And hans, I named a soldier after you, and he;s a sadistic bastards. He had an iron sword, and insisted on beating enemies to death with his shield.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 01, 2012, 09:53:47 pm
Everyone gets one!

Spoiler (click to show/hide)

REJOICE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 09:55:06 pm
Storm taking forever. And hans, I named a soldier after you, and he;s a sadistic bastards. He had an iron sword, and insisted on beating enemies to death with his shield.

Oh my god, he's me. On Skyrim, I use the shield bash more than I use my weapon. On Colosseum: Road to Freedom, I've got a hulking Germanic large shield user who uses predominantly shield bashing to defeat duelists.

Is this in your Human Fortress?

Everyone gets one!

Spoiler (click to show/hide)

REJOICE
OMG COOKIE!!! OMNOMNOMNOMNOM!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 09:57:55 pm
Indeed, it is. I am facing Corai's modbolds. I fear for thier lives.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 10:03:24 pm
The bolds or the humies?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 10:08:36 pm
I have 22 soldiers, one who can't use a shield, against an undetermined number of modbolds as soon as I break 80 people. The males are named after various forumites, as I only know of two female ones.

I also did some creative stuff for my own ammusment

Hoardguards - Pikemen
Executioners - Axemen with great axes
Maulers - If you ask about thier weapon you're a moron
Enforcers - Morningstar armed macemen
Swordrunt/Swordgirl - mainlin infantry armed with iron swords, as humies can't make steel
Guardsmen - Spearmen
Marksmen - Crossbows
Sniper - elite of the above
Town Watch - Bronze armored soliders tasked with law enforcment. Armed with silver flails.

And that's a creepy coincidence. I mean granted Girlinhat's been churning out masterwork wood shields, but come on! He had a sword, he bit off a grasshopper man's leg and then bludgeoned him to death with a cedar shield! Wtf DF Hans!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 01, 2012, 10:09:27 pm
I have 22 soldiers, one who can't use a shield, against an undetermined number of modbolds as soon as I break 80 people. The males are named after various forumites, as I only know of two female ones.

I also did some creative stuff for my own ammusment

Hoardguards - Pikemen
Executioners - Axemen with great axes
Maulers - If you ask about thier weapon you're a moron
Enforcers - Morningstar armed macemen
Swordrunt/Swordgirl - mainlin infantry armed with iron swords, as humies can't make steel
Guardsmen - Spearmen
Marksmen - Crossbows
Sniper - elite of the above
Town Watch - Bronze armored soliders tasked with law enforcment. Armed with silver flails.

And that's a creepy coincidence. I mean granted Girlinhat's been churning out masterwork wood shields, but come on! He had a sword, he bit off a grasshopper man's leg and then bludgeoned him to death with a cedar shield! Wtf DF Hans!?

You still get ambushes and thieves scouts. Remember that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 10:12:17 pm
Im at open war with them and nothing. Not a single modbold. Not even thieves/scouts.
 Just two goblins and some dead elves.

Then again tripple thick stone walls and a pit filled with half starved attack dogs as the front door isn't exactly pleasent to imagine fighting when you're samaller than a dog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 10:33:44 pm
But when you come in a swarm outnumbering the stars slavering for blood, no mere 'defense' has any impact on your tactics. I know, I've played as Tyranids with the rule Without Number on my gaunts. I was like, "Devastators? Eh, maybe they'll take the whole wave before I get them all. Probably not though. And if they do, I've got another wave heading at them already. They're boned. Whoa, assault squad is helping them now? Reroute the other two swarms. We will bury them."

And Dorf Hans is channelling me. I can feel his fury, at the back of my mind. IT IS A GOOD PAIN!!! Ahem. [/warhammer references]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 10:40:46 pm
Well I wish you'd lost the use of a hand and not Hugo. He actually uses his sword...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 11:15:22 pm
Well I wish you'd lost the use of a hand and not Hugo. He actually uses his sword...

Is it an all-stars fort?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:21:04 pm
Just whoever's abvailable. But food is stable, drink is stable, weapons and armor in abundance along with iron and coal seams.... So were... As ready as we can be  I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 01, 2012, 11:38:07 pm
What's my humie (if any) doing?

Probably On Break if he's anything like his namesake.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 11:39:24 pm
Which, this being Dwarf Human Fortress, means that everything will go to shit at the first sign of an attack because a butterfly died in your gate, jamming it open, and also no one will pull the mother****ing lever because they're all drinking, sleeping, on break, or hauling vermin corpses for their cats while your military is picking up equipment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:43:46 pm
Actually, Mr Frog the human settlement member, is Head Warsmith. He's personally forged every weapon in the fortress made of iron. Every peice of armor and every flask too.

And actually, the army is training, fully geared and full time save Hugo, who's getting his shield hand looked at. The fortress proper comprises 6 variable size towers, triple thick walls, and drawbridge. Four barracks, each with two squads each in them, are facing the entrance ina  made made dip in the ground, said dip filled with attack dogs. Overall the settlement seems more like a fallout shelter once inside the walls.

Every soldier is armed, armored, skilled, and ready to kill. Every citizen has a room with hest, door and cabinet. We have a sealed in mill and a safe watersource. The mayor has a personal tower above the farm with gold furnishings.

The home caravan left whith a huge profit, and Hans killed several tribes of grasshopper men by himself. With his sheidl despite cleary having his longsword.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 01, 2012, 11:45:08 pm
Spoiler: Oooh Spliiiiiint! (click to show/hide)


Just felt like showing everyone your secret love for Girlinhat. Since your trying to hide it from the fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:46:14 pm
This game hates me in that regard.....

Same. Fucking. Thing. In my human settlement.

I am afraid for my life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 11:48:31 pm
The home caravan left whith a huge profit, and Hans killed several tribes of grasshopper men by himself. With his sheidl despite cleary having his longsword.


Hehehe...
Also, I want your save. >.>
<.<
Please?


Also, awwwwwwwwww... Don't be afraid, she can't kill you over the Internet. Yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:49:56 pm
If she sees that and a way becomes available, she may out of spite.

And tribes... More like beating three grasshopper men to death. I can hand it off if you'd like after I have him kill some more and Hugo is back on his feet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 01, 2012, 11:52:45 pm
She does seem somewhat spiteful. [/death wish]
And whatever is good for you, I just would like to see it. :) Sounds awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:55:12 pm
I won't lie, the initial 1 thick wall and all trading was done via fasthumaning through DFhack to get everything inside as quickly as possible. The rest went at normal pace.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Girlinhat on July 01, 2012, 11:56:44 pm
(http://i2.kym-cdn.com/entries/icons/original/000/005/625/hand_banana.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 01, 2012, 11:57:27 pm
Oh god.... 1. broken link. 2. CORAI YOU BASTARD YOU KILLED ME!!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 01, 2012, 11:58:52 pm
Spoiler: PROBLEM? (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 01, 2012, 11:59:37 pm
Naturally I would commandeer the fort's entire iron works. I imagine I'm holed up in the forges right now, only leaving to get snacks and snarling at anyone who tries to pitch in.

New Guy: "Greetings, Sir Frog! I am Person O'Whatshisface, legendary weaponsmith and forger of Lesno the Eerie Blueness of Stabbing. I shall assist you in your --"
Mr Frog: "NO YOU WILL NOT. GET OUT AND DON'T YOU DARE TOUCH ANYTHING OR YOU'LL PROBABLY SCREW IT UP."

(Maybe make this an official community fort with its own thread?)

EDIT: Ninja'd by... OH.


It's the end of the world, Splint :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 12:01:35 am
I am considering it.... Maybe a new one against the modbolds and fort defense lower end races for added annoyance.

Or maybe the SPawn invasion from the human side....

And considering the other two are only allowed to smelt or make furniture, in regards to weapons, metalcrafting and armor, it seems like that, though you're also assisting with roofin the surface defenses at the moment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 12:03:15 am
Guy: "You gonna roof over that entire building by yourself?"
Mr Frog: "YES. GO AWAY."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 12:04:05 am
You have oddly been roofing the towers opposite the other masons...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 12:05:02 am
They smell funny. The stench of the outdoors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 12:05:54 am
Just thinkk Mr Frog! You have a direct hand in every single death around the settlment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:01:11 am
She has come! Fear her transdimensional internet knife! How on earth did she know we were talking about her?

@Mr Frog: I'm sensing perhaps your dorf has avoidant/schizotypal personality disorder...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:05:23 am
Corai, that's how.

Prick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:06:12 am
Lol, I vote for Corai to sig that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:07:24 am
And I vote we sacrifice his dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:08:45 am
..... Do we have one extremly disposable dwarf.

All of a sudden, yes. Yes we do. >:-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:10:12 am
Storm already botched my idea on that sadly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:15:28 am
*Puffs on pipe pensively*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:16:51 am
YEW GIT THAT SMUG LOOK OFF YER FACE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 02, 2012, 01:18:04 am
I dont even remember I have a dwarf in this.



Please kill it. I dont like being dorfed without making a story up with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:21:46 am
Lol, that's because you've been lurking for so long! Post a story or the dwarf lives! Er, and/or the dwarf lives/dies. Preferably all five, as this is...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 02, 2012, 01:26:59 am
Lol, that's because you've been lurking for so long! Post a story or the dwarf lives! Er, and/or the dwarf lives/dies. Preferably all five, as this is...
Spoiler (click to show/hide)


...


\fad No! You cant make a story out of nowhere. Not even in Spearbreakers! /fad
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:34:40 am
AHEM, I beg to differ. Our aimless rambling into deranged pony land prove otherwise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 01:40:09 am
@Splint:

Oh ye gods. Pony has been referenced. Shit just got real.

@Hansie:

Can we expect any more STORY TIEM from you in the near future? I'm tapped out for now.

Also... I was sort of basing the hypothetical Blacksmith!Mr Frog's dialogue on myself :-[  I'm not THAT aggressively antisocial, though :p

@Corai:

Your dorf's family/village was slaughtered in a suspicious incident of some stripe (most likely related to Ballpoint) which he has spent his whole life investigating the cause of; his investigation has lead him to Spearbreakers. There's your backstory :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:41:16 am
Well when we had to move a wall you dropped a block on one of the other metal workers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 02, 2012, 01:41:24 am
@Splint:

Oh ye gods. Pony has been referenced. Shit just got real.


What? You didnt know I was a brony? And that I was slowly converting Splint as well? Shame! (http://www.youtube.com/watch?v=ZA2K22L9T84)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:42:35 am
Yes, we can expect Story from Hansie. Dorf Hansie. Let me open my save and see what I am... Be back soon.

Also, Corai, you have the \fad and /fad in the wrong places. It should be around brony.

STORY TIEM!!
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:45:50 am
A soldier I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 01:49:28 am
WE DO NOT SPEAK OF THE PONY OR ITS WORSHIPPERS ON THIS FORUM, MMKAY? Also, Brony Secret Handshake @Corai. But I'd like ponytalk to end there.

Seriously, I shouldn't have brought it up :-[ Ill-conceived joke was ill-conceived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 02, 2012, 01:52:04 am
What pony? What worshippers?


Where in Spearbreakers, dwarf fortress. The only ponies here are +Pony tallow roasts+


Brohoof
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:53:02 am
It's fine, as we're all trapped on the shit-tanic and our only option is to cross a blood smeard shitlantic. All are equal. And the ponytalk on thread ends here indeed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 01:56:00 am
So, uh... *scrambles for something else to talk about*

Hansie's making moar writtings for us! YAEH!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:57:07 am
INDEED! Entertainments for all shall be had.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 01:58:52 am
BOOM! New plot thread to cross in this massive snarl we have created.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 01:59:48 am
What, you gonna get in on the timewar? xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 02:02:30 am
Oh I could write some timewar. But I think DorfHans will be a much simpler fellow than Urist was. He just follows orders instead of being some kind of semi-important badass. Not hero, just protagonist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 02:02:57 am
Hopefully storm will manage to update before the WTF we're adding to Spearbreakers canon causes it to fall within its Clusterfuck Schwarzchild Radius and collapse the Internet under the weight of its innumerable conflicting threads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 02:05:50 am
What's conflicting? There's a war on between three NGO superpowers , and the fate of the future depends upon a bunch of belligerant assholes. What's conflicting about that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on July 02, 2012, 06:42:29 am
Well fuck me sideways, I go on leave for a week and storm hasn't updated. Haha  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 02, 2012, 07:31:38 am
Well fuck me sideways

this. this is epic!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 07:49:04 am
After Mr Frog, I think every overseer has had or will have that thought cross thier mind upon firing up the save...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 02, 2012, 08:09:48 am
no spearbreackers! not like this! NOOO
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Lightningfalcon on July 02, 2012, 04:18:31 pm
I would like a turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 04:45:40 pm
Spawn of Holistic raws are up. (http://www.bay12forums.com/smf/index.php?topic=112588.0)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 02, 2012, 05:18:25 pm
And lo, did the world tremble in fear of the SPAWNPOCALYPSE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 05:21:07 pm
There's also another mod in there that I'd like people to try and give feedback on, but that's the important bit, yeah.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on July 02, 2012, 07:51:19 pm
Hey, guys - I know I disappeared again. :( I don't have much good news, I'm afraid.

My hard drive's motor went out. Basically, it'll never spin up ever again and isn't repairable, which means everything I had on it is lost. I backed up My Documents and My Pictures around six months ago, so I didn't lose everything... But I still lost (as far as I can tell, I may have it somewhere else) everything to do with Spearbreakers... or any of the other mods I'd been working on. My laptop is toast, and I'm borrowing someone else's computer just for the moment. Hopefully I'll be able to replace my laptop in the near(er) future, but until then I'm going to have to ask Mr Frog (or another willing volunteer) for assistance with the second post list.

A bit of good news, now: The one thing I backed up recently was Vanya's story, which I've been working on for the past few days on a computer that can't get online. Long story short, I'm going to try to post the rest of it - hopefully not in one huge part, though (which I won't have to do if someone posts after me before I finish reading the awesome ten pages you guys added on to the thread while I was away).

I left the ending open intentionally, but I'm not sure I'll be able to continue in any appreciable manner. I will be back, though - it'll just be intermittent. I've sold my soul to the devil (figuratively speaking) in exchange for a deal to get online occasionally - and I'm not even sure how occasionally. :P

@ Splint: I'm really sorry, man. I meant to stick this thread through to the end, but it's been one thing after another. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 02, 2012, 07:59:00 pm
Can i have my terory on the OP
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on July 02, 2012, 09:02:37 pm
I'm typing this up as I read. Prepare for a typical long post from me.
_____

This is going epically. lol   Stormtemplar, I love how you lost 10 dwarves with pretty much no ground gained. Very Spearbreakers right there, and bravo for keeping the fortress alive.

@ Hanslanda: Welcome back! And no, neither Splint nor Mr Frog are actually "bad guys" in my story... It's all just seen from a different perspective. From their point of view, Talvi is uncontrollable and running amok (not to mention likely to sever a few heads), and they have a spy loose in the fortress. From Vanya's point of view, Mr Frog is out to kill her and Talvi, and Splint is going along with it.

@ Mr Frog - very awesome story update... I liked your description of Joseph's place, and I'm curious - if Joseph (who I'm assuming went rogue from Parasol?) has cloning and memory alteration technology, wouldn't that make the original "version" of Mr Frog "expendable", so to speak?
Also, my brother pointed something out. No one has ever actually seen Joseph... only images on screens. It would make it completely possible for Joseph to be not a man... but an AI. (from a story standpoint - you know my opinion on the feasibility of artificial intelligences).

And no. Vanya is a reliable narrator. :P The part she might have supposedly disguised were the parts about where she came from, why she was there, etc. Events mentioned were supposed to happen as she mentioned them.
Spoiler: actual story spoiler (click to show/hide)
Mr Frog seems more intense because I took the liberty (sorry :( ) of deciding that he gets that way when stressed or agitated. It actually meshes nicely with your most recent story's Mr Frog letting loose a string of curses and then a couple punches during and after the cloning machine fiasco.

I think it leaned more towards Mr Frog being paranoid of a common street rat, since that version probably has a few holes or abnormal events in his memory  he can't account for, unless it's set up before he was wisked away.

AND AN EPIC SAVE BY SPLINT
Yes, definitely +1. He's paranoid, but not really "paranoid" - he's got the whole Joseph deal going on. Anyone could be an enemy, and Mr Frog would only come to a conclusion, being the scientist that he is, if he believed he had evidence or acceptable proof that something is true.

Quote
PM me or maybe Talvi
I guess it's too much to ask to be called "Tal"? Eh, well. Feel free to PM me, too, Splint - just don't expect an immediate reply. Still here for you, and hope you're feeling better now.


@ Hanslanda - your Frog-nominated quote nomination is now seconded. I lol'd. :D Very, very epic.

@ Mr Frog (your name is hard to type in the dark for some reason) - I honestly believe time travel to be absolutely impossible, but it's fun to mess with in a story. :P You can't deny it. Adds a whole new level of complexity and fun/Fun to even the dullest mixtures.
And:
Quote
(Where'd Talvieno go?  ???)
:(

@ Splint/Corai: Splint marrying Girlinhat is truly epic lulz. :D
EDIT: Ninja'd by... OH.


It's the end of the world, Splint :D
YESSSSSSSSSSSSSSSSSSSSSSSSS. :D :D


Nothing cheers you up like Spearbreakers' misery.


@ Bukit: I've got to get off in just a second, and I'm trying like hell not to double post. As you read in my post one previous, I'm going to be having trouble handling that for a bit. :-\

AND HERE is the ending for Vanya's story. I don't know if anyone remembers Mitch's popup necromancer book, but I included that as well. Now we have a set timeline for everything (sort of).



From Vanya's Journals
note: all of the following is copy-pasted from notepad. I'm hoping I got everything right. :P
PART 6
Spoiler (click to show/hide)

edit:
Quote
The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).

damn.
Oh well, I'll have to double/triple post. :( "For shame, for shame," I know, but I don't have more than a couple more minutes to be on, and I don't know when I'm getting back. I spent quite a while getting all of this ready, and I don't want it to go to waste.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on July 02, 2012, 09:05:30 pm
From Vanya's Journals
PART 7

Spoiler (click to show/hide)


PART 8
Spoiler (click to show/hide)

edit: And I'm off. I'll be back eventually - don't let this thread die, guys! And stormtemplar, do your best to salvage this trainwreck and get some posts out! lol (I'm half-looking forwards finding out what epic, effed-up way it's going to end, but I really, really don't want it to happen while I'm not here.:P )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 09:59:43 pm
Talvieno, I would like to nominate all three of those for decorations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 02, 2012, 10:59:11 pm
It seems that the Universe really is conspiring to keep Talvieno off of the Internet :(  Next I'm guessing every single computer within ten miles of his residence will spontaneously combust.

Talvieno, you wouldn't happen to have any rocks covered in funny stick figures near your place of residence, would you? Dug up anything you shouldn't have? Because this is starting to go from 'uncanny coincidence' to 'possible demon haunting' :-\

I now call you Talvi because your consternation amuses me. Plus I'm trying to see how long it takes for it to stop bothering you :D



I'm honestly starting to get sick of constantly waiting for updates... :-\ We as a thread seem to have made a bad habit of dragging our feet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 02, 2012, 11:56:57 pm
Storm! Hurry it up! Argh. :P

And now with the newest Vanya updates, I have no idea where to take the Hans update. Logically, I'm going to post it anyway. Enjoy.

Story tiem with Hans
Spoiler (click to show/hide)

I have clue what any of that can mean, but its my story and I'm sticking to it. Until Frog comes in and says his character was all wrong. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 07:21:50 am
Sorry for lack of any speech on my end. No caffiene and hauling heavy equipment bags for an apolsterer who's on orders not to lift heavy shit can lead so someone being asleep for roughly 16 hours.

Great work on the stories, and I'm gonna set a new poll up before I go to work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 12:11:54 pm
Poor Splint seems exhausted.  :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on July 03, 2012, 12:33:51 pm
.....
WHY IS THIS SO INTEWRESTING?!?



WHY CANT I SPELL?!?

WHY AM I TIPING THIS USELESS COMENT?!?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 12:44:48 pm
Because, hey, divergent and convergent timelines.

Probably the booze. You've been drinking? Or were you not drinking? Either one can affect spelling.

Because you love Spearbreakers and you wanted to show support. Also, the booze thing...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on July 03, 2012, 02:33:50 pm
.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 04:48:47 pm
I rest my case. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 06:07:25 pm
It's amazing what 40 oz of Dr Pepper can do to keep a person awake.

EDIT: Rough version of a typical Ballpoint Technology Contractor's armor and attire. Yes, a tie is part of it, you'll know where it is and can tell as such. The gun is the Dwarven railgun, and the design Dorf!Mr Frog would be familiar enough with to copy.

(http://i46.tinypic.com/28s37nr.png)



And now some timewar.
Spoiler (click to show/hide)

Probably flopped Mr Frog's character, but meh. Whatever. Sorry bro.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 09:30:30 pm
Bwahaha... I killed my phone with a lake. I hate my life. >.<

@Splint: Nice update man, I'm excited for the rest of the contractor's mission.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 09:41:08 pm
Glad to see someone's alive to read it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 09:47:25 pm
I know. I feel like Spearbreakers is losing steam. Implement emergency time limits immediately! :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 09:51:36 pm
Fuck it. I'll update the OP at once.

Storm, you have 1 day to update us properly or Paintbrush gets the save and we'll have to force Hasn and maybe Talvieno to do a bunch of backwards fixing of shit!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 03, 2012, 10:17:22 pm
CAN I HAVE MY THEORY PUT IN???


sorry for caps....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 10:32:21 pm
Mr Frog volunteered to do theory duty, so ask him. But don't get pestery about it alright?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 10:58:36 pm
Fuck it. I'll update the OP at once.

Storm, you have 1 day to update us properly or Paintbrush gets the save and we'll have to force Hasn and maybe Talvieno to do a bunch of backwards fixing of shit!


Backwards fixing of shit? Oh god, you don't mean edit my stories to take out mentioning Storm and the corridors of doom do you? *Hans goes BSOD* So... So much rewriting...

If storm doesn't update us, then PBT better remake the corridors of doom. That's would be so much work to rework around... >.<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 11:00:48 pm
I was more thinking replacing mentions of Storm with Paintbrush with overseer transference stuff.......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 11:05:17 pm
Ah, okay then. That's not so bad. I only mentioned Storm like twice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 11:11:30 pm
What did you guys think of the BT armor? Think anything is too much?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 03, 2012, 11:14:14 pm
It looks pretty realistic to me. The railgun's trigger rather reminded me of a crossbow, which was jarring somewhat, but I should have expected that. Not all guns have pistol grips. :) The armor wasn't too overbuilt, so it would be both protective and light enough to actually wear.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 03, 2012, 11:15:32 pm
I made the trigger a crossbow's on purpose, since it was desighned by dwarves, who only had the crossbow to thier name, it's make sense they'd make it with a trigger they're familiar with and not some fancy looking pistol grip.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 04, 2012, 01:36:38 am
I'm thinking a week for an entire turn may be just a touch too short... I'm a bit dodgy about imposing a hard limit, since that'll encourage people to rush themselves, which will hurt the quality of the writing.

How about the following system:
The general focus of this set is on density rather than speed. I personally don't care how long a turn takes as long as we get a steady trickle of updates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 01:42:43 am
I'm a bit out of it really. Been having stomache problems and I was just trying to, as wrong as this is, scare Storm into at least telling us what the delay is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 04, 2012, 01:55:36 am
*rereads*

Okay, three days is far too short no matter how you slice it. FPS, man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bombzero on July 04, 2012, 02:35:26 am
Oh hey spearbreakers...

158 pages? wow.

umm... so if I were to take my turn when it came around I would be doing so nearly blind...
anyone mind writing up a brief summary?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 04, 2012, 02:38:39 am
*rereads*

Okay, three days is far too short no matter how you slice it. FPS, man.

Three days to a week.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 04, 2012, 02:48:16 am
I'm a little dodgy about a week, too... it took me about a week to do my turn, and that was without an undead legion milling around outside killing the fuck out of my FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 04, 2012, 06:56:20 am
hmmm, use LNP and put df's priory "above average"


then again, everything else runs slowly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 08:08:49 am
Oh hey spearbreakers...

158 pages? wow.

umm... so if I were to take my turn when it came around I would be doing so nearly blind...
anyone mind writing up a brief summary?


Ummm... Yeah. I will when I get off work tonight, but I'm not entirely sure this place can be summed up easily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 04, 2012, 09:15:20 am
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 09:22:08 am
@Mr Frog: I lol'd and shot tonic water out my nose. Thanks. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 09:36:35 am
I got a more intelligible version of what's happened, and you'll all recognize it.

We accidently the dwarven space time continuum, sorry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 10:23:08 am
Oh hey spearbreakers...

158 pages? wow.

umm... so if I were to take my turn when it came around I would be doing so nearly blind...
anyone mind writing up a brief summary?

What exactly about this is undesirable? You'd be getting the full effect.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 10:24:52 am
There's also what mitch said: Well fuck me sideways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 10:38:07 am
Yeah, when I got Mitch's save working, I was stunned. Never had I thought that a fortress could be such a nightmarish, Escherian tangle of insanity, mugs, and blood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 10:39:00 am
I'll rework the total time needed for a turn when I can think clearly. Also, any ideas on what Ecem's recon team should do next? Destroy a research section? Kill some important researcher?

Ninja'd: Hans, what I'm shocked by is how bad it got in such a short time. Has anyone else seen a fort become this big a clusterfuck in so short a time?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:17:15 am
Most places, like Deathgate, take twenty years to reach the 'Oh dear god what have you all done' stage, we did it in eight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 11:20:08 am
Actually I don't think we can count Mitch's turn because he spent it fixing things.... He didn't add onto the horrible clusterfuck except with a chimney.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:22:00 am
Does it actually smoke? Cuz if it does, that's awesome. Mitch will totally get a cookie if it smokes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 11:25:35 am
From what I understand, he tried to get an indestructable bitimous coal bed to smoke upwards but it kinda backfired and just smoked up the halls so he had to put it out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 04, 2012, 12:30:44 pm
Oh, is that was that inexplicable 1-tile-wide passageway-to-nowhere spanning most of the fortress's vertical length was for? That's good; I was worrying that it actually did something.

I vividly remember loading up Mitchewawa's save and having no clue where anything was anymore or why the things I could find were even there at all. Keep in mind that it had only been three turns had passed since I last looked at it.

"To the left are the Spawn isolation chambers. Except for the second door on the left, which leads to Draignean's luxury suite. No, I don't know why. Anyways, isn't the Spawn's screeching just wonderful? We're trying to teach them to sing Christmas carols."

Also, I really like how the fact that we have multiple dwarves-turned-Spawn locked away within walking distance of the bedrooms has been mentioned maybe twice since my turn. I imagine the Spearbreakers dwarves are pretty desensitized by now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 12:33:07 pm
Even if it doesn't say it, the screeching coupled with the general havoc they've endured probably means the inhabitants don't give a shit anymore. They've learned to tune out the screeching and they can't smell the barbarian blood anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 09:49:42 pm
Urist stopped a dwarf, still amazed at this place. Urist asked, "Doesn't the smell and the screeching bother you?"
The dwarf looked at him strangely, "What smell? What screeching?"

Oh, is that was that inexplicable 1-tile-wide passageway-to-nowhere spanning most of the fortress's vertical length was for? That's good; I was worrying that it actually did something.

I vividly remember loading up Mitchewawa's save and having no clue where anything was anymore or why the things I could find were even there at all. Keep in mind that it had only been three turns had passed since I last looked at it.

"To the left are the Spawn isolation chambers. Except for the second door on the left, which leads to Draignean's luxury suite. No, I don't know why. Anyways, isn't the Spawn's screeching just wonderful? We're trying to teach them to sing Christmas carols."

Also, I really like how the fact that we have multiple dwarves-turned-Spawn locked away within walking distance of the bedrooms has been mentioned maybe twice since my turn. I imagine the Spearbreakers dwarves are pretty desensitized by now.

All of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 09:51:49 pm
Someone lives!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 10:00:13 pm
So you think. I'm actually a lich.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 10:03:34 pm
You know if alot of people play a fortress after they make thier adventurers necros or vampires they fucked themselves a little bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 10:04:52 pm
You know if alot of people play a fortress after they make thier adventurers necros or vampires they fucked themselves a little bit.


... Because then a superbadass vamp-necro will immigrate and mess stuff up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 10:06:02 pm
That or turn out to be the necro sieging you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 04, 2012, 10:10:26 pm
That or turn out to be the necro sieging you.
Does not happen sadly. I wish it did, I would love to fight off a kobold necromancer with a bunch of bandit zombies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 10:19:17 pm
If you got a big enough zombie army before retiring you probably will.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:13:01 pm
I'll rework the total time needed for a turn when I can think clearly. Also, any ideas on what Ecem's recon team should do next? Destroy a research section? Kill some important researcher?

Ninja'd: Hans, what I'm shocked by is how bad it got in such a short time. Has anyone else seen a fort become this big a clusterfuck in so short a time?


Oh, and I think Ecem's team should continue exploring the ruins and have some !!fun!! mishaps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 11:14:41 pm
Well they've already stolen things and found what they're supposed to as far as they go... I suppose I could have some other contractors snoop around the ruins....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:24:17 pm
Just start writing and let the story unfold naturally. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 11:25:36 pm
That's just it. i accident;y wrote myself into a corner here... I don't know where to go that doesn't result in complete fucking up of everything.... Except for one idea involving Mr Frog and blueprints.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:27:45 pm
That's just it. i accident;y wrote myself into a corner here... I don't know where to go that doesn't result in complete fucking up of everything.... Except for one idea involving Mr Frog and blueprints.

How can you do that? This is Spearbreakers, the continuity here is: 'Did it happen? YES. But these things all conflict and make no sense together. Yes. That wasn't... Wat. Yes.'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 04, 2012, 11:29:04 pm
I mean logically They'd be detected if Mr Frog suspected Ballpoint would send contractors to the fortress. I think no matter what they'll have to shoot thier way out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 04, 2012, 11:36:13 pm
Yay. :) Bloodshed is always welcome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bombzero on July 05, 2012, 01:58:30 am
Ok so I started reading earlier to catch myself up, I have one question.

how the holy fuck did you guys manage this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 05, 2012, 02:01:57 am
Ok so I started reading earlier to catch myself up, I have one question.

how the holy fuck did you guys manage this?

I assume a crapload of savescum and pure skill.

Or luck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on July 05, 2012, 03:04:02 am
Okay, I think it's beyond the time to skip Storm. PM paintbrushturkey so we can get this doom-train running again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 06:41:33 am
A shame, but the votes do not lie.

Sorry man! The others got too anxious, and so did I for that matter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 05, 2012, 07:47:45 am
SPEARBREAKERS LIVES! REJOICE WITH COOKIES AND +CAT TALLOW ROAST+!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 07:52:09 am
Indeed. He's been alerted, casualty list reverted, and turn conditions specified. He's got three days to claim the save. I won't be able to update before 6:00 pm eastern US time if he nabs it before I come home from work. Paintbrush, avoid Storm's mistakes! We're trying to build an army and that can't happen if our soldiers insist on dying constantly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: llasram on July 05, 2012, 09:48:41 am
wow. I go camping for three days and all of that happens... amazing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 10:33:51 am
Ok so I started reading earlier to catch myself up, I have one question.

how the holy fuck did you guys manage this?

I'm guessing they mostly just channelled the spirit of the great StarkRavingMad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 05, 2012, 10:46:28 am
You know what's really awesome?

My story's so completely-unrelated to the goings-on in the fortress proper that the change in Overseer doesn't affect anything! NYUK NYUK NYUK :D :D :D

...I suppose I should get on to collecting the stories again, shouldn't I? :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 11:06:32 am
Lol, lucky you, mister dimesional traveller guy.
And yeah, you might oughta for the interim. Til Talvieno gets back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 05, 2012, 11:33:34 am
my precioussssssssssssssssssssssssssss
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 02:10:53 pm
Take it you got the save Paintbrush?

Also, one broken zipper and a cancelled call later, I'm home three hours early. Time to write more timewar.

@ Mr Frog - It might not relate directly, but it relates to the mess of a setting we're spot welding out of the scraps of Bay12 minds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: stormtemplar on July 05, 2012, 05:52:10 pm
I'm sorry all, some stuff has come up and I can't finish my turn. I apologize, and fully support the time limit idea
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 05:54:26 pm
Coulda said so sooner. Such a shame.... Ah well. Guess it means no needing to redorf someone right now at least. Hope things aren't too serious or anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 08:50:12 pm
I'm sorry all, some stuff has come up and I can't finish my turn. I apologize, and fully support the time limit idea

Its all good, friend. We just couldn't wait any longer, to save the topic. I hope your stuff gets worked out and you can get a turn later in the fort. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 08:51:29 pm
On time killing note, Hans you still insisted on shield bashing instead of killing the yearly junk caravan with that cedar shield. Also, bluemetal for humies! Yay! Timewar on hold. This is a first for me as humans.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 09:03:13 pm
Yeah, I felt they didn't deserve death by the blade.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 09:04:06 pm
I won't lie man, I think it's because of the weapon only being well forged compared to the shield being a masterwork middle finger to elfdom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 09:16:08 pm
Yes.

This is a masterwork cedar shield. On this shield is an image of a human in oak. On this shield is an image of elves in alder. The human is striking a menacing pose. The elves are curled in the fetal position. This image relates to the slaying of the elves of the forest by the human Hanslanda in the Attack of Failures. On this shield is an image of a middle finger in featherwood. The middle finger relates to the insulting of the elven diplomat in Human Fortress by the human Hanslanda.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 09:19:05 pm
When Mr Frog becomes a legendary smith, you get an adamantine sword. An exploration shaft found this. I feel the need to share far and wide, since it was literally an island not attached to anything.  And YOU WILL use that sword.

If not, I'll risk making Girlinhat berzerk and incinerate that fucking shield and give you a cheap copper one.

(http://i48.tinypic.com/xfp3y1.png)

Also, lol at the description.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 09:21:03 pm
When Mr Frog becomes a legendary smith, you get an adamantine sword. An exploration shaft found this. I feel the need to share far and wide, since it was literally an island not attached to anything.  And YOU WILL use that sword.

If not, I'll risk making Girlinhat berzerk and incinerate that fucking shield and give you a cheap copper one.
Spoiler (click to show/hide)
Also, lol at the description.
That is awesome. And I think Hanslanda!Dorf should be willing to use such a beautiful weapon. Don't kill my shield, its too sexy to die this young!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 09:22:18 pm
You've had it for two years.... Anyone want a picture of the settlement? Or at least the fortress itself and not the living space?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 09:26:16 pm
Lol, I would love a picture. Or the save. Or whatever. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 09:31:25 pm
I'll PM you the pictures. And when I fight off a modbold siege, I'll send you a copy of the save.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: swordsmith04 on July 05, 2012, 11:11:48 pm
Can I be dorfed again, please? (Yes, I'm still following the thread. Kinda. I'll admit to not having looked through for a week or two. Wasn't that a mistake. >.>)

Nice stories, by the way, guys. Definitely worth reading through all the pages I missed. You're, uh, kind of straying from the actual fort a bit there. >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 11:13:39 pm
We're realigning the rails. Soon PBT will post an update and everything shall be SNAFU again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 11:15:42 pm
We needed to kill time somehow. And for you information my Timewar story is based upon the fort, though long after it fell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 05, 2012, 11:50:42 pm
We needed to kill time somehow. And for you information my Timewar story is based upon the fort, though long after it fell.

This, and we want the topic to be as much of a bloated monstrosity as the fortress is.

On a related note, its...
STORY TIME WITH HANS!!
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 05, 2012, 11:57:39 pm
Average time for forts to become horrid mazes of endless mindfuck roughly 10-16 years.

We did it in half that.

And bloated monstrosity? I like the sound of that.

Also, good work Hans.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 12:01:46 am
Average time for forts to become horrid mazes of endless mindfuck roughly 10-16 years.

We did it in half that.

And bloated monstrosity? I like the sound of that.

Also, good work Hans.

I want to know where you got that statistic. :P Whatever place gave it to you is awesome.

And yes, go us. We're insane-r than everyone else. :D

'Does this make me look fat?' 'No, it makes you look like a bloated monstrosity.' 'You're so sweet.' was my immediate thought.

Thank you. It's a short update, but its building to big things. And I left my first few Chekhov's guns in there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 12:09:26 am
And they're all lies, every one of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 06, 2012, 10:43:58 am
New time limit's a bit more reasonable, though I'd prefer if it was a bit more specific about what qualifies as a "steady stream" of updates. But excessive specificity is pretty much my thing (or, um, one of them), so bleh.

I'll get on to collecting everything just as soon as I figure out how to deal with stormtemplar's turn getting cancelled, inasmuch as how it does or does not affect the side-stories. I'm thinking of putting an asterisk beside stories that directly refer to the events of a rollback'd turn and thus may no longer be canon with regards to the current continuity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:48:44 am
New time limit's a bit more reasonable, though I'd prefer if it was a bit more specific about what qualifies as a "steady stream" of updates. But excessive specificity is pretty much my thing (or, um, one of them), so bleh.

I'll get on to collecting everything just as soon as I figure out how to deal with stormtemplar's turn getting cancelled, inasmuch as how it does or does not affect the side-stories. I'm thinking of putting an asterisk beside stories that directly refer to the events of a rollback'd turn and thus may no longer be canon with regards to the current continuity.

This would probably be the best idea. That way the authors wouldn't have to rewrite, the stories can stay, and we get to add to our already fucked up continuity a bit more. :D Win win.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on July 06, 2012, 03:58:35 pm
now i want to try to make a fort under a fort in this. a fort with sanity.


CONVERSATION TIME!
Spoiler (click to show/hide)
hey guess what i did?  looked for me in the fort and i am dead. there never was a Aseaheru and Minkot died shortly after my claiming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 09:36:46 pm
Yeah, you're a spawn IIRC.

And a fort under a fort would be awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 09:52:43 pm
It was Ashsaber and.... Fuck I don't remeber but I thought Asea was killed.... Nono He's alive. Somehow outran the first zombie horde and escaped to saftey. Probably not doing so well psychologically though...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 09:58:13 pm
Who in this fort is doing well psychologically? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 09:59:44 pm
Well I imagine Asea's dorf, when not in public, sitting in the corner of his room muttering about zombies. Everyone else just drinks the sleeping meds Mr Frog distills to help everyone sleep with Ashsaber and other spawn's screeching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:02:39 pm
Well I imagine Asea's dorf, when not in public, sitting in the corner of his room muttering about zombies. Everyone else just drinks the sleeping meds Mr Frog distills to help everyone sleep with Ashsaber and other spawn's screeching.


Oh god, everyone in the fort is heavily medicated and boozed up just to deal with backround noise. That's a bit hardcore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 10:04:41 pm
And for the record, the only thing that needs to be rolled back is the mentions of overseer change to Paintbrush and not Storm.

Oh god, everyone in the fort is heavily medicated and boozed up just to deal with backround noise. That's a bit hardcore.

I nominate this for the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 06, 2012, 10:06:24 pm
Oh god, everyone in the fort is heavily medicated and boozed up just to deal with backround noise. That's a bit hardcore.
I nominate this for the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:24:54 pm
Yay. :D
Now I feel cool.  8)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 10:29:49 pm
The wrose things get within the narrative the better. Now it includes a timewar centered on the fortress, an elven spy or fugitive, and a plan to invade hell and cleanse the surface region of the undead. Oh yeah, we awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:37:43 pm
The wrose things get within the narrative the better. Now it includes a timewar centered on the fortress, an elven spy or fugitive, and a plan to invade hell and cleanse the surface region of the undead. Oh yeah, we awesome.


*Pats self on back*
*Realizes he hasn't had his turn yet*
 :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 10:42:15 pm
Your time will come young hansie... Just content yourself with shield-beating goblins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:43:59 pm
Lol, I'm year 22. By that point in time... Oh man. >.< This place will either be pure unadulterated insanity, dead of FPS, or some horrific combination of both.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Corai on July 06, 2012, 10:45:45 pm
Your time will come young hansie... Just content yourself with shield-beating goblins.

Or desinging my pony fortress.

PS: Stop running from rhesus maques and just kill them, your a goddamn unicorn. Stab the things brains out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 10:46:32 pm
Nonsense! If we can ever get all of the junk picked up we can just trash compact it or dump it into an incinerator to help clear that up. Everything else we can just sell, if any caravans survive that is, given our luck.

Ninja'd: Oh if you people only knew the insanity me and the kobold are weaving out of sheer bordom using ponies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 10:53:36 pm
I'm not a brony, so it'd be pretty mindbending to me. You uh... You have fun with that. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 06, 2012, 10:57:21 pm
The fact you tolerate us shows us much. And we applaud you for it. SO WHO WANTS TO READ ABOUT A TIMEWAR!? Cause I'm gonna try and write up the next bit now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 06, 2012, 11:00:53 pm
I'll also try and post an update if I can. I'll let you go first though. :P

And it's not that I tolerate you, it's that I accept that we are different, and celebrate this fact. Difference is diversity. Diversity is strength.  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 02:32:48 am
i'm having trouble getting the download to work :-/ any help?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 07, 2012, 02:36:43 am
@Hansie, Splint, Corai:

As sweet as this little Friendship Moment is, I'd like to point out that discussion of Pony and especially the merits of Pony and/or whether it's okay for peeps to watch it has shown itself to be quite a minefield in the past for other threads and that the topic of discussion needs to be changed ASAP. Not that it isn't on its way out already, but I'd rather emphasize how important it is that we do not bring it up *DeathGlare@Splint, Corai* nor continue talking about it in any capacity. It only takes one stupid comment to spark a ragewar, which I'd really hate to see happen to this thread.

So, uh... Spawn mouthparts. Discuss.

@Turkey:

That depends. What exactly is happening?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 02:47:32 am
the save download s halfway and then my dl rate just drops to 0 :-/ wother dl's are workign fine it's just this one that is fucking up, can someone e-mail (pm me for my addy)  thesave to me? i think their server may have timeout issues...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mitchewawa on July 07, 2012, 03:15:12 am
If you can get the save running, have fun finding my two hidden easter eggs.

HINT: They both have my name in them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 03:18:39 am
eh? we have time to fuck with the next overseer now do we :-), think you were nowhere near busy enough during your rain (or was reign?! could fool me with all those bodyparts...) :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 03:19:34 am
Ps we are are 74% with a rate of 4.5 kb/s..... sigh... only my 30th try or so.... :-S
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 05:36:24 am
WOHO download complete
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 08:19:56 am
on a side note why the hell are high boots foreign?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on July 07, 2012, 09:28:47 am
heres a sugestion: make a dwarven-shitton of wheelbarrows and asign  3 to each and every stockpile.
and get us some miners.


also, my dwarf never had a custom name, i just had his job title changed. as it is not listed, he is dead or some supervisor changed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 07, 2012, 09:52:46 am
This shouldn't be updated to need wheelbarrows. And sorry about that guys. Fell asleep before I finished my next segemnt. Gonna finish it then post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Aseaheru on July 07, 2012, 09:58:17 am
it was on mine. ug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 07, 2012, 10:24:34 am
The main reson is that we really can't afford it now. Not with our yearly mug making tradtion.

Spoiler (click to show/hide)

Not great, but I can at least work further from this. AGain, if I broke your character that was my bad Mr Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Paintbrushturkey on July 07, 2012, 11:05:14 am
it's already on 34.08.. the save doesn't run in 34.07.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Splint on July 07, 2012, 11:06:17 am
You have to be fucking kidding me. Welp that makes our miners suddenly not valuable anymore except as emergency troops. And whoever updated the save past .07, I hate you. The fort wasn't built with updates past that in mind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 07, 2012, 11:20:11 am
I thought that had been made clear several times.  ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 11:26:52 am
I dont recall it being stated anywhere we were updating into the new hauling crap. The fortress isn't designed with those updates in mind, and if anyone makes anything related to them, I will find your dwarf, and atomsmash them along with all of said hauling gear.

I am not pleased right now, and quite frankly I am extremly pissed off. Don't tell me to calm down because that will have the opposite effect. I was certain that this was to remain pre hauling horseshit, because we were too far gone to implement it with the current layout. If it isn't clear, I greatly dislike what miners have become now, from a vital asset that is blow to any fort to lose, to a fishery worker with a tool. The debates end here. I am pissed off and I will downgrade that if I am at all able to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 07, 2012, 11:46:55 am
Hey, just popping back in for a sec while I can...

Splint, I agree with the turn length limitation, but I'd aim for two weeks, possibly three. The main thing is the delay between updates, I think - just like Mr Frog said, if I caught that right (I'm skim-reading. :( I know, I'm bad).

Also, yeah, it was mentioned earlier during Mitch's turn that it was possible it was updated to 34.08. I outlined a few things Stormtemplar could do to make the hauling changes work, too, I think. And miners are still important. :-\ Not sure what you mean by saying they aren't... Anyway, what I'm trying to say is, Spearbreakers isn't doomed (any more than it always is, lol). There's a nice place for a minecart hauling ramp near the central stair shaft, leading right up to the workshops (if you dodge a  couple things, like Simon Tam's rooms). The hauling changes also mean you won't have to completely forget all the armor outside - when it's all clear, you can send out a few dwarves with bins. In the long run, it might actually make things easier.

Also, I would update to 34.11, since we're past 34.07. bug fixes, you know. I would've rather kept it at 34.07 too, but unless we want to undo Mitch's turn (and possibly Sus's?) I don't think there's much we can do besides try to adapt. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 11:53:37 am
It used to be an ore vien wouldnt be allowed to have an unskilled miner even touch it. NOw the only benefit they give is speed and quite frankly I don't care about speed. It's like having a fish cleaner who's good at his job. No real befit, he just does it faster.

And now I know next game I start, to explicitaly state DO NOT UPDATE IT PAST THIS VERSION IF RADICAL CHANGES HAPPEN TO GAME.

I'm sorry I flipped out but I'm still extremly pissed off. And because I don't know what version we're using anymore, The title stays. And whoever did it, You volunteered to fight the legions of hell with a training pike and leather armor. And if it isn't obvious, I'm in a fairly fragile state of mind right now (I think I'm finally coming out of my slump after months but little shit like this is going to fucking send me into a frothing rage.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 07, 2012, 12:28:05 pm
Well, I can understand Splint being PO'd, seeing as how that was a pretty major thing that was disregarded.

Fortunately, I've been playing 34.11 for a bit now and the only major change I've had to make was putting stone piles right next to mason's shops and building wheelbarrows for stone piles (which I guess is karma for stone pots usurping wooden barrels). I managed to get the materials for a 54z magma pump stack from a single magnetite deposit with quite a bit left over (though being able to carve blocks specifically from magma-safe stone helped), so I don't foresee material shortages or any serious disruption to the fortress's workings.

EDIT: Seconding updating directly to 34.11. Bugfixes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 07, 2012, 12:30:31 pm
if its not faster then you go batshitcrazy waiting for rooms to be dug out.
plus, make enough wheelbarrows for EACH stockpile to have THREE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 12:32:43 pm
We shouldn't need wheelbarrows, because we shouldn't have been updated. And each stockpile? WE DIDNT EVEN NEED A STONE PILE!!! AGain, I'm sorry but I am currently in nerdrage mode, so lets stop talking about the hauling shit before I punch my screen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 07, 2012, 01:31:30 pm
just glad it wasn't me :-S
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: codyorr on July 07, 2012, 05:12:33 pm
Damn, I don't read this thread in over a month and the only thing that has changed is that the next person started their turn. I can taste the rage in the atmosphere.

I was busy playing Paradox games (which seem oddly simple these days) and lots of DF 31.25. Just struck hell for the first time. Oh and I trade lots and lots of mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mitchewawa on July 07, 2012, 07:13:31 pm
(http://i.imgur.com/Aq7Ze.jpg)

Neat.

OT: Any major plans for Spearbreakers, turkey? Because if you don't have one I think we need a military genius. The way I left it, Spearbreakers was 1/3rd military but only like 5 dwarves have any skill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 07:17:23 pm
If he leaves the military alone I'll reorganize that mess. If I can get legendary war heroes out of human soldiers I should be able to make demi-gods out of these dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 07, 2012, 10:17:56 pm
We shouldn't need wheelbarrows, because we shouldn't have been updated. And each stockpile? WE DIDNT EVEN NEED A STONE PILE!!! AGain, I'm sorry but I am currently in nerdrage mode, so lets stop talking about the hauling shit before I punch my screen.

I have just the thing for you.
Listen to this song, it will make everything better:

http://www.youtube.com/watch?v=QBeAjISBb2U (http://www.youtube.com/watch?v=QBeAjISBb2U)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 11:11:18 pm
So did anyone actually read my latest timewar segment or did I really write it that badly that no-one wanted to comment?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 07, 2012, 11:32:54 pm
Sorry, I read it, but I've been exhausted lately and didn't think to comment. It wasn't poorly written. :P I like that Future!Frog!Dorf is engaged in some kind of complex chess-mind-game with Joseph.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 07, 2012, 11:35:11 pm
I went with that based on what appeared to be a plan to at least slow down Joseph's plans when he joined him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 07, 2012, 11:45:07 pm
I approve. If Frog doesn't let's just say its the clone. Or the clone of the clone.

Also, I'm pretty stressed myself. I hope you start doing better soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 08, 2012, 03:51:09 am
I've been too tired to read any stories (sad but true), but if you've interfered with my obsessively-planned subplotcanonthingy in any way y'all will see EXACTLY how anal-retentive I can get. I'll be getting all the stories together soon, which means I'll be reading all the stories soon, so consider this a warning to batten down thine hatches for the oncoming storm :D

(Though I suppose people meddling in my plots is what I get for leaving weeks in between each actual update...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 10:32:24 am
Not necessarily meddling in your plots. More like adding to them at a later date in the continuum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 10:36:11 am
That we completly screwed beyond all recognition.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 11:07:33 am
Normally, continuity goes:
1->2->3->4
Spearbreakers is kinda like:
1->2a->1b->3->2c->2b->7->8->9->231a->M->N->W->1
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 11:31:43 am
Might as well add in Bacon and necktie to the end of that.

Hey Paintbrush, can we get a sitrep or are you going to do an update and keep us in the dark?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 08, 2012, 01:41:40 pm
....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 01:55:39 pm
IM BACK!

my god typing on my ipad was shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 08, 2012, 02:04:46 pm
hehheh. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 02:06:35 pm
And so more madness can occur in earnest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 08, 2012, 04:24:57 pm
Got about 80% of the way through collecting the updates before accidentally telling IE to go to my homepage. Turns out IE responds to any VK_HOME message regardless of whether ALT is being held down, proper functioning of altcodes be damned. Really, people, is it so damn hard to include one little if statement? [/nerdrage]

Gonna try again later, too frustrated now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:26:46 pm
CAN I HAVE MY THRORY IN the op??
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 08, 2012, 04:27:36 pm
CAN I HAVE MY THRORY IN the op??

Yes, when I get around to it. Stop whining.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: bukitodinos on July 08, 2012, 04:27:58 pm
OHH, OHH I got a theory! *raises hand madly*

Armok wants chaos, so when a world runs out of "chaotic energy" He stasis the world in it's last moments, sort of like a video on YouTube that loops, Armok collects the world and keeps it in a collection of worlds that died kicking and screaming. so when headshoots and syrupleaf died new worlds were created and everyone was reborn, FOR MORE CHAOS. then armok blanks the survivors memory's to prevent them from stopping the chaos then he adds new creatures, and watches the shit hit the fan.

basically Armok is the dwarven equal of discord from MLP.

my thing i want in the op
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:28:55 pm
CAN I HAVE MY THRORY IN the op??

Yes, when I get around to it. Stop whining.

no whining its that im mad. i asked three times... not even a response....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 04:29:37 pm
All that is done is appreciated. No need to send yourself into frothing frusterated stint of nerdrage.

Unrelated, it's amazing what one long mess of a strange grimdarked up setting and learning to draw certain things can do for one's psyche. Little  psychological victories, I am your best friend.

@ Bukit - If you don't stop asking it won't be up there. I won't tolerate that here.
 You've asked  I have no idea how many times and it's starting to annoy me.

And god damn, quad ninja.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:33:35 pm
ok ok...



Spoiler (click to show/hide)

sorry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 04:37:16 pm
.... I'm torn between lols and facepalm/facehoof (whichever you prefer works.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:37:52 pm
all three! why not?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 04:39:47 pm
Well one of those requires going to a magician....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:42:01 pm
or a moody dwarf with a pony
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 04:46:23 pm
Oh dear god....

Urist McRandomdorf cancels sleep: Taken by mood

[v]iew

Screaming about ponies!

Urist McRandomdorf has claimed an overseer!
Urist McRandomdorf has claimed an alter to Armok!
Urist McRandomdorf has claimed a pony!
Urist McRandomdorf has begun a mysterious ritual!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 08, 2012, 04:47:50 pm
and it results in manamaids eating the two for some reason...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 04:49:42 pm
Urist McRandomdorf cancels mood: Interrupted by Manamaid soldier

Urist McRandomdorf has gone berserk!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 09:19:29 pm
... Oh god I forgot the manamaids... The horror.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 09:22:50 pm
On one hand we must risk mental scarring. On the other, blind soldiers can't be squished as easily....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 09:27:24 pm
Manamaids, spawn and megabeast spawn, Oh my!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 09:28:24 pm
I feel they must be made hostile... Just because anyone not familiar with them will wonder why the thiefe escaped and all the soldiers and dogs passed out in sheer horror.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 08, 2012, 09:29:27 pm
I googled manamaids.


Dawwwwwww, they are cute. Why does everyone talk like they are spawn of satan?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 09:32:37 pm
Because the spawn of (not quite) satan fear the manamaids dance moves, along with every other sentient creature that walks the DF world. You're not afraid?
You should be. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 09:36:16 pm
risking triggering the rage again

we are going with 34.11 now?

oh and military was my project/plan ;-), there may be some impaled babies along the lines but where there is war there are casualties - HEHE

and maybe crashing the clowncar, but we'll see how far i get ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 09:37:33 pm
If it got fucking updated might as well. But any further radical changes and an unannounced update of the save to such will prompt that overseer becoming a ghost.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 09:50:49 pm
I got that... Nerd rage. I got that... Nerd rage. Nerd rage. duh nuh nuh nuh nuh...
Ahem. Update soon, PBT?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 10:36:32 pm
granite is almost done and i'm typign the update as we speak (don't rp much so it will likely be horrid but bear with me ;-))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 10:46:02 pm
Hey, even noobs to such a thing can do well if they put their mind to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 10:47:47 pm
Plus, beginner's luck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 10:49:25 pm
After weeks of general clusterfuckia and basically giving the Bay12 cotinuity a severe case of unlubed rectal trauma, UPDATES!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 08, 2012, 10:50:46 pm
@Paintbrush

I promise not to go bulldog (bullfrog?) on you as long as you make an effort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 10:51:28 pm
Bullfrog sounds better given the name. And now I'm actually excited and can''t sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 10:57:15 pm
...
...
...
*Checks updated topics*
...
...
...
*Checks updated topics*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 11:16:10 pm
Alrighty then... before someone has a fit :-) ns if this is any good in this form, i'm always open to suggestions for improvement :-)

This is the diary of Paintbrushturkey, earlier pages are missing or are charred to the point of unreadability.
Granite:

Mitch just came running at me giggling somewhat manically and handed me a key… and told me it was all in my hands now he then ran off giggling somewhat manically, not quite sure what he meant with that, but knowing this hellhole it can’t be good

Wanted to go and see splint about some work orders but he was shouting something at someone in his office I only gathered 34.07 atom smashing and overseer, I wonder what atom smashing is but it sounds bad…. I think I will visit him once he has calmed down to try and find out what this is all about, I shall instead have a look at our military.

It appears that the military is in and even worse condition than I could have possibly imagined, I shall need to do something about this….
Finished drafting the initial drafting and “re-equipping” our glorious military all those shiny adamantine battle axes are now actually getting used, the roster is as follows, I did drag some unlucky sods from their workbenches and threw them at the respective commanders, Fisher muttered something about spawn fodder, I wonder what he means:

Fisher is leading the 10 pike dwarves
Pokonic was the first guy I found so he has command of the first squad of reservists, our 10 axe dwarves
And Feb has command of the remaining reserves, 10 hammerers that is….
I have also designated a danger room to be dug out and some training spears to be carved

Lastly on my agenda there is the issue or refuse, it just seems to be piling up, so I have:
Designated a garbage dump – couldn’t find one :-S
Reworked refuse orders

I have also found that we have a whole pile of useless crap lying around in our armory, have told the guys down at the forges to melt it down…
Just had a look out of the window it’s crawling down there….. blimey, our watch kiwi died, too courtesy of some undead risen in the watchtower...

I have ordered fisher and his squad to clear it , just had the report that some of the suckers just didn’t want to stay dead and literally had  to be turned into a sieve to stay dead, ah well dead is dead, none can withstand out glorious  military, have ordered the bitz to be cleaned up, also have told people to clean up the trade depot, what will others think of us. Fisher is staying in the tower for now just in case there any fakers.

Just checked on the progress of our training spears and they still have not been approved… SPLINT STOP MAKING FUCKING MUGS AND APPORVE THE BLOODY WORK ORDER… was it 3411 mugs he was shouting about? I hope not ….. hmm I think he head me, just spied him sneaking back in his office.


Slate has come:
7th of slate
A forgotten beast has come a skinless frog that secretes deadly dusk… thankfully it’s locked down there in the caverns and can’t do any harm…
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 11:17:47 pm
will try to have the next month done sometime later, will try to take screenshots that time around, got carried away earlier, my apologies ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 11:18:31 pm
Well, grammer issues aside, it could be worse. Hell you made it sound like I was bitching about some strange new weapon or other.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 11:22:43 pm
Could have fooled me :-D, anyways i shall endeavour to take a but more time on the next updates which means they'll be easier to read and probably more coherent ;-) (the problem was that i took notes as i went and then tried to convert it into an update on the double :-S lesson learned....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 11:44:44 pm
But it was an update.
RISE FROM THE DEAD, FORTRESS! TAKE YOUR MIGHT TO BEAR UPON THINE ENEMIES ONCE MORE!
ITS ALIVE!! BWAHAHAHAHA!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 11:46:41 pm
i think it's more friendly on the eyes now :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 11:52:12 pm
If you taced graphics onto it I want them reverted when you finish. I have nothing against them but my monitor doesn't support them very well. Everything looks like little spothes of color instead of (to me) recognizable symbols.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 08, 2012, 11:55:36 pm
didn't fuck with the saves at all,just unpacked and played, so the game should run on whatever your tileset be your choosing once it's done unless somethign weird and whacky is goign on, having said that this is spearbreakers, so everythign is possible.... ;-)

ah well might as well get started on month 2
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 08, 2012, 11:56:26 pm
This is true... But It should thankfully be left alone as far as graphics go so good job.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 08, 2012, 11:56:43 pm
Lol, as Mr Frog said, "This is Spearbreakers, where all fucking bets are off."

I'm going to recommend not reading what's in the spoiler tags. But I hope you do. Its personal stuff, so its very off topic.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 09, 2012, 12:23:57 am
ehm, is there any lever to the depot bridge (you know the one we have at the very start, can't find it anywhere !? don't want to kill all the migrants :-/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 12:26:28 am
Well the old one should be hooked up a lever in the original furnishing manufactury.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 09, 2012, 12:31:30 am
Bridge lever finding 101:
Pull ALL the levers. Wait 100 ticks. If none work, hook the bridge up to a new lever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 09, 2012, 12:34:36 am
i'm presuming it's that pitchblende one..... will label it if it is.... and if it isn't prepare for FUN...

well the bridge didn't move.... and we're all still here... awkward...... wonder WHAT I HAVE DONE.... better put that lever back where it was... :-S (LOL)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 12:38:34 am
If nothing happens then someone disconnected it. That should be the one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 09, 2012, 12:45:20 am
Lol.
Levers.
#1 cause of Fortress death after magma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 12:47:45 am
Of course as soon as they arrive, it'll only take one zed to kill them all anyway. Don't bother trying to help them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 01:10:56 am
Isn't there a lever in the dining hall that operates the second entrance's drawbridge?

...Wait, does the second entrance even function anymore...? GAAH

Anyways, @Paintbrush:

Mmmm... not a masterpiece by any stretch of the imagination. I was going to say that the primary problem is that it's really incoherent, but you seem to be both aware of that and intending to correct that, so I guess that's already dealt with. And I was going to say use more pictures, but you seem to be aware of that, too :V  My job's been done for me today.

Still... an UPDATE. A MOTHERFUCKING UPDATE.

Spoiler (click to show/hide)

Here's to more!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 09, 2012, 01:22:31 am
ok so i'll provide a runnign update here (can't resist sharing): and a proper one later on don't say you haven't bee warned

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 01:24:11 am
................


Migrants.... S-survived?
WHAT FUCKING HERESY IS THIS!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 09, 2012, 01:28:41 am
SKILL - not to flatter myself here  :P
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 01:30:52 am
This is too good to be true. We're gonna get a siege of 80 Spawn mounted on necromancers or something in a few months, I just know it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 01:34:37 am
I won't lie, I'm beginning to consider using a larger percentage of professional melee troops while everyone else is just a peasent levey of marksmen, this makes me consider that even more.

And if the spawn show up, those zeds are done. They kill by taking out limbs, something that spawn will laugh at and continue to chomp on them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 01:41:07 am
Is it just me, or have necromancers taken the Hospital's place as Longrunning-Fort-Nemesis-That-Nobody-Really-Expected?

My poor little Spawn keep getting their thunder stolen :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 01:42:05 am
Only because mitch fixed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 01:43:54 am
Still, we haven't had anyone go Spawn in like five years. I have failed as a modder :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 01:45:04 am
Not really, we're just trying to avoid the fate of most forts for as long as possible. The only problem is the hospital and zombies had something to say about that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 09, 2012, 01:01:52 pm
HAHA got them all in no casualties 6 new dwarves 3 male 3 female, did i mention that one of the males is an adept swordsdwarf?

...You are a god. I ran that through five times (old comp is slow as heck, but hey - it works), and the only solution I found was making yet another temporary entrance through the tower I made during my turn, and even that only got me three migrants saved, and Aseaheru died mysteriously, too (missing - sorry, man).

Also, hurray for updates! :D You have made me very happy.


And yeah... We've still mostly just turtled and hid. But even so, we have well over 100 separate severed body parts/corpses within the fort proper. For having turtled so much, that's beyond bizarre and into plain scary. And was it mentioned that Fischer has over 100 kills?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 01:10:54 pm
spawn.... RIDING NECROMANCERS?
that's it, were screwed. :'(
also:YAY UPDATE!


i haz drawings but i must ask, may i add a new company to sit alongside parasol and ballpoint?


i googled manamaids and got: lack of clothing, dwarf fortress and .... poneys?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 09, 2012, 01:38:02 pm
Migrants.... S-survived?
WHAT FUCKING HERESY IS THIS!?

This, just epic. This
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 01:40:59 pm
yes. have we finally accepted that my dwarf war 1: NEVER NAMED ASEAHERU, 2: WAS NAMED MINKOT and 3: IS DEAD. D>E>A>D D.E.A.D.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 09, 2012, 01:41:50 pm
................


Migrants.... S-survived?
WHAT FUCKING HERESY IS THIS!?

This. Quotes section. You must.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 01:44:52 pm
yes. YES


HA!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on July 09, 2012, 03:06:38 pm
If you can get the save running, have fun finding my two hidden easter eggs.

HINT: They both have my name in them.
Would that be the points you left somewhere? "Mitch cancels stuff"?


Splint - read your last story post. If Spearbreakers had a yearbook, Mr Frog's character would have the "Most Likely to be Broken" award, so I wouldn't worry about it. :P You have successfully made Mr Frog epic again. I think the cape really does fit him nicely, but now in a sort of good-guy/mad-scientist/Batman kind of way... He's an odd combination of the three. But really - it was good. I like how it's going. :) Bravo.

Welcome back, Codyorr - I got your character's personality for you, but it's a ways back in the thread.

I love how manamaids were rediscussed... Does someone have the raws? I lost them when my laptop became scrap metal. :(

And finally... THE SECOND POST IS FULLY UPDATED! The fan stories are getting confusing to place because of our crazy timelines, though... but it's updated. All recently nominated quotes accounted for, and all story posts as well. (Hans, hope you don't mind my slightly creative streak with your title names. I was attempting to imitate Mr Frog's brilliance, but I think that on the whole I failed. :P (oh, and if I didn't mention it - thanks for the nominations. :) ))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 03:19:18 pm
THE SECOND POST IS FULLY UPDATED!

YES. THANK YOU. I so did not want to go through over a month of posts twice.

I have the interaction and creature files for manamaids in my modding folder somewhere... I don't think I have the full clothing list, though, only the old item_lingerie.

Quote
If Spearbreakers had a yearbook, Mr Frog's character would have the "Most Likely to be Broken" award, so I wouldn't worry about it.

Probably because his characterization's actually incredibly-shaky and poorly-defined, even when the original authour is writing him so subtle and nuanced.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: codyorr on July 09, 2012, 03:42:17 pm
1 update. 1 hundred page long of comments celebrating weak update. I think it's time we sent Splint to fight the hordes alone. Just a suggestion. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 09, 2012, 03:57:13 pm
he left them in his room...... guess what he does in his room is none of my buisness ...
and yes i knocked a hole in the wall to let the migants in, but only because the bloody drawbridge at the trade depot doesn't bloody work :-/

oh and
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 09, 2012, 04:21:39 pm
I don't think I have the full clothing list, though, only the old item_lingerie.
My Xena-style warrior princess outfits! My nurse outfits! Noooooo!!!
Enh, well, maybe I sent a copy of it to my brothers. I'll have to check on that...

1 update. 1 hundred page long of comments celebrating weak update. I think it's time we sent Splint to fight the hordes alone. Just a suggestion. :P
Not his fault, it's just slow updaters. And people who don't make huge updates. I miss the huge sit-and-read-for-half-an-hour updates, but updates are better than none at all.

he left them in his room...... guess what he does in his room is none of my buisness ...
and yes i knocked a hole in the wall to let the migants in, but only because the bloody drawbridge at the trade depot doesn't bloody work :-/

oh and
Spoiler (click to show/hide)
A DIAGRAM OF DINING ROOM LEVERS:

oo

o

top left: Put on repeat to trigger spiked catwalk.
top right: pull for spiked catwalk bridge (I think.)
bottom: something else. I think the wagon road.
I have no clue what the pitchblende lever does, but you might want to check that dwarf for radiation sickness.
(Actually, would it be possible to update the material raws so that the stones actually weigh what they're supposed to? It'd be nice to have heavy pitchblende hammers like Splint originally intended.)


Also, hooray for spawn. I can't wait to see how you handle them. ;)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 04:51:09 pm
I am pleased by these updates and words being shared. Yes I am....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 09, 2012, 06:25:26 pm
The drawbridge right next to the depot has been out of order for about four years last time I checked. You want the one down the tunnel. ...I think. Oh god I have no clue how this bloody place works anymore

I admit, I kind of forgot that the wall next to the depot was actually a raised bridge :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 06:26:34 pm
That's hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 07:52:54 pm
owch.




so CAN i add a new factor to our future shit?
please?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 07:58:39 pm
The megacorp war is already basiclly our analouge to hell in a handbasket. Go for it. Spearbreakers is going to be hell crying for lube.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:02:00 pm
YAY!



so now {or when i find a scanner}
i present.....
STONE I.N.C.
makers of Anti-Spawn weapons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 08:04:30 pm
Which are probably complete lies and at best kill zombies in a mediocre way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:13:10 pm
well, all there wepons like reduced recoll and are short so they are good in tunnels. or are silent. or all three.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 08:14:26 pm
So it's more  a dedicated weapon company that markets to dwarven armies?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:19:29 pm
yep.
and kindof a nation of its own.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 08:21:00 pm
So that means a total of four NGO Superpowers. A clusterfuck indeed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:22:16 pm
four?
theres SI, BP, PS and ..... what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 08:24:15 pm
Joseph's faction.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:32:44 pm
oh....



whell bugger him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 09, 2012, 08:43:13 pm
I won't be surprised if the spawn or us make this thing

Spoiler:  the best weapon ever (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:44:18 pm
SHEEP!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 09, 2012, 08:44:27 pm
i wont be surprised if the spawn or us make this




Spoiler (click to show/hide)

MAKE IT HAPPEN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 09, 2012, 08:45:10 pm
Deflector sheep. Intresting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 09, 2012, 08:50:52 pm
yes
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 10, 2012, 01:03:29 am
I.N.C.? The bloody hell does that stand for?

Unless you meant Inc., which stands for 'Incorporated'.

What's an Anti-Spawn Weapon supposed to be? Is it... like, a REALLY, REALLY BIG gun? :p


Joseph's faction is named "Eris" (after the goddess of discord and chaos) and despite actively conducting various research is a (ludicrously well-funded) vigilante organization rather than a commercial enterprise. Their focus is on generally uprooting any sort of entity that Joseph judges to have become too powerful for the general public's safety using whatever means Joseph deems necessary (NOTE: while this is a reasonably-noble cause, there is still the fact that they're being led by a maniac).

@bukit:

Where, oh where do you find this stuff? :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 10, 2012, 07:38:21 am
@bukit:

Where, oh where do you find this stuff? :V

do not question my insanity it simply is....


(the wonderful world of imgur!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 10, 2012, 08:48:23 am
think weapons that ether saw them in half or fire rounds guided to there hearts that blow them open.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 09:48:41 am
Woo, I'm back from jail (again). I'm excited for the next update.

@Talvieno: Nice. :) The only one that confused me was the papercut from beyond the grave.

@Splint: Awesome quote. :D

@Mr Frog: You're dwarf has more different characterizations than there are actual characters in the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 10, 2012, 10:15:46 am
jail?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Hanslanda on July 10, 2012, 10:27:45 am
jail?
Whoa, wait, Hansie's going to jail? Why?
For being too damn awesome, would be my guess.


Well, ya see kids, it all started when I dropped fifteen hits of acid and got raided. This is not a joke, overexaggeration, or hyperbole. It was literally fifteen hits, and they literally raided my house. They didn't even arrest me that day. Then they caught me with some pills back in December, put me on Drug Court, and the rest is... Not very much fun, to say the least. Only one year and two months until I can get high again get drunk.



This. I'd be a felon if I wasn't on Drug Court.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 10, 2012, 10:45:53 am
......


.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: tahujdt on July 10, 2012, 10:47:48 am
Check out my sig sword.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 10, 2012, 11:17:14 am
cool
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 03:36:48 pm
Its badass. Can you change the color at will?

@Aseaheru: I'm sorry, does my legal trouble disturb you? :D Felons are human too. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: tahujdt on July 10, 2012, 03:49:45 pm
@Aseaheru: I'm sorry, does my legal trouble disturb you? :D Felons are human too. :P
When I was reading it, I realized, "Wow, I guess people from all walks of life play Dwarf Fortress."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 10, 2012, 04:28:32 pm
quote? The one about the migrants?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 10, 2012, 06:03:38 pm
nuhnuh.
and possably
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 10, 2012, 09:13:42 pm
This languished to the middle of the page. FIX IT NOW BASTARDS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 10, 2012, 09:38:05 pm
Hey, I finally got to the end of the thread! :o


Nice stories and gameplay; it's up there with Boatmurdered in my opinion :D

So, uh... yeah. Bump.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 10, 2012, 09:38:37 pm
Welcome aboard. I hope you like cave moss drug laden booze.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 10:15:28 pm
@Aseaheru: I'm sorry, does my legal trouble disturb you? :D Felons are human too. :P
When I was reading it, I realized, "Wow, I guess people from all walks of life play Dwarf Fortress."


For sure. :) It doesn't bother me if someone doesn't like that I enjoy drugs. I'm serving the punishment prescribed by the legal system in my area for my crimes, I am not a bad person. I know I'm a good person, despite my flaws, and that is all that matters. :P And I won't actually be a felon if I complete this program.

nuhnuh.
and possably

@ me? Cuz if I bother you, just ignore me. :) I don't advocate people using illegal substances. They're bad and evil and ruin your life, but I do choose to use them, so take from that what you will.

And back on topic. Thanks Megaman, that's a great compliment to this place. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 10, 2012, 10:19:56 pm
Just never take anything that fucks you up when you already see or hear things. Cause then shit gets wierd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 10:32:54 pm
Just never take anything that fucks you up when you already see or hear things. Cause then shit gets wierd.


Like when you've been up for a week? Or do you mean like schizophrenic seeing things? There's a lot of things that can make you hallucinate and the vast majority are naturally occuring conditions like sleep deprivation or starvation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 10, 2012, 10:41:19 pm
I mean mental disorder type.

Should Ecem's team get caught and shoot thier way out or shot down post sabotage?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 10:43:59 pm
I'd vote for post sabotage, as that would seem to further hide Frog's culpability in the whole deal, but mid-sabotage would be good too, as it would add even more complexity to the xanatos speed chess Frog will have to play.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 10, 2012, 10:55:32 pm
......


.....

I always hated that episode. I still have nightmares about the Skin-Taker's 'dance' with Mimi Mermaid. How that shit got past the censors is a mystery to me.

@Hansie:

I don't use drugs recreationally, but I don't really have any reason to care about what you put in your own body so long as you aren't harming anyone else. I'd rather you avoid doing anything especially harmful to your health, but that's not my decision to make.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 10, 2012, 11:31:25 pm
That's always how I felt about it as well. If I'm the only one getting hurt by it, why is it such a huge deal? There is nothing different between a joint and a cigarette IMO, and alcohol kills more people every month than drugs kill all year. Don't do drugs though. I did, and I'm facing 1-7 years in prison if I mess up my program.

I really must insist we change the subject though, I don't want to inadvertently offend someone or get us modded for off-topic discussion.

So, PBT, when's the next update?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 02:51:51 am
writing it up when the boss isn't looking ;-)
shouldhave it ready tomorrow sometime sry want to make this one better than the last  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 03:53:06 am
I'm personally okay with you taking as much time as you need as long as you're actively working on it (no 'oh, I got caught up playing Mass Effect instead' or similar BS) and keeping us posted. 'Good update after a couple days' is acceptable; 'No update after two weeks' is not :)

(It is Splint's call in the end, though. I just like to pretend I'm in charge :) )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 07:02:27 am
He's keeping steady in keeping us posted. All that matters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 10:31:16 am
Indeed. :D So excited for moar update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 11, 2012, 10:57:58 am
writing it up when the boss isn't looking ;-)
shouldhave it ready tomorrow sometime sry want to make this one better than the last  :D

Yay for an update!

I really must insist we change the subject though, I don't want to inadvertently offend someone or get us modded for off-topic discussion.

Offend someone? On the Dwarf Fortress forums? I'd like to see the day hat happens :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 11:26:50 am
Indeed. It seems most people here do as I did, and change the subject before it gets to flame war proportions. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 11:30:03 am
well my excuse is that i got caught up doing my job (nono not playing my oversser turn), the other one, you know that pays my bills. However here's proof that the two aren't mutually exclusive, so techically  got pay for this, well to tell the truth i didn't, i got paid for what i was meant to be doing now but did an hour ago so have "spare" time now :-D

Sorry my internet is being a pain in the ass and has gone down to modem speed (again) the techician will be in to look at it next week, so until then you will have to put up with text only updates (i will add the pics in later on) (again c&c is welcome, i think it is more coherrent now, but you be the judge of that ;-))

UPDATE 2
Slate:
I’m suspicious of Splint, I think he is up to something, I’d swear he is hoarding mugs in his room, too. I think someone needs to keep an eye on him, at least until I know what he is planning. I have thus expanded our Fortress guard to 10 members, this has the additional benefit of taking our “trained” military up to 40 dwarves, I have also assigned stations to them, 2 to the EIDS (Early Intruder Detection System), somehow the kiwi got killed by some undead that wandered in after being resurrected inside our guardtower, they have crossbows so can fire at any intruders below, 2 more in the guard tower above it, and another 2 in the guard tower outside the trade depot, this should hopefully keep the map reasonably safe once I have cleared all the zombies and should allow me to focus on securing and exploring the caverns. It also has occurred to me that whoever gave the military has been rather harsh on them, they don’t even get time to eat, how are hungry soldiers meant to fight effectively, I have reduced the minimum number of soldiers required to be on duty to 8.

A somewhat breathless guard has just burst into my office yelling something about migrants, I wonder what they were thinking… I have ordered the drawbridge outside the depot to be lowered, but it appears to be broken, I think we have been sabotaged, this confirms my earlier call for more personnel in the fortess guard, however when I asked the captian of the guard if anyone of them had seen anything I only got a replies along the lines “No, they’re busy and have to pick up my equipment” I think he should pull the other one, it’s got bells on…., how long does it take to put on some armor? I mean seriously, if he doesn’t get hit bunch of guards organized I would see to it that he’d spend the rest of his life cleaning out the animal pens!

Anyways, I have been forced to have the migrants make camp, it appears that zombies don’t understand speech, but miraculously can sense if someone left a door unlocked, I think this is something that needs investigating as it may allow us to combat the zombie threat more effectively.

I have to commend our miners they are either incredibly efficient or incredibly bored, I had barely mentioned where an escape tunnel neded to be dug when they started swinging their picks, the migrants rushed in and certain members of the fortress guard had to be physically restrained from running out there and picking up equipment, I think I may have been a little to harsh with their commander. On the bright side most of them are now equipped and ready for action. So long Brainsuckers…., speaking of the undead the ghost that was wandering around the fortress has been put to rest, good riddance I say. I have also noticed a rather hollow clonk when I examined the hospital, closer examination leads me to believe that there is a stairway in the way of the bucket as it travels towards the water in the caverns….. I have fixed this by shifting the stairway to allow the bucket to move freely.

Felsite:
On my way back to the barracks I passed Corai who running throught the corridors babbling about animal skins, he also refuses to let anybody inside his workshop, I have sent Fisher to investigate, I’m told she has previous experience in treating the violently insane….

Fischer just Reported back to me and it appears that Corai has created a masterfull suit of leather armor, I can’t bring myself to tell him that we don’t use that anymore and are capable of using metal, even adamantine, but he seems happy enough.

Corai has been pestering me to come and examine his leather armor *sigh* I suppose it will keep him happy….
It has just struck me as to how dirty this place is I have ordered Splint to see to it that this place gets cleaned up, he is the manager after all so I think this is part of his job description, I wonder how he got the job in the first place, I think he is up to something.

I have just had a very excited Simon run into my office and tell me that we really should be starting to haul some mugs to the depot as some elves had been sighted on the horizon, I think watching them try to sneak through the horde of undead at our trading entrance will be fun, I have declared this day to be a holiday with free drinks and complimentary crossbowbolts for everyone. I think at the very least 50% of us just want to see what happens when an elf get startled in the middle of a horde of zombies *HEHEHE*

Damn these elves, it looks like they lead a bunch of goblins right to our doorstep, although I admit that it was to general entertainment, the odds of the elves actually reaching our gates currently stand at 100 to 1 so I do suppose Simon stands to make a lot of money if he wins his bet, which I suppose is a fair enough incentive to sympathize with the elves, at least I hope that this is reasoning…..
The spawn are here, I count 9 (1 of whom appears to be riding a war grizzly bear)on the horizon, the race is officially on, several posters advertising ongoing bets have appeared throughout the fortress, I’m not sure who is responsible for this but it certainly has heightened morale, I have included a transcript of one of the posters for reference purposes:

Quote
WHO SHALL REACH THE GATES OF SPEARBREAKERS?
Palce your bets now!
-   ELVES  (100:1)
-   SPAWN (1:1)
-   GOLDINS (10:1
-   UNDEAD (1:1)
-   NONE (1:100)


Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 11, 2012, 11:43:07 am
I bet 5 internets +lead mug+s on the elves!

Also, I forgot to ask for a dwarf. If possible, I'd like to be a marksdwarf :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 11:50:41 am
dwarfed you as megaman, you are in the fortress guard
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on July 11, 2012, 11:52:02 am
all my +gold mugs+ are on none. spearbreackers is dorfy and can stand to any attacker
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 11:58:19 am
Put me down for the Goblins. Plucky little bastards.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 11, 2012, 01:41:49 pm
all my +gold mugs+ are on none. spearbreackers is dorfy and can stand to any attacker

But... wouldn't you lose money by betting none?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 01:56:06 pm
the odds are 100 to 1 so he get's 1 gold mug for every 100 he wagers, if he wins ;-) so if he wagers 100 gold mugs and wins he'll have 101 gold mugs...

edit/

justch checked and we don't have any +gold mugs+ only stone

also bit of an antclimax in regards to the spawn, ns if undead are just way to op or spawn are just meh but

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 02:41:19 pm
One problem: the EIDS won't work, because grates don't let arrows through :( That was actually the keystone concept of the F.R.O.G. -- grates block attacks, but not vision, meaning that ambushes could be revealed safely.

E: Also, am I correct in understanding that we now have a third entrance? Hoo boy :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 03:07:58 pm
entrance #3 was only 1 square wide and is bricked up again ;-), i'll need to fix the trade depot bridge sometime.... well the grates may block attacks but the fortifications with the floodgates in front of them won't ;-), we'll see when we get a ranged ambush / siege at the rate those elfs are dyign it can't be long :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 03:33:47 pm
These goblins haven't mastered bows yet. That was a foul up on my end cause I left them without rangers to force them to fight on my terms. No traps, no smashers, just a wall of dwarven metal and beards up against squishy goblins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 03:59:34 pm
ah i see, i'll just piss some elves of, we need bow ammo anyways ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 04:01:13 pm
If you have DF hack, you'll need to fix the elven diplomats and hope we get a baron soon. Violating a tree cap will be a surefire way to piss them off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 11, 2012, 04:33:38 pm
War with the elves? I like it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 05:00:53 pm
I think there's a stealthed necromancer hanging around outside, which is why the Spawn are losing so hard. Anything they kill just pops back up a second later, and they're not smart enough to hunt down and kill the necro. The Spawn are tough as hell, but -- unfortunately -- 'tough as hell' is a finite value and thus not nearly enough to weather the zombies.

On the plus side, we now have an automated defense system that is literally mathematically-impossible for invaders to survive. Because Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 05:04:21 pm

On the plus side, we now have an automated defense system that is literally mathematically-impossible for invaders to survive. Because Spearbreakers.


I nominate this for the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 11, 2012, 05:09:36 pm

On the plus side, we now have an automated defense system that is literally mathematically-impossible for invaders to survive. Because Spearbreakers.


I nominate this for the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 05:17:42 pm
Okay, double-checked Mitchie's save... Two points:

1. The lower-left dining hall lever works perfectly-fine and operated the drawbridge one floor down from the depot and a bit to the right, which is what we've been using for the past four years.

2. There are well over 100 undead body parts as well as a for-the-moment-still-living kingsnake running around outside, along with some indeterminate quantity of necromancers. I don't think there are enough invaders in the world to solve that particular problem for us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 05:18:46 pm
If things would stop dying then the necromancers would have gotten bored eventually.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 05:39:07 pm
Right now, we need some way to seperate necros from zombies to prevent infinite resurrection. I recommend a cavy corpse placed in a room with sealable doorays both to the surface and to the inside of the fortress, like so:

#############
#...........#
#.#.........#
#.#.........#
#.#.........#
#.#....c....+ ---> To Fortress
#.#.........#
#.#.........#
#.#.........#
#.#.........#
#+###########
 |
 |
 V
To Outside

(The bend in the passageway is so that the necros won't be able to raise the cavy until they're fully inside)

Seal the door to the fortress, open the door to the outside, and wait. When the cavy resurrects, it means that you've caught your necro and should probably seal the doors to keep them from getting out. Afterwards, you can open the door to the fortress and send your military in to get rid of the caught necros (the cavy corpse should go down quickly, and can in fact be reused).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 05:47:07 pm
Genius.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 11, 2012, 05:55:38 pm
actually it's more like 200, and briefly went up to about 350 after the spawn came through... :-/ played hell with my framerate, too now it's back down to 74, i think i may just focuss on clearing undead for the rest of my turn there is well over 1000 bodies and podyparts around the place :-S, sigh sign me up for another go sometime, i want to crash the clowncar ;-)
i'm just gettign rid of the bodyparts for them to resurrect via the spike bridge, but yeah we can do the cavycorpse idea, too
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 06:04:00 pm
Methinks I'll need to do what I did before.

Humans can be trained into legends, I'll train these dorfs into gods. And on my next go I am going to say that as my opening statment, so get used to this broken record.

And I propose we do either magma chute garbage dumping or trash compaction with a purpose built bridge.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 06:12:14 pm
Whatever corpse you use for the necrotrap, make sure it's something easy-to-put-down, or Nastiness will occur. Oh, and care will need to be taken to not expose the miner to danger when opening the trap to the outside.

I think the necrotrap will be quicker at cutting off the source of the zombies. You'll still have to kill off the zombies themselves, though.

Those poor, poor Spawn. They were expecting legendary axedwarves and masterwork spike traps, not 300 reanimating kitten skeletons. That's like signing up for WWII and instead being catapulted into a black hole.

E: You get 74 FPS in this nightmare? What are you playing this on -- Skynet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 06:13:20 pm
Signs up for fortress raid

Get sent to racoon city instead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 11, 2012, 06:18:58 pm
what?


also, still no scanner, but i DO have three more peices of shit art ready!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 06:20:46 pm
Raccoon City is where Spearbreakers dwarves go on vacation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 11, 2012, 06:21:10 pm
whats raccoon city?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 06:21:53 pm
Racoon City is the city the first two resident evil movies take place in.

Get the joke now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 06:23:04 pm
whats raccoon city?

Short Answer: Google it.

Long Answer: That place with all the zombies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 11, 2012, 06:30:41 pm
joy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 11, 2012, 07:56:31 pm
74 FPS... I can't even get that much in a brand new fort  :'(

Did any elves make it in? I'm hoping that I didn't just lose 5 +lead mug+s...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 08:25:57 pm
I haven't fully caught up with all the side-posts, but it's been far too long since my last story update, so here's a teaser:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 08:29:59 pm
A teaser. Splint is curious of uppdate down road.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 08:31:21 pm
I'm not going to do any more work on it until I finish reading through everything else, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 11, 2012, 08:34:23 pm
you, my dear frog, are a GENUS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 08:40:39 pm
you, my dear frog, are a GENUS.

Can I pick which one? Because hylids (http://en.wikipedia.org/wiki/Hyla) are friggin' adorable.

EDIT:
Spoiler: EXHIBIT A (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 11, 2012, 08:42:35 pm
yes the are. you are also a GENIUS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Mr Frog on July 11, 2012, 09:13:38 pm
Really old, but I just noticed while rereading and feel it should be addressed:

@ Mr Frog - very awesome story update... I liked your description of Joseph's place, and I'm curious - if Joseph (who I'm assuming went rogue from Parasol?) has cloning and memory alteration technology, wouldn't that make the original "version" of Mr Frog "expendable", so to speak?

Well, manufacturing a replica from nothing isn't cheap. If you're creating the matter from scratch out of energy, you'd need something like 3 quintillion joules of energy to make a single Mr Frog (assuming he weighs around 30-40 kg -- he's pretty small, whatever he is). You could admittedly get that energy by using up another source of mass (I'm guessing if they possess the tech to convert energy directly into matter, they could also do the reverse), but energy inefficiency means that you'd still need to put in quite a bit more energy than you're getting back in the form of Mr Frog biomass. They could probably pop out a few more Frogs if they really needed to, but mass-producing him is far beyond anyone's means.

Also, a problem with clones is that they're still people with their own agendas, which is magnified by someone as inscrutable as Mr Frog. Eris only cloned the one Mr Frog because they desperately needed to keep Ballpoint from finding out he'd gone over to them. Further Mr Frogs would simply add further uncertainties.

They way I picture the memory-thing working is by scrambling all of a person's memories up to a certain point in time. They're still there enough for the brain to reconstruct most of the memories from other data, but it's inaccessible otherwise. If you woke up in your bed immediately after being mind-wiped, you'd probably think you were just really groggy. An extensive mindwipe like what clone!Mr Frog had would probably have noticeable symptoms, though ("wait, why does my calendar say '21 Granite'?").
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 09:15:40 pm
Hence my past statment, he may have holes in his memory he can't account for, leading to clone!Mr Frog being extra paranoid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 09:49:21 pm
Hence, the V stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 10:05:20 pm
@Splint:

Unfortunately, I have now read some more of V's journal, and Mr Frog actively contacts Joseph during the events of V's journal, which could not possibly have happened had he been mindwiped :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 10:08:05 pm
Meh. Then maybe being cooped up in this little shitpit is just getting to him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 10:28:58 pm
*Waves hand*
This is not the continuity error you are looking for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 10:34:23 pm
I think this has become such a bungled clusterfuck canon wise I don't know if we should care anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 10:44:34 pm
In Spearbreakers, all explanations are valid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 11, 2012, 10:50:28 pm
Splint was pleased with writing a story lately. He had a fine drink lately. He has been irritated by the sun lately. He madea satisfying aquisition lately. He stopped caring about continuity snarls recently. He has regained a small measure of sanity recently. He lost soldiers named after friends to tragedy recently. He suffered a savage mug-beating recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 10:53:32 pm
Splint was pleased with writing a story lately. He had a fine drink lately. He has been irritated by the sun lately. He madea satisfying aquisition lately. He stopped caring about continuity snarls recently. He has regained a small measure of sanity recently. He lost soldiers named after friends to tragedy recently. He suffered a savage mug-beating recently.

...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 11, 2012, 10:55:36 pm
Splint was pleased with writing a story lately. He had a fine drink lately. He has been irritated by the sun lately. He madea satisfying aquisition lately. He stopped caring about continuity snarls recently. He has regained a small measure of sanity recently. He lost soldiers named after friends to tragedy recently. He suffered a savage mug-beating recently.

...

Corai has been pleased recently, he has seen pure win recently. He has taken joy in other's distaste. He has done insane things in PMs recently. He has done this wrong recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 10:59:18 pm
... I'm somewhat less and somewhat more confused now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 11:01:12 pm
Okay, I'm all caught up with the stories and incidentally of the opinion that we desperately need to share our story notes with each other occasionally, in light of the fact that we seemingly, impossibly, have more distinct canons than authours :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 11, 2012, 11:05:50 pm
Okay. I'll go first:

Story of Urist
Uh...
Start writing.
? ? ?
Profit.

Story of Hans
Start writing
? ? ?
Profit.

What are story notes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 11, 2012, 11:14:40 pm
Better yet, who cares? :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 12, 2012, 01:43:31 am
I waa getting animated corpses my framerate fluctuates between 50 and 37 dependign on how much shit is trying to kill other shit ;-) (mostly)

as to what i'm running
ASUS G73JH with a ATI Radeaon 5680 12 GB ram and an i7-740 ;-) shame df isn't written for multicore machines eh?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Reudh on July 12, 2012, 01:48:43 am
It's not written for multicore machines because multicore machines didn't exist when this was first being written. What you can do is massively overclock one core to within an inch of its life and have a great cooling setup, and set DF's processor affinity to that core, and its priority to High.

That way you should get ~300 dwarves running at 70-100fps comfortably. It'd cost you money in electricity though!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 12, 2012, 01:49:57 am
I'd like to add multithreading to the list of things that we please do not bring up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 12, 2012, 03:32:47 am
TO LATE :-P
anyways revamping the smithing industry atm (have gotten 1 armorsmith to legendary he is busy banging out adamantine armor atm, much to fishers delight, i can see her zippign back and forth from the danger room to the forges and back lol, sorry splint but i think i'm buildign a backlog of enormous proportions (so far there are about 450 pieces of armor to be made, pray i don't get to the clothing industry before the year is up ;-), as it is you seem to have trouble approving the managers orders at the rate that i give them...) I think you can just sit back and enjoy my commands rattle through LOL although you may have to get someone to mine more ores....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 08:18:54 am
Well my intended training force rework obviously will be unneeded (Desperate times and all, hence danger rooms. Ordinarily I'd be against them, but given our.... Circumstances I'll allow it.) BUt I'll take care of reequipping and reorganizing everything I must.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 12, 2012, 10:34:17 am
as to what i'm running
ASUS G73JH with a ATI Radeaon 5680 12 GB ram and an i7-740 ;-) shame df isn't written for multicore machines eh?

I take solace in the probability that your i7 isn't a Sandy Bridge architecture :P Also, why are you running an ATI card while playing dwarf fortress? NVIDIA cards historically have had better OpenGL support.

You have 450 pieces if armor made? Jeez you work fast...

What are story notes?

Remember back in English Comp when you had to make outlines? Kinda like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 12, 2012, 10:48:00 am
First letter from Urist to Baron *This word written here is illegible, smudged out by blood* 
Spoiler (click to show/hide)


What are story notes?

Remember back in English Comp when you had to make outlines? Kinda like that.

I was joking. :P I know what story notes are. I just don't have any for this stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 12, 2012, 11:09:57 am
Ah okay :D


And what's wrong with our mugs? I like our mugs :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 12, 2012, 11:25:10 am
To Urist, pretty much the fact that the mugs are approaching critical mass is what's wrong with them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:31:39 am
I think that's everyone who survives to make it here's reactiopn: WHY ARE THERE SO FUCKING MANY MUGS!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 12, 2012, 11:43:02 am
Hey, I'm trying too draw the average day for a dwarf in Spearbreakers, and have morning drawn on paper, and transferring it line by line to digital. I don't know when I’ll be done, but what image uploading site should I use? (This is the first art I'll have ever put on the forums)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:45:58 am
Personally I'd recommend either imageshack or Tinypic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 12, 2012, 11:49:24 am
Thanks, when the picture is done I may show it for criticism.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:50:04 am
Well chances are we aren't one to provide a whole lot of that. We justa ppreciate all this thread generates equally!

EDIT: I've decided to grab Mitch's save and try to work my magic as best I can. I can only wonder what horrors I'll be dealing with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 12, 2012, 02:39:36 pm
*Waves hand*
This is not the continuity error you are looking for.
Aw, great.

To sum up:
An elf shows up in the fortress. Mr Frog is suspicious because one of his weapon blueprints were stolen, and the pages of his paper journal shuffled. Instead of believing it to be Talvi, he believes it to be V/Vanya, 1. Because the only item of evidence left behind was her bracelet, and 2. because he found an elven spy in the records of Ballpoint (which he hacked) who coincidentally had the same initials (and more interestingly the same first name name (I was going to explain that, and still may)) as our little skulking maiden. It stands to reason that if Ballpoint intended to kill him originally, once they found out where he was (and by how they have troops stationed right outside Spearbreakers, I'd say it's a safe bet they have), they would send someone after him. Mr Frog would know this, and hey presto - continuity error solved.
Also, all that stuff happened late in Mitch's reign, and I assumed Mr Frog went to Joseph's place early in Stormtemplar's turn (now PBT's).

Haven't been on in a few days and I'm still reading through everything. I may end up editing this post (but let's be honest - I typically edit all my posts anyway :-\ ).
By the way, awesome update, Paintbrushturkey. :) Loved the bets being placed. lol


EDIT: Llasram, I use img.ie/photobucket. Photobucket can have some issues if too many people look at your pic, though, so I'd suggest Img.ie over that if you're posting something here with (bracket)IMG(bracket). But really, which you use doesn't matter, so long as it works.


In other news, I'm working on continuing the V journals when I can, though I'm doing it mostly offline. As to story notes, my first thought is to have another tinychat session where we brainstorm story continuity... unfortunately I likely won't be around to participate. :( But I have been taking notes... V's story is more complex than any other I've written by... a lot. It's getting difficult for me to keep track of everything. :-\ I've been using a notebook to write things down in to keep it all straight. But don't worry! It doesn't mess with anyone's plots... unless it's a bad thing to have Spearbreakers-bound Mr Frog decide to go to war on Joseph/Parasol/Ballpoint himself, possibly with the help of a little elven misfit.

Yay, fun! Also, second post re-updated. If I missed anything, let me know - preferably via PMs. Not that I'll be able to get to it any faster, but it'll be a little more glaringly obvious. And Hans, fixed the weird title. It was an obscure reference I wasn't sure if anyone would get.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 03:03:40 pm
Wow this place really is as.... Why does everyone insist on those retarded looking isolated workshop cells..... I built the orginal in a work bay type fashion NEXT TO THE STOCKPILES for a reason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 03:06:05 pm
because we are the dwarves of spearbreakers.
why do you ask? ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 12, 2012, 03:06:48 pm
Wow this place really is as.... Why does everyone insist on those retarded looking isolated workshop cells..... I built the orginal in a work bay type fashion NEXT TO THE STOCKPILES for a reason.
Lol. That would be because of strange moods.

But... hauling things to the new ones is a pain. Stone or not.

because we are the dwarves of spearbreakers.
why do you ask? ???
Ninja'd by this, which I agree with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 03:08:58 pm
YAY! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 03:11:18 pm
That was a broad sweeping statement in general. Am I the only one willing to risk casualties from berserkers? I thought this was Bay12. Did no-one notice the fact I had arranged these workbays to be locked down if a berserker happened? They don't go tearing down doors, they just want to kill things, and overall even for a succession fort the current work cells are incredibly inefficent.

When Paintbrush is done I'm rebuilding my workbays.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 12, 2012, 03:13:00 pm
I've had my legendary miners get moods and go berserk before; the aftermath isn't pretty.

Your fortress has crumbled to its end.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 03:15:17 pm
heres a idea: now that some ass updated the fort we can lockable workshops near small stockpiles that empty into the stockpile of death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 12, 2012, 03:15:43 pm
We did have The Master go berserk, and that had no ill consequences, besides a disemboweled Terrahex. Fischer managed to take him down before too much else went wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 03:16:34 pm
what if its fischer or splint?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 12, 2012, 03:18:12 pm
what if its fischer or splint?
If Fischer goes berserk, I don't care what we throw at her - we're screwed. Unless we trick her into invading hell herself... and even then, I wouldn't be totally willing to bet on hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 12, 2012, 03:20:43 pm
what if its fischer or splint?
If Fischer goes berserk, I don't care what we throw at her - we're screwed. Unless we trick her into invading hell herself... and even then, I wouldn't be totally willing to bet on hell.

I think hell would run away screaming :P Maybe Paintbrushturkey should build a 3x3 drowning chamber where Mr Frog was conducting the Spawn experiments. Just in case.

Oh, and could I get a turn for this madness? I'm pretty sure I asked for one before, but the list never got updated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 03:20:57 pm
I'm basically a mug making office worker with a nigh pathological fear of adamantine. I'd be a pushover if I flipped my lid.

If Fischer goes berserk, I don't care what we throw at her - we're screwed. Unless we trick her into invading hell herself... and even then, I wouldn't be totally willing to bet on hell.

Same here, because look at what she can do to spawn made out of crap that can resist a pike.... Those poor demons can't even take a crossbow bolt despite thier strength.

EDIT: Sorry about that Megaman. Didn't see the request.

Also, Draignean is off duty last I saw. Explain this or suffer my mug-wrath.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 12, 2012, 03:26:34 pm
Behold! All of my terrible art skills! The comic focuses on the dwarf who has a portrait at the far right, opinions are welcome so I can improve it if needed.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 03:29:22 pm
......



what if mr frog goes batshit?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 03:31:41 pm
llasram, all I thought when I saw that was: Storage room 1A is running low on mugs. Only counted 600.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 12, 2012, 03:32:10 pm
*awesome fortress engraving*
Needs more mugs. And undying dead. But mostly mugs.
Great art :D





Quote
EDIT: Sorry about that Megaman. Didn't see the request.

Also, Draignean is off duty last I saw. Explain this or suffer my mug-wrath.

Nah it's okay. By the time I get my turn, the fort will probably be destroyed by Fischer anyway ;)

Maybe Draignean managed to bribe his way out of duty by secretly dumpings some -lignite mugs- into the magma forges.

FAKEEDIT: T-T-T-TRIPLE NNNIIINNNNJJJAAAA!! Must be some kind of record :P
ANOTHER FAKEEDIT: Quad ninja!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 03:35:29 pm
Thankfully the edges Mr Frog has in narritve are nonexistant in game. If he actually had any of the prototype weapons he's been working on he'd quite literally be able to turn the army into a pile of scrapmetal and red mush.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 12, 2012, 03:36:24 pm
Thanks, ill be putting more mugs in the storage room and in every nook and cranny, a few hands crawling around, and color
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 12, 2012, 03:38:32 pm
Thankfully the edges Mr Frog has in narritve are nonexistant in game. If he actually had any of the prototype weapons he's been working on he'd quite literally be able to turn the army into a pile of scrapmetal and red mush.
If a berserk Mr Frog actually happens, that'll be interesting to write into the story... lol    At least his replacement will kind of make sense - he's been cloned. lol

Awesome work, Llsram. :) I'll get it into the second post.

EDIT: Draignean is definitely on duty in my version, and was that way at Mitch's save - I have no idea what you're seeing, Splint. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 12, 2012, 04:28:37 pm
PREDICTED RESULT OF STORY!MR FROG ZERKING: Mr Frog mutates himself into enormous poison-spewing amphibian, flushes fast-acting gaseous sedative throughout entirety of fortress. Total Party Kill in 1 hour, tops.

PREDICTED RESULT OF GAME!MR FROG ZERKING: Mr Frog giblets smeared across workshop, military returns to barracks/booze stockpile.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 04:30:46 pm
.....
who plays minecraft?
who wants to play 0x10c?
who plays any civilization game?
who hates steam?
who will play xcom if its not on steam?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 12, 2012, 05:21:59 pm
.....
who plays minecraft?
who wants to play 0x10c?
who plays any civilization game?
who hates steam?
who will play xcom if its not on steam?

Better yet, who cares? That is not even remotely-close to what anyone is talking about right now nor is it even slightly related to the thread's stated purpose. You are not required to post, okay? If you don't have anything pertinent to add, please just lurk or make a seperate thread.

Summer makes me cranky, which causes my ability to cope with shit gracefully to hit a minimum. I apologize for not warning y'all sooner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 05:22:46 pm
i apolagise.
i was bored into another mind.
IM EVEN READING TUMBLER!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 12, 2012, 05:24:28 pm
i apolagise.
i was bored into another mind.
IM EVEN READING TUMBLER!

Just please make another thread instead of attempting to hijack an existing one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 05:34:54 pm
Hey I've done worse. But thankfully this thread and something far worse and brightly colored is helping me crawl out of it slowly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 12, 2012, 07:57:27 pm
wasent trying to hijack it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 12, 2012, 08:10:31 pm
@Ilasram: Awesome engraving. :D

@Mr Frog: Rawr. :P

@Splint: I caught that and I must say nothing. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 08:19:01 pm
What can I say? They make the angry murderer in me shut up.
Hell when you're in a "Gloomy Sonofabitch" mode most of your waking hours anything that cheers you up helps a SHITLOAD.

Hey, I'm open about it with you guys at least. I wholehearted embrace them wether they're in chunky meaty bits on the wall or in one peice embracing me as well.

Decided to go with a few things. i will ruin some for you for the Timewar story

-Ecem, Bugi, Aret, and Koth are not from that time period and are infact heros from a long destroyed settlement, taken at the time it fell to cover thier disappearence by Ballpoint. Ecem and Bugi had earned titles, become known as "The Flayer" and "The Virtuous Haze" respectivly. This will explain what they do and how they were able to do it.

- The Coalition that fought the vampires has reformed in light of the increasing threat Joseph is facing, and the coalition capital is in a location multiple NGO Superpowers may end up fighting. And the Overseer there isn't going to sit and watch his city be destroyed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 12, 2012, 11:20:38 pm
Hey I've done worse. But thankfully this thread and something far worse and brightly colored is helping me crawl out of it slowly.

shrooms? Hanslanda what have you put into splints mug? Or should i ask what you haven't put into hsi mug, hmmm ;-)
on that note my turn is nearing it's end and i haven't even started my megaproject 0_0 sigh....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:21:27 pm
Holy crap you're almost done? A NEW RECORD!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 12, 2012, 11:29:48 pm
Hey I've done worse. But thankfully this thread and something far worse and brightly colored is helping me crawl out of it slowly.

shrooms? Hanslanda what have you put into splints mug? Or should i ask what you haven't put into hsi mug, hmmm ;-)
on that note my turn is nearing it's end and i haven't even started my megaproject 0_0 sigh....


Hey, I've done chemicals you've never even heard of. I could have done anything to Splint, but that's not what it is. It's a secret that Splint and Corai share. Hint.

And also, start the megaproject anyway, just like Boatmurdered did. You also get four free cookies, two of which are illegal in 51 of 50 states, and also Canada, for working through your turn so fast.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 12, 2012, 11:33:33 pm
being a biochemist i seriously doubt that, i know a couple of people that have accidentially gotten themselves high on snake toxins (and nearly died, but that is a different story ;-))

cool, so how are you going to get them down to australia? can i have a second year sometime down the track instead?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:36:58 pm
If the mega project involves the surface write it off for now.

And Hans, you should know Peurto Rico isn't a state yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 12, 2012, 11:40:16 pm
the surface is cleared man....
well aside from all the bits and pieces that are everywhere but i'm working on that
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 12, 2012, 11:41:54 pm
Whoa. >.< I don't even know what to say now. I'm pretty sure you just ninja'd me entirely.

And I have a plan. It involves swimming and not getting eaten by anything. Doomed to failure? Y/N?

Ninja'd: Splint, I meant D.C. But yeah, probably Puerto Rico as well. And most of Europe.
And wow, you're a badass PBT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 12, 2012, 11:42:57 pm
So how many soldiers/ meteric tons of bolts did we lose/use
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 13, 2012, 01:17:00 am
we have 10 legendary pikedwarves, 10 legendary hammerdwarves well 20 really but 10 of them use crossbows, so their melee effectiveness is close to 0 and 10 legendary axedwarves (tbh those are the immobilizers of the military when those guys go in there is bits flying 2 z levels up, it's glorious) I have also assigned everybody else to a squad which means they all go about their buisness armed and armored (a result of nearly loosing a dwarf to a goblin skeleton earlier (he's still alive but only just)) which is the result of havign 450 bts and pieces of armor in the queue, as to bolts, well we don't have any bronze left.... i found the necros by just unforbidding everythign above ground and letting dwarves roam and then sending fisher necrohunting

currently we have 2811 bits of ammo kicking around the place ;-)

hanslands: as to the swimming, you or me?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 01:19:07 am
I vote we make the danger rooms have been dorf!Mr Frog's idea as a makeshift battle simulator.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 13, 2012, 01:29:48 am
quite fitting given the broken toes we got from them :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 01:30:34 am
Mr Frog: "For our next test, we will be simulating a close-range enemy encounter with an unknown neurotoxin being flushed into the room through the air vents. I'm not quite sure what the unknown neurotoxin does, but it probably isn't universally-fatal. We'll be finding out how deadly it is shortly, in any case. Happy training!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 01:31:23 am
To which Fischer replies  "What in the hell is a neurotox-" -doorslam-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 13, 2012, 01:33:29 am
well a fair few dawrves have keeled over from overexertion so this does fit, hmm

Frog what have you been up to?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 01:33:46 am
"Not nearly as unpleasant as some would have you believe," said Mr Frog as he took a swig of tetrodotoxin.

E: Ninja'd:

@PBT:

Oooh, is this being referenced in the write-up? Joys!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 13, 2012, 01:57:42 am
absolutely
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 13, 2012, 07:43:47 am
(Yay, I'm on two days in a row)
The danger room thing sounds hilarious. Did anyone else read this in Cave Johnson's voice?
"For our next test, we will be simulating a close-range enemy encounter with an unknown neurotoxin being flushed into the room through the air vents. I'm not quite sure what the unknown neurotoxin does, but it probably isn't universally-fatal. We'll be finding out how deadly it is shortly, in any case. Happy training!"

Also, way to go, PBT.   I didn't expect you to have your turn finished so quickly - that's awesome. Kind of puts a bit of a bind on the canon, though - good luck to everyone attempting to explain where the year went. :P (I had to edit the following chapter/part/journal entry because of it.)

The Continued Story of V:
Spoiler (click to show/hide)
And now you may all point out my continuity errors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 13, 2012, 07:54:28 am
WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Paintbrushturkey on July 13, 2012, 08:03:07 am
ok guys my net will be down for 2 days sorry :-/, hopefully will be fixed and at a decent speed, will post a collated update with pics and all then ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 13, 2012, 09:31:15 am
hanslands: as to the swimming, you or me?

Me. I'm a good swimmer. :P

@Talvieno: Awesome, once again man.

WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.

...
*Begins writing up screenplay*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Dariush on July 13, 2012, 11:05:51 am
It's merely seventh year? o_0 And (t)here I was, about to warn you that I won't be able to play during my exams, which ended on the 5th of June...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 13, 2012, 01:05:22 pm
SCREENPLAY PLEASE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 13, 2012, 02:01:23 pm
My vision of a spawn.
Spoiler (click to show/hide)

I may post the next part in my comic later today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 13, 2012, 02:49:03 pm
WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
There is absolutely no way in this world I'd make a good director.

And Spearbreakers practically begs to have stories written about it. Think about it - you've got tons of "bad guys" who aren't really bad guys at all, but are simply on their own side - Parasol, Joseph, Ballpoint, the necromancers, and if you want you can simply write from a different viewpoint and make the good guys into bad guys. You've got a huge history, you've got constant battles just to protect caravans passing through, you've got a sci-fi war going on at the same time, you have no shortage of "good guys", and even the middling characters have enough meat on them to pass as protagonists if you wanted. You've got plenty of space for romance (generally of the epic failing variety, leading to awesome drama), and more than enough room for betrayal - everyone in Spearbreakers is basically on their own side, as it's so hard to survive that if you focus on anyone else you wind up zombie food (figuratively speaking). And when someone nears becoming zombie food, it's a perfect opportunity for a hero to emerge and save the day (or a villain to emerge and ensure their downfall). It's a writer's paradise.

Spearbreakers has good writers possibly because it attracts them. A story about a happy aboveground fort with unicorns and rainbows and no problems to speak of begs for nothing to be written about it... and Spearbreakers is the absolute opposite. Nobody in the fortress is happy. ...except perhaps Draignean.

Actually, !Story Spearbreakers! is probably really close to a civil war.


It's merely seventh year? o_0 And (t)here I was, about to warn you that I won't be able to play during my exams, which ended on the 5th of June...
Yeah, we had a couple feet-draggers. That's taken care of, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 05:20:29 pm
finally home from work. And Talvieno, you summed it up perfectly, though you forgot the part where, as Hans said, everyone in this shithole is heavily boozed up and medicated just to deal with the background noise, let alone the hell they've gone through.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 06:03:49 pm
I never thought I'd care about anything TVTropes-related ever again, but the community games page (http://tvtropes.org/pmwiki/pmwiki.php/​Community/DwarfFortress) features a link to this thread, along with a pothole to Main/Spearbreakers.

Main/Spearbreakers (http://tvtropes.org/pmwiki/pmwiki.php/Main/Spearbreakers) is currently blank.

Rectify this error. Now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 06:07:59 pm
- Shits bricks-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 06:15:30 pm
Honestly, I'm only really surprised that it was a lurker who added the link. I was kind of expecting Spearbreakers's TVTropes debut to be in the form of a self-congratulatory vanity article written by one of the active contributors (I recall the fanfic section and webcomics section being really bad about that). Not that anyone here would actually do that, but...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 06:24:11 pm
I'm just amazed this actually got such an honorable mention.... well as honorable as a blood coated hell pit can be mentioned as anyway....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Aseaheru on July 13, 2012, 06:27:08 pm
heheheeeeee
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 13, 2012, 06:37:28 pm
I'll start writing up a summary for the TVTropes page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 09:06:50 pm
Just don't get too fannish, okay? The less time spent trying to paint Spearbreakers as the BEST LP EVAR, the better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 09:08:31 pm
I cna think of two things that fit right away

- Nice Job Breaking it Hero - It seems the majority of us have fucked something up in a bid to make things better. somehow. Case in point, my little retracting bridge fiasco.

- Continuity snarl - I don't even know where to begin on this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 13, 2012, 09:13:25 pm
We have a TVTropes page now? Awesome. :D

WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
There is absolutely no way in this world I'd make a good director.

And Spearbreakers practically begs to have stories written about it. Think about it - you've got tons of "bad guys" who aren't really bad guys at all, but are simply on their own side - Parasol, Joseph, Ballpoint, the necromancers, and if you want you can simply write from a different viewpoint and make the good guys into bad guys. You've got a huge history, you've got constant battles just to protect caravans passing through, you've got a sci-fi war going on at the same time, you have no shortage of "good guys", and even the middling characters have enough meat on them to pass as protagonists if you wanted. You've got plenty of space for romance (generally of the epic failing variety, leading to awesome drama), and more than enough room for betrayal - everyone in Spearbreakers is basically on their own side, as it's so hard to survive that if you focus on anyone else you wind up zombie food (figuratively speaking). And when someone nears becoming zombie food, it's a perfect opportunity for a hero to emerge and save the day (or a villain to emerge and ensure their downfall). It's a writer's paradise.

Spearbreakers has good writers possibly because it attracts them. A story about a happy aboveground fort with unicorns and rainbows and no problems to speak of begs for nothing to be written about it... and Spearbreakers is the absolute opposite. Nobody in the fortress is happy. ...except perhaps Draignean.

Actually, !Story Spearbreakers! is probably really close to a civil war.


All this. You are a genius.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 09:40:23 pm
Speaking of stories, it may need a bit of polish, but here's the next timewar update.

Spoiler (click to show/hide)

* I didn't feel I needed to mention them activating thier camo.
 
** These two have fought off far worse at Shockedtowns. Plus a bunch of random flatlines and the IFVs exploding behind you can't be good for morale.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 13, 2012, 10:04:23 pm
Ecem and Bugi are stone cold BAMFs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 10:12:38 pm
I based them off of my best soldiers in my now long lost settlement Shockedtowns. Hell, Bugi spent 6 years with an arrow embedded in her shoulder and Ecem obliterated an entire ambush squad alone and chopped a troll in half with enough force to send the bottom part airborne onto the hill shockedtowns was built into.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 10:31:27 pm
Off the top of my head:

Mr Frog:

Alternate Character Interpretation (Is somewhat infamous for being portrayed differently by different authours)
Antihero
Breakout Character (Seems to have a hand in literally every side story at present)
Good Is Not Nice (Trying to make up for what he did under Ballpoint. Still a ruthless dick.)
Insufferable Genius
Oh God What Have I Done (Prompted his little schism from Ballpoint)
Mad Scientist
Omnidisciplinary Scientist (Demonstrates skill in bioengineering, mechanics, pharmacology, disc jockeying, and more)
Stepford Smiler

Talvieno:

Beware The Nice Ones
Book Dumb
Crazy Cavy Lady
Sanity Slippage
Stalker With A Crush
Yandere

Joseph:

Ascended Extra (Began life as a one-off gag, is now a full-fledged villain.)
The Chessmaster
Manipulative Bastard
Nice Is Not Good
Der Übermensch
Uncanny Valley (He's a bit too perfect.)
Well-Intentioned Extremist

General:

Baleful Polymorph: Ashsaber, Softa, Stovia, and the Spawn's other unfortunate victims.
Deadly Doctor: Tend to congregate around the Hospital for some reason.
Beyond The Impossible: Technically speaking, as he had already gathered all the materials for his strange mood, The Master should not have gone insane. He did anyways.
Demoted To Extra: After several scares early on, the Spawn become overshadowed by the fortress's own Hospital and attacking necromancers.
Eldritch Abomination: The Spawn, obviously.
Genre Shift: Sci-fi elements creep into the side-stories after a bit.
Portal Splice: Referenced in one of my sidestories.
Schedule Slip: Very much so. Steps have been taken to rectify this.
Zombie Apocalypse: At one point, there were well over 300 zombified animal parts milling around outside the fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 13, 2012, 10:33:36 pm
Splint, I must ask you to teach me how to military. I suck at military, own at traps. >.<

And Mr Frog, you've nailed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 10:35:58 pm
@ Mr Frog - Is it stange I am filled with joy reading that?
@ Hans - Humans train far more agressivly than dwarves do, and will often start sparring right away if set to train unarmed or if two of the squad have weapons. Paintbrush beat me to it, but I have yet to train dwarves the way I do humans. Once more, if I can make legends of humans, I can make demi-gods from dwarves probably.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 10:39:22 pm
Tropes are fun for multiple reasons, not all of which I feel are entirely-healthy :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 13, 2012, 10:50:38 pm
Hey, they can make people laugh. And in this hellscape that's something we desperatly need.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 13, 2012, 10:58:29 pm
Tropes are fun for multiple reasons, not all of which I feel are entirely-healthy :V


This. But they're good descriptors filled with meaning if you're trying to explain something.
'Why'd he do that?'
'Because he's a Well-Intentioned Extremist.'
'Oooh...'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 13, 2012, 11:58:48 pm
they're good descriptors

Not really, honestly. Saying someone is a Mad Scientist or a Stalker With A Crush is paintinAHHHH GIANT-ASS MOSQUITO FLEW RIGHT IN FRONT OF MY FACE KILL KILL

*Ahem* is painting with a really wide-ass brush that carries a lot of baggage and leaves out a lot of important nuances wholesale. It's a fun game, and can be a semi-useful tool for comparing similar characters or plotlines, but tropes are pretty worthless for describing things on their own terms.

(Maybe PMs for this one? I can see this getting pretty heated if left unfettered...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 12:49:02 am
If you wish. I need to discuss a storyline with ya anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 01:53:25 am
Okiedokie, lay it on me anytime.

Not sure if I'm comfortable with apparently having become the Sage of Writing, but I'm here to assist either way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 08:32:23 am
I never really cared for TvTropes, but it's awesome that there's a page for Spearbreakers on there, albeit still blank. Something I would be interested in finding out, though, is which two quotes people think best sum up Spearbreakers (this coming from noticing that most of the other succession games on there have exactly two quotes at the beginning of the article).

And Mr Frog, if I understand right, he's just trying to keep his plot from conflicting with yours.

And the next part of V's Journal. I feel it's badly flawed, though.
More From V's Journals
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 10:56:19 am
I got it. She's a Ferric Elf. Her mother and probably father were killed in a battle outside the Mountainhall and a soldier, likely her "grandmother" found her and took her in, telling her she was a dwarf with a birth defect or something until she was old enough to realize she was really an elf. Her sister was her psyche's self defense mechanism to blunt the harshness of being an elf living among dwarves, her military aspirations stemming from wanting to both make her "Grandfather" proud and to prove she had what it took to be a dwarf, like a great hero from a time before time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 11:03:45 am
"I don't have the appropriate equipment."
I think you finally nailed the Mr Frog!Dorf characterization.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 11:11:33 am
Indeed. Better than I can manage.

Spoiler (click to show/hide)

A small update to the timewar.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 01:29:45 pm
A bump, and also a heads up that I put up a summery of spearbreakers on its TVTropes page. Someone else can start applying the mess of things that actually apply to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 06:27:12 pm
Sounds awesome, Splint - I'll take a look at it when I finish reading over the last couple things you posted. :P Also a bump.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 06:39:31 pm
Horrays. I was wondering if anyone was gonna read'em.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 06:50:07 pm
Lol, I always read them, man. I like how you managed to fit your human fort into the Spearbreakers saga, by the way - I'd thought that was what you were doing back when I first saw Bugi's name, but wasn't sure. (I actually almost accidentally linked Aperture Science to Mr Frog - the shimmering liquid Vanya splashed all over the place during the Vanya-Frog battle was originally going to be orange (slidey speed goo, anyone?), but my brother noticed it before I posted. Would've been hell to explain.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 14, 2012, 06:53:01 pm
The second and last (for now) view of a day in Spearbreakers. I’m out of ideas and creativity, and all I know is the third will be filled with paranoia. I’m just going to be putting more small things in both.
Spoiler (click to show/hide)



Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 07:50:58 pm
Quote
They bore the symbol of the madman, [insert whatever the hell it is here.]
The first thing in my mind was that-which-shall-not-be-named-in-this-thread, which actually seems to go pretty well with Joseph's mellow demeanor.

Ecem and Bugi are definitely appropriately badass. lol   I especially like the excessive (kidding) amount of gore... Megaman was right - I second what he said. This would make for an awesome action scene in a movie. I'd be terrified to meet Ecem and Bugi in combat... How do you think they compare to Fischer, though, if they were all equipped with steel armor and melee weapons? If Fischer's as good as she's always sounded, she ought to be magnificent.

Quote
Who gave you this?" Mr Frog demanded, bringing the weapon back up.

"Well..... You did."
Do I detect a time loop? :P

Also, why are Ballpoint contractors working for Dwarf!Mr Frog? I thought Dwarf!Mr Frog hated Ballpoint, and Ballpoint hated him - actually wanting to kill him, in fact.


Either way, epic story bits. The first of the two was pure action of the type I wish I could kick out, and it really does somehow sound like Mr Frog, being able to rig a mini-railgun up from duct tape and bailing wire...

EDIT: nominating the first one of the two for decoration in the second post.

RE-EDIT: I hate typos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 08:00:04 pm
How that worked was basically he gave them what they needed to slap Joseph's shit in the short term(Timed charges) in exchange for a service. A delivery to be exact. So in a way this could be seen as nothing but a simple transaction, in which both parties benefitted.

And I don't recall anyone saying something about an actiuon movie.

Also, Ecem and Bugi were legendary + 5 halberdiers, Fishcer is probably a legendary +5 pikedwarf.... So it could probably go either way, with Fischer trancing evening out the numerical advantage Ecem and Bugi would have.

EDIT: Also there's alot of a railgun's chief component around - Magnetite. if that wasn't available he wouldn't have been able to make the accelerator rails.

And to elaborate a little more:

-Mr Frog is trying to mess up Joseph's plans from within
-Ballpoint sends scouts, something Mr Frog expects and hopes to happen.
-To benefit both himself and Ballpoint, Mr Frog has them rig up charges around the two most important research facilities.
-However, to be able to accomplish this, Mr Frog asks them to deliver his PEA, which has imporvments on the Chainsword and Sawpike, schematics for the Grindaxe, railsgun and pistol, the Buzzhammer, and ballistic armor, to give the dwarves an edge should his clone escape from Spearbreakers

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 08:12:49 pm
And I don't recall anyone saying something about an actiuon movie.
Mistyped, fixed. Forgot "scene in a". oops.


The simple transaction thing makes sense. I'm guessing that both Parasol and Ballpoint know about Eris at this point and are trying to take him down... I also see Joseph as brilliant enough to be able to rebound from it pretty easily (though it may take him a bit)...

And awwww. On one hand, the time loop thing could've made it even more confusing, but on the other hand, I'm not sure how confusing we want things to get with how confusing they already are (plus, I was never a fan of time loop stuff).

semi off-topic: didn't dwarves used to be able to upgrade past +5? I recall a story about a dwarf who made it past +100 and could whoop pretty much anything that came his way... I'm also pretty sure that's been fixed so +5 is the max, which is a little disappointing in a way.


Quote
to give the dwarves an edge should his clone escape from Spearbreakers
We're sending Mr Frog and an elite Spearbreakers militia team on an attack against Eris in the somewhat-far future? Very epic. :D I find myself kind of wanting to get Vanya in on that somehow... I have a way already figured out, I think, too.


EDIT: Oh, and llsram: Awesome. Especially the part with Frog's special 'shrooms being a regular day in the average dwarf's life at Spearbreakers. lol   But out of curiosity, why is the dude yawning while throwing a spear at the spawn?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 08:17:59 pm
I hope it's not, because that's a kind of absurdity that just makes things crazy awesome. Also if you're interestedt Talvieno, I can send you the specifics for a game I plan on starting to satisfy my adminning lust.

On timeloop - At no point did the contractors interact with Mr Frog besides his older PEA post fall of the fortress until they met him directly.

On the comic - Clearly it's poking fun at the fact that, as Mr Frog said, the SPawn were demoted to extras.


(http://i50.tinypic.com/r742ly.png)

Also a WIP of a spawnitis'd dwarven soldier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymo
Post by: llasram on July 14, 2012, 08:48:54 pm
The arm was in that position and Im to lazy to change it, so I made him yawn because they are use to killing spawn... or he was tired from a party thrown at an ☼Adamantine table☼. Up to you to decide.
By the way, what should the chained zombies name be?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 14, 2012, 09:12:38 pm
Also if you're interestedt Talvieno, I can send you the specifics for a game I plan on starting to satisfy my adminning lust.
Definitely. :) Send me a PM with the details.

On the comic - Clearly it's poking fun at the fact that, as Mr Frog said, the SPawn were demoted to extras.
Lol. +1 for your good logic bits again. :P

Do you want me to get that pic up in the 2nd post now, or wait til it's finished? I won't be on much longer tonight, so you know.


By the way, what should the chained zombies name be?
Sus. Definitely Sus.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 09:17:04 pm
Wait until it's finished. Ijust wanted to share what I was working on. FOr the record, that's actually Ashsaber I
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 09:52:47 pm
The helmet's a bit wonky, and the anatomy of the shoulders is a little jerky, but I like the line weighting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 10:00:08 pm
Well it's just a work in progress. Hopefully the end product will look better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 10:18:43 pm
I'm sort of having trouble keeping up with everything as it pertains to my story... if I understand correctly, Mr Frog is still trying to take down Joseph at the time of Splint's story? Because if so, that's a pretty huge plot detail that's been decided for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 10:29:28 pm
Well you hinted at his aim is to try and screw up whatever he's planning from within, not trusting Parasol or Ballpoint to do it. So I just drew from that. Sorry if I messed up anything for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 10:37:11 pm
That's more of a secondary goal. In the meantime, he's basically pulling out all the stops to try to get Joseph out of the driver's seat, as it were.

For what it's worth, even if he does succeed in offing Joseph, Eris likely will be still around and deeply pissed at Mr Frog, albeit in a fragmented state and not controlled by a raving lunatic.

Also, it may be best to leave the door open for Silena to appear, because she may be on Frog's side by the end (not sure, she could go either way).

Also: would it be in poor taste for me to overhaul the TVTropes page at some point? I was only skimming, but it seemed a bit long-winded, and there aren't even any tropes listed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 10:41:24 pm
Hello everybody. I have a very special surprise cooked up for you. For your reading pleasure, I present the newest segment in the renewed Urist saga.

Crossing Over
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 10:45:36 pm
That was a long one. I feel like I just ran a marathon. Sorry for the Double Post, but go for it, Mr Frog. You'd probably be the most professional choice. ;P

And AFAI can tell, Splint's story is pretty much concurrent with 'normal' continuity, so Dorf!Frog!Future hasn't necessarily been undermining Joseph for very long at all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 10:52:15 pm
@ Mr Frog - I didn't get around to the tropes and just wanted to have the summery done. If you wanna take a crack at go ahead. There's some typos I meant to get but until now I comletely forgot about them.

@ Hans - Badass. And you even plugged you in!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mitchewawa on July 14, 2012, 10:53:47 pm
The helmet's a bit wonky, and the anatomy of the shoulders is a little jerky, but I like the line weighting.

I like the wonkiness, it makes the Spawn seem a little bit stranger and ill-fitting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 10:56:04 pm
Well if you look closely you can see that his sleeve is beginning to split in places below the pauldron.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Megaman3321 on July 14, 2012, 11:05:25 pm
Welp, looks like it's time for me to take a crash course in TVTropes editing.

And now there's a timewar subplot (I haven't been able to read up on every single story here, there's just too many for my amount of time that I spend on the forums :P)? Neat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 11:10:54 pm
@Hansie:

But I thought... clones... buh..? I GIVE UP THIS PLACE MAKES NO SENSE WITH THE TIME TRAVEL OR MAYBE NO TIME TRAVEL AND THE CLONES AND THE CLONES AND THE TIME TRAVEL AND AND AND AAAAHAHAHAUUGH

Mr Frog has gone stark raving mad!

(Also... um... what's a DP? ;_;)

@Mitchie:

I actually had that exact thought about the helmet something like ten seconds after posting that comment :V  Still, there is something very wrong with Ash's clavicles.

@Splint:

I'd personally have preferred that you posted something a little more finished, seeing as how TVTropes already had way too many half-assed articles about random stuff on the Internet last I checked, but fortunately, it's nothing it can't be fixed by a little Wiki Magic Wiki Sourcery, hambitches on my part :D

@Megaman:

The scary thing is most of the individual stories are pretty short save for those of Talvieno, who seems to be able to smash out novella-length tales on demand :V

(Ninja'd so, so many times :V)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 11:12:36 pm
Indeed there is. And it is glorious.

And so what if a few things are out of place. Overall he's not really going to follow total normalacy in the biology department, not anymore at least.

And I said I got a summery up. I never said it was any good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 11:19:23 pm


But I thought... clones... buh..? I GIVE UP THIS PLACE MAKES NO SENSE WITH THE TIME TRAVEL OR MAYBE NO TIME TRAVEL AND THE CLONES AND THE CLONES AND THE TIME TRAVEL AND AND AND AAAAHAHAHAUUGH

Mr Frog has gone stark raving mad!


I nominate this for the quote section.

And a dp is a double post. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 11:20:06 pm
I second the motion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 11:21:38 pm
@Splint:

Still, you could have left the page blank for a bit longer while you refined it :V  No point ruminating over it now, I guess.

Also... clavicles attach at the sternum. They won't work anywhere else. The grotesque face is nicely-executed, but the shoulders kind of push it too far -- I just don't buy it. Actually, it's starting to look like his neck's at an angle and he just has really huge neck/back muscles (what the hell are those things called again? Trappy-something?). His arms are attached at the same height, at least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 11:23:40 pm
Well still, my bad. I figured you or Megaman would have gotten to it eventually, since he said he intended to fiddle with it. And like I said, it's a WIP. I'll try and fix it more or less or at least try to make it look somewhat normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 11:26:09 pm
@Mr Frog: Trapectius, apparently. Google is better than magic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 14, 2012, 11:29:50 pm
@Mr Frog: Trapectius, apparently. Google is better than magic.

See, we're not just a circlejerk of slightly-unhinged nerds writing fanfic about an RP of a computer game. We're educational, dammit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 14, 2012, 11:31:41 pm
@Mr Frog: Trapectius, apparently. Google is better than magic.

See, we're not just a circlejerk of slightly-unhinged nerds writing fanfic about an RP of a computer game. We're educational, dammit.

...
Sigged.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 14, 2012, 11:32:10 pm
@ Mr Frog - And at that stament, lols have been had. +100 internets.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 12:36:53 am
Woot! Siggedness!

Now, PRESENTS!

Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 12:44:23 am
You sir have no godly idea how much awesome you've just dumped on yourself. I am filled at deranged joy at this.

Full thread corruption complete.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 12:47:02 am
Thank you :) I'm a bit dodgy about the inclusion of
Spoiler (click to show/hide)
but I suppose I can still easily edit that out if it becomes a problem.

Spoiler: Besides... (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 12:48:16 am
If they don't like it they can go take a suck pill. Now we have yet another addition to the intercontinuity clusterfuck, and that in and of itself, has increased the awesome exponentially.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 15, 2012, 12:50:43 am
Mr. Frog, you are the rainbow factory.


-EIDT-

Yes, I will keep putting that . in your name.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 15, 2012, 12:56:33 am
...
First that tinychat clusterfuck of insanity, and now this... My god. Its spreading like wildfire. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:00:19 am
I won't lie Hans. I feel like me and Corai brainraped you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 01:00:52 am
Mr. Frog, you are the rainbow factory.

Not sure whether that's a compliment or a subtle implication that I shoot multicoloured lasers out of my eyes, but thank you either way.

@Splint:

Smurf in my first post, asari in my second post, You-Know-What in the third... at this rate, I'll have a good fraction of the entire fictional multiverse semi-crossed-over by the time I'm done :V

@Hansie:

Aww crap, was I supposed to follow the link Splint PM'd me? :-\ I don't know why, my brain just didn't make the connection between 'guy sends me link' and 'guy wants me to click through link' :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:02:38 am
Well it's still viable if me and corai can find our links.... We were discussing the game I'm planning out and it veered into.... general wierdness, I'll leave it at that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Corai on July 15, 2012, 01:03:20 am
Rainbow Factory, pegasi kidnap ponies from the ground. Take them there, break their bones. Cut them open then take their color to make into rainbows.

So a compliment!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:04:48 am
GENERAL WEIRDNESS was sufficen enough to explain thingst kobold.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 01:07:06 am
Incidentally, try mousing over "You-Know-What" in my previous post. I only just learned how to do that :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Hanslanda on July 15, 2012, 01:08:33 am
@Mr Frog: That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.

Well it's still viable if me and corai can find our links.... We were discussing the game I'm planning out and it veered into.... general wierdness, I'll leave it at that.


This is an incredibly drastic understatement.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:09:49 am
Quote
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.

I nominate this as a quote as well.

So who's up for a tinychat discussion on that game?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 01:10:08 am
...What the bloody hell happened at that meetup..?

E: Not me, too tired and irritable right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:11:46 am
Combine Me and Corai, MLP, and grimdark. With poor hans just... stuck there in the middle of it all. That's where it went.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 01:32:14 am
Okay, how's this for the TVTropes article (raw markup, so don't mind the PMWiki formatting):


Spearbreakers is a DwarfFortress LetsPlay conducted on the Bay 12 Forums. It began with the ambitious goal of being the first epic fortress of 34.xx, featuring the return of Syrupleaf's [[EldritchAbomination Spawn of Holistic]] and encouraging players to participate in storytelling.

What followed was a chaotic mess of mismanagement, hypercompetent management, Spawn getting stuck on ledges, hundreds and hundreds of mugs accidentally being produced for no reason, serial medical malpractice, zombie sieges of apocalyptic proportions, and lots and lots of fanfiction, ranging in subject matter from a humble caravan guard accidentally averting the apocalypse to [[GenreShift a convoluted science-fiction plot involving planeshifting agents of corrupt interdimensional research corporations and an extremist fringe group spearheaded by a megalomaniac trying to take them down]].


Short, but I think it gets the point across.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:37:32 am
There we go. I may have failed epically but hey, I tried.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 01:49:33 am
Okay, I changed the article. I'll trope it up properly in a bit, too tired right now. Might be good to post a link in the OP so that others can come in with the Wiki Magic.

The only real problem was that you kind of rambled a bit, which was exacerbated by the complete lack of a trope index (which made the writeup seem even longer). Basically, I think a trope article should just give the reader an objective description of what something is and leave it at that.
You also didn't really follow the proper structure for a works page, but I can't really blame you for that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 01:59:27 am
Sorry about that. I was juggling a bunch of deffering tasks, one involving school, one ponies, and one a drawing of a soldier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on July 15, 2012, 07:01:37 am
Aw, I missed a tinychat session? :( curse my ruined laptop. You guys stay up too late.

saw that beautiful female tackle the spawn
I screamed and sprinted at Lantern-jaw, throwing my full weight at him in a flying leap.
Now things are interesting indeed.  8)

Other than that slight continuity problem - which should be easily fixed - it was brilliant. :D I think you got Vanya's character almost perfectly, and the addition of Splint's Talvi-Trapomatic was excellently executed.   Bravo, bravo. :)

The scary thing is most of the individual stories are pretty short save for those of Talvieno, who seems to be able to smash out novella-length tales on demand
I am sigging this. It reinflates my possibly already oversized ego. EDIT: that wasn't meant as a compliment, was it...
By the way,
I now call you Talvi because your consternation amuses me. Plus I'm trying to see how long it takes for it to stop bothering you :D
Yay, you stopped. :D

Continuing to read up on what I missed.

CONTINUED:
Not sure what I think of Mr Frog's inclusion of ThatWhichIThoughtWasNotSupposedToBeNamedInThisThread, but I especially liked this little bit:
Quote
... [Mr Frog] would love to dissect one sometime.
I suppose it goes somewhat with my suggestion that Eris' symbol be one, but still. I challenged the DFForums pony thread to convert me a while back (before yet another thread was locked by Toady). They gave me one episode to watch that they all agreed ought to do it - something about a yellow one being spineless through the majority of the episode before her personality abruptly changed without clear reason so she could rant at a dragon. Conversion incomplete, needless to say.
Might we just call them extraterrestrials? :P

Unrelated:
Wait, did I miss more than one tinychat session? :-\

And finally, great work on the TVTropes page, Mr Frog. Looks a lot neater now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Mr Frog on July 15, 2012, 12:39:25 pm
@Talvi:

herp derp nothing to see here

Also... yeah, it was more of a neutral comment than a word of praise. Take it as you will.

@Splint:

Are we gonna get a proper version number in the thread title yet? :-\ Also, when's PBT coming back? I'm getting antsy.

E: Quibbling over You-Know-What removed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Splint on July 15, 2012, 12:51:31 pm
Dunno. He probably had some sudden crap to deal with. He did say his turn was almost over though so he ay just be taking a breather.

And fuck it, I am assuming this has been fully updated. And I still say whiever one of you assholes did it I'll go out of my way to kill you.

And finally, I know what seems to best exemplify this place story wise. Our dwarves have been sent through such a veritable gauntlet of sheer horeshit in such a short amount of time that they probably see the greatest threat to dwarven kind as little more than an annoying roach infestation.

Simply living here has  conditioned them to accept it.  (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConditionedToAcceptHorror)

And Paintbrush, when was the last zombie killed? I'm going to do a short story of it being declared a national holiday.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 15, 2012, 01:11:14 pm
Maybe add the tropes to the article instead of here? :-\ That's where they need to be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 01:13:29 pm
I've no clue where to go with that. Besides you seem to have a far greater understanding of it than me.

Sad I know.

Story to come at some point today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 15, 2012, 01:16:35 pm
Okay, okay, I suppose this traumatized old veteran can micromanage the fuck out of one more article :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 01:17:21 pm
Thanks man. Much appreciated.

And you wonder why your character has so many interpretations?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 15, 2012, 01:37:51 pm
wow.

about the first timewar one, i thought WP were smoke.... nevermind. im idiotic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 01:45:11 pm
Nope, White Phosphorus here was used for incindiary weapons. Sot of falls under the "Nothing quite says "fuck you" like an x" type things, in this case it was "A can of fiery death being shoved down your throat."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 01:59:15 pm
So, i started reading last night, and i'm on page 195. I gotta say, so far i've laughed myself almost to death dozens of times, and i'm finding myself hoping this place doesn't collapse before i finish. If i can get caught up in time, i think i'd wanna start posting journals. No promises, but you guys are living up to your hopes of being an excellent fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 02:45:59 pm
Glad we could make youlaugh.

This may be a dismal depressing hell hole, but we like it that way!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 15, 2012, 03:02:05 pm
And you wonder why your character has so many interpretations?

I've decided that it's because he doesn't really display a well-defined, comprehensive psychological profile, which means other authours are forced to fill in the blanks with what they think his traits are. Since everyone fills in the blanks differently, the result is a new characterization for each authour.

I had written an essay-length treatise on how tropes influence his various depictions, but decided not to post it as the sheer amount of pretention made me gag.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 03:03:02 pm
Is that some impressive feat or something for you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 15, 2012, 03:06:51 pm
Is that some impressive feat or something for you?

...This sounds angry, and I'm not sure why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 03:09:07 pm
Ehh... I get that alot. I was just wondering, if it made you a little sick it must've been pretty bad is all.  :P

Didn't mean anything by it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 03:13:26 pm
Dismal Depressing Hellhole. That pretty much sums up every succession game i've read. I am glad this site is designed to work with cell phones, otherwise, my life wouldn't be very nice...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 03:15:13 pm
Most dismal depressing hellholes dont have mugs piled to the cieling and get sieged by eldritch abominations and the undead on a bi/tri-monthly basis. And titans/FBs don't count they're just... Wierd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 03:26:01 pm
The mugs is new, i admit. I say, MOAR. Though, i do remember one game that was drowning in bone flutes. They really did make that the currency there. Also, please tell me you have the mugrifle worked out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 03:31:37 pm
Going to make it and stonecraftable mug ammo. Might just find a reaction to copycannibalize.

Spoiler (click to show/hide)

A little peice of crap in commemoration of our great victory over the undead. And the Skulers are official now. I'll have to carve them out a little space.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 04:40:27 pm
Must.. Resist... Urge... To... Ask... For dorfing... Must... Use... Shatner... Voice... To aid... Resisting! Seriously, though, last post equals epic. I gotta read faster! Curse this phone's poor battery life!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:12:24 pm
Xahnel, you've been added to the dwarfing list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 07:16:24 pm
Um, well, i really wanted to wait. o.o; well, whatever. Okay! Request: Female, name her Rose, and tell me if there are any deserts on the continent, and if there are, what they are called, so i can use one in her backstory. I'll go read this last year. Oh, and make her smash things with a hammer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:25:37 pm
Ask and ye shall recieve. And anyone else who requested one and you havent beend dwarfed and aren't on the list, please forgive me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 15, 2012, 07:29:07 pm
back from vacation, will post story later.

also welcome Xahnel to the clusterfuck of spawn, zombies , mugs, and possibly clowns!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:34:29 pm
Them clowns don't have shit on us! And welcome back Bukit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 07:41:13 pm
Oh thank armok, you didn't find the keys to the clown car which i totally didn't hide like a ninja in one of the coffins. Also, just found that modding convo regarding the sequel to this. I think a good mod would be chanhing the immigration to include a small percentage of non dwarves. With any high wealth community, you get migants of all kinds, no matter the dangers. No hippies or greenies or mawfaces allowed, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 15, 2012, 07:45:00 pm
Oh thank armok, you didn't find the keys to the clown car which i totally didn't hide like a ninja in one of the coffins.

this
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:46:01 pm
I've seen in the copy that has spawn, Mawfaces everywhere. Because they're capable of speech when among other species, they can be found anwhere. Most in places outside holistic hives were abductees while still in a larval form though.

And I may well do that, but It'd have to be through the caste system. Dfusion cana ccomodate it, but it doesn't always work. Hell I got a freaking demon in my first migrant wave once, mixed in with dwarves, goblins and humans. She was imediatly appointed as head of the army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 07:49:40 pm
A demon migrant, huh? See, told you. Though... I may wanna take back my "no mawfaces" comment. Having some immigrate to the fortress, betray their unholy mother, and kick large amounts of ass with teeth, claws, and weapons the game thinks they can hold would be AMAZAH.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 15, 2012, 07:52:00 pm
I've seen in the copy that has spawn, Mawfaces everywhere. Because they're capable of speech when among other species, they can be found anwhere. Most in places outside holistic hives were abductees while still in a larval form though.

And I may well do that, but It'd have to be through the caste system. Dfusion cana ccomodate it, but it doesn't always work. Hell I got a freaking demon in my first migrant wave once, mixed in with dwarves, goblins and humans. She was imediatly appointed as head of the army.

How did you get it to work anyway? That feature always crashes/does nothing for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 15, 2012, 07:53:21 pm
wait, what would happen if a berserk spawn migrant bit a dwarf?


IT MUST BE DONE! FOR SCIENCE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:54:28 pm
Berserk spawn migrant wouldn't stop until the dwarf or it was dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 15, 2012, 07:55:31 pm
hmm...

ok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:57:15 pm
On the plus side, we know from the goblins and my adventuring Spawn do make good soldiers when disciplined and organized. Thank god they can't master metalworking.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 07:57:22 pm
Scary idea for the "immigration mod" idea: spawn only get moods that involve slaughtering dwarves and turning them into artifact furniture. because FOR TEH EVULZ.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 07:59:13 pm
Sadly can't dictate what they'll have for a mood. And they'd only go fell/macbre if they're on the verge of snapping.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 08:02:00 pm
But... But... Teh evulz... D'X wah! You'd would think there would be a way in a game that tracks your individual layers of skin. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 15, 2012, 08:06:34 pm
I like this Xahnel. He/she is equally if not more mad than the rest of Bay12.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:06:34 pm
Just for the record, some of us are planning another game. And Mr Frog, YE SHALL HOLD THY TONGUE,
If you'd like to join in, send me a message and I'll send you the details.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 15, 2012, 08:12:03 pm
Ehwot? What happened to Spearbreakers?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:16:15 pm
Nothing, but I have a nigh insatiable Adminning lust for reason I cannot pinpoint. I love running this and would like to start another seperate tale for fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 08:16:29 pm
Well, i'd love to participate. However, as i am on my cell phone, i has no idea where teh frig my PM's are. Also, thank you for the compliment~ I am male, though i am at my best when playing half crazy females who could easily rampage at the lightest slight. Very literally in one case, what with uncontrollable superpowers and all. I just looove experimenting on vict- volunteers in video games.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:17:47 pm
Well if you'd like a go or details let me know when you're at a computer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 15, 2012, 08:23:11 pm
im still dead. LIST IT!
fecking hell. im alive.

WHO *^$&*%&# NAMED MY DWARF?!?!?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:24:14 pm
Mitch reported you as alive, and I can confrim it. I thought Draignean was dead too, but he was just deactivated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 15, 2012, 08:27:00 pm
i just looked at the list agean and there i am.
i think its a different dwarf....... :-\


still, WHO THE %#$&*&% *&)) NAMED MY %$&^^&^ DWARF?!?!?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:27:49 pm
You may have been redwarfed. I dunno. Paintbrush can fully confirm for us when he gets back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 15, 2012, 08:41:01 pm
I'm only on for a second, but I wanted to get this up.

It's a lot harder than I thought to draw in-character. lol   But it was fun. :) I figured since she only has one notebook to write in for a number of months, her pages would end up being very cluttered, and she wouldn't start over on a new page if she drew something poorly. Also, it has notebook page lines. my fault. :-\ lol   I'm just going to explain it by saying that HARD had a very nice journal before Vanya took it from his lifeless hands.
With all that in mind, here's a doodlepage from Vanya's journal. In reference to:
The pages following the previous entry are covered in various doodled drawings in charcoal pencil. Vanya isn't the best artist, but you can recognize many of the things she drew: an elven dagger, Mr Frog's PEA, a strange key, and a poorly drawn popup book, among other things. Finally the artwork ends, and you find another entry from the young elven woman.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 08:46:10 pm
Eh, too impatient to wait til tomorrow, so: EMAILEDITPOOFED Just tell me when you got it, and i shall edit poof it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:47:51 pm
For some indiscernable reason i can't see the picture. it isn't broken, but nothing is coming up...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 15, 2012, 08:50:04 pm
cool.
is that LOTR elvish i see there?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 08:50:08 pm
Anyways, i've got about a hundred pages to press the # key through so i can get back to where i was before my phone shat itself. Grab my email from the previous page, so i can erase it. EDIT: I gotta know, why couldn't a species be modded to only get certian moods? Or, to approach it from the opposite direction, why couldn't the moods raw be editted to exclude spawn from all but fell/macabre?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:55:13 pm
Got it man. I'll send you the details on the game later tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 15, 2012, 08:58:31 pm
Anyways, i've got about a hundred pages to press the # key through so i can get back to where i was before my phone shat itself. Grab my email from the previous page, so i can erase it. EDIT: I gotta know, why couldn't a species be modded to only get certian moods? Or, to approach it from the opposite direction, why couldn't the moods raw be editted to exclude spawn from all but fell/macabre?

It's hardcoded in the data.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 08:59:48 pm
It'd be nice either way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:03:36 pm
Okay. Though, low tech warning: i am in the middle of casting "repair laptop" so i operate from a dinosaur from the win98 days. It cannot handle dwarf fortress, takes hours to render a pocket world fresh from armoks forges, and the fps is about one per minute. I would only have access to two and a half hours (accursed library and it's arbitrary computer restrictions!) on a competant computer per day. and i am still a toootal neeewb at DF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 09:07:03 pm
Hmm. Well regardless you can just contribute stories and the like until your functioning machine returns to life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 15, 2012, 09:12:09 pm
For some indiscernable reason i can't see the picture. it isn't broken, but nothing is coming up...
It's working for Aseaheru... not sure why it isn't working for you. Still, reposted the link anyway, maybe that'll fix it for you? It's a big image, maybe give it a bit to load, I don't know.


cool.
is that LOTR elvish i see there?
Yes it is, sort of. :P It's not perfect (I only taught myself earlier today), but I wanted to give it a distinct elven feel... Norse runes just weren't doing it for me. That's what the other symbols are. None of it is gibberish - at least, it's all supposed to say something. But yeah, some of it's from LOTR. You have a good eye. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:12:34 pm
That i can. I can do better if rose gets a shotty and an old sword. The original rose is based on fallout 3, but in florida. She gots an autoshotty and a chinese sword and a warhammer made of pvc piping with cement in the head to increase its brain crushing ability. EDIT: Never, ever, ever call her Rosey. She will try to implement that hammer right quick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 09:14:20 pm
Well... i can see about getting her a limestone hammer made if that'd work for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:19:15 pm
Naw, one of those depleted uranium hammers you've bragged about for 300 pages should be fine. If you need something to do with machines too, you can use her for that. I like her being a tinkerer no matter how she manifests.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 09:20:10 pm
I'm sure we got a few laying around. Dunno how they were so effictive in fortmode tests though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:31:54 pm
Because radioactivity is steriods to dwarves. Like duke nukem. (Urist McIrradiated: I've got balls of adamantium.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 09:34:02 pm
Well I only used pitchblende in my tests for hammers, but what I'v ebeen told, any stone should do the same. But regardless, these hammers can be devestating in unskilled hands. A number of emu and wolves found that out the hard way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:40:28 pm
Sweet~ question: for characters, do we acknowledge the randomly generated physical features, or can we totally ignore that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 09:44:45 pm
Either one. We mostly toss it out of the window, but Talvieno sometimes follows bits of the character he get's personality traits in stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 15, 2012, 09:46:28 pm
Depends. I usually try to describe the characters however they were described first. But if your description is different, we can just put it down to character viewpoint or something.

Edit: @Mr Frog: Awesome job on the TVTropes page btw.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 09:50:10 pm
Well, as long as you get three things right about rose, i will has no complain. Red hair. Thin. Green eyes. EDIT: almost feel like telling you how to find Original!Rose, but it feels like i would be tooting my own horn. EDIT: ah, screw it. Type this search string into google: "rose and halen/ari/holly/xaoc halen2020"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 10:16:54 pm
So, am i getting that email at some point...?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 10:20:00 pm
testing something at the moment. I'll get on it as soon as. It seems roman style gear can lead to humans decimating the rest of the world....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 10:22:12 pm
Roman gear was the best around. Only reason rome fell was internal bickering. That and a large portion of the army was vacationing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 15, 2012, 10:24:04 pm
when we found the spawn we were all like.

Spoiler (click to show/hide)

But now we're all

Spoiler (click to show/hide)


@splint, elves have wood,goblins have shitty silver, most dorfs have not reached addy. figures.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 10:29:07 pm
Besides, something tells me the humes would have a tactical advantage. In their eyes, elves are tree humpers who couldn't care about other races being conquered, and dwarves are the same but with rocks. Only the gobbos would care because they wanna rule/kill the world too. They died of apathy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 10:31:50 pm
Well Alot of them were just flavor weapons, but the Hasta was set up as a middling between the spear and pike, and Imade the Scutum a fairly OP shield, possesing it's own attacks using the boss or just slamming the shieldface into the enemy, with it being governed by the shield skill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 10:34:01 pm
Hmm... I wonder if i could use the arena on my computer... If it doesn't have to manage an entire world... It might work... EDIT: totally works! Now i'll be doing i don't know what with it. Probably !!EVULSCIENCE!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 15, 2012, 11:26:50 pm
Easy. :)

On this note, I'm going to write up the next 'chapter' of the Urist-Vanya story. :D

Resolve
Spoiler (click to show/hide)


I realized I didn't write up Hans' side of the final battle there, that will be its own later update. :)
Also, ninja'd SEVEN TIMES.
Hope ya'll like it. A couple parts were... Quite contrived and unrealistic, but meh. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 11:47:44 pm
Hans, that was made of win.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 15, 2012, 11:51:45 pm
Talvieno and I collaborated on it a good deal, so I would be remiss to take all the credit. :) We both had the same idea, Urist rescuing Vanya, and it just grew from there. I believe the next update will be his. :D
But thank you Splint, I appreciate that. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 15, 2012, 11:53:37 pm
I love this story~ an elf you can actually sympathize with? One who isn't being a tree hugger and making constant annoying short jokes? Thank you for giving me /one/ i could like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 15, 2012, 11:56:24 pm
Lol, I give total props to Talvieno for that one. It was quite a joy to be able to write a likable elf interacting with DF dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 15, 2012, 11:57:15 pm
Yeah usually it's just arguments over wood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:03:03 am
To be honest, i've always imagined that the males elves were the stuck up stick-up-their-ass jerks. Females of any species tend to be nicer, which is why in other fictional works, it's mostly the females who chose to integrate into other societies. Maybe they just got sick of being second fiddle to wood? ;) the wink is to make that sound dirty. dB3 EDIT: Just smacked myself with fridge logic: elves will cannabalize their own dead, but will wage war over wodden studs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:04:51 am
New information - The sequel to this mess will have the fighting pick as standard issue next to chain and mugbased weaponry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:08:38 am
Question: you mentioning chains has gotten my "so new i don't know what can't be done" brain wondering: can you make/mod whips out of chains? and include spikes on the tip? Like a long range mini flail.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:12:00 am
No, but you can make a weapon like that. The game still requires you to be next to the enemy icon though. Case in point, my Hastae are in between spears and pikes in size, and my fighting picks are based off proper war hammers, that have a piercing spike and a flat bashing head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:13:10 am
I'm really happy to have something to look forward to when I get off work, and something to contribute to. Otherwise, my life is suuuper boring.  ::)

Dual Quad ninja'd:
@Xahnel: That would make some amount of sense, but we'd be toeing the line of sexism. :P

@ Splint: Yeeeesss. Picks are nasty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:14:44 am
Actually they're deliberatly OP'd. They are fucking devestating to armored goblins. The spike can pierce just about anything because of it's tiny contact area.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:21:26 am
@hans: it's only sexist if i said it insultingly. Every time i read/watch/play fantasy stuffs with elves in it, the guys are jerkier than the girls. Plus i've very rarely heard of a male elf choosing another society over his own. (example: the apebalded guy who was made king of the dwarves) Course, this being DF I gotta go with the theory that this elf is just unique, as i've had female elf diplomats go batguano crazy. ... Also, new crazy ass theory: elves require a male, a female, and a tree to reproduce. Which is why they go to war.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:28:43 am
Whoa, that's brilliant, Xahnel.

@Splint: They're like the whip of pointy things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:29:58 am
Indeed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:33:53 am
... Did i just come up with a unique idea for why elves are general pricks? Also, splint, can you make one half of the pickaxe head pointy, and the other half an axe? EDIT: And make it crosstrain axe wielding and mining with every use! (it's not too crazy, since we got mug rifles, right?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:37:55 am
...... It'd need one skill to govern it sadly. But it'd be possible to make a war mattock governed by the axe skill or hammer skill, having a flat smashing head and the chopping blade of a mattock.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:41:47 am
I believe one mod somewhere has a halberd that has:
A spearpoint on top
An axeblade
Back spike
Bashing shaft
Buttcap that's pointed
Smash with the flat of the blade

So... You could have all kinds of attacks on one weapon.

And yeah, Xahnel, I think you did.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:42:20 am
Well frigberries. Also, i has no clue what these weapons you speak of are. What's a mattock? EDIT: Ninja'd. That's pretty cool, hans. So, if you hate elves... Guess that means you chop everything down! Also: is that weapon called the "deathstick mk 27000: killer of all"? Because if it isn't, then i gotta wonder why not. Update: i'm in the four hundreds, though my phone displays only five posts at a time for some reason, so i am catching up. and yes, i did read it all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:44:03 am
A mattock is a digging and deconstruction tool. http://en.wikipedia.org/wiki/Mattock
 My version would have the chopping axe blade replaced with a hammer head while maintaining the horizontal digging blade. Either hammer or mining skill would govern it's use.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:44:59 am
Ninja'd by Splint.
What he said. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:45:50 am
Why is it I have this strange feeling we'll be berrated by Mr Frog for the derail into weapons modding? xD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:49:58 am
If he does, just invite him to the tinychat and show him what you showed me. o.O That should be retaliation enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:51:00 am
It's the middle of the night, and no one can stop us. -cue evil laughter- also, how will we stay above third place in the thread list if no one is talking? If it goes quiet we might... Might... FALL TO FOURTH!!! D: Oh it burns my retinaes just to picture it!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:52:14 am
If he does, just invite him to the tinychat and show him what you showed me. o.O That should be retaliation enough.

Does the phrase "Cruel and unusual punishment" Mean anything to you!?

Even getting a leg chopped off cannot stop a fighting pick it sems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 12:53:35 am
Haha, we were on the second page once. We quickly rectified that oversight.

As always, Ninja'd by Splint:
Yes. Yes it does.
Hey hey hey, stay out of my shed. *Crazy eyes*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 12:55:06 am
@hans: it's only sexist if i said it insultingly.

Bullshit. It's sexist either way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 12:56:24 am
That shed thing was horrible....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 12:59:30 am
I'm pretty sure numbers can't be sexist, racist, or bigoted in any way possible. It's like, a rule or something. And as the person who has read every fantasy book the library next door has (it's a small library), the numbers be in me favor, Mr Frog, sir. ... I have no idea why i slipped into a pirate accent there. EDIT: We also appear to have been caught. I propose hiding under a rock. Anyone want to second this motion?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 01:01:50 am
That is a good point, Mr Frog. There are physiological differences between males/females of all races, but personality and behavior varies depending on the individual, not the gender.

@Splint: Yeah. I may have to assassinate Corai for that.

@Xahnel: I'd recommend not pushing the point much more. Mr Frog is somewhat snappish when he's in a good mood, and we don't want fighting here. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 16, 2012, 01:02:47 am
@Splint: Yeah. I may have to assassinate Corai for that.

I should rewrite what I am sending Splint through PMs and let you read the story. You will want me dead even more.

Bell Dawndistance, such a good girl.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:05:17 am
@hans: this is why i motioned hiding under a rock. Still waiting for that second.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:05:50 am
CORAI IS LYING BASTARD!!! SHE'S A DAMN NECROPONY!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 01:06:44 am
Numbers can be biased, because cherrypicking. And, technically, those numbers can still be sexist in and of themselves, because they're representing someone else's views.

Of course, if this really is just based on what other people wrote -- deathglare -- I'll let you off with a warning this time.

I apologize, but this is the one subject that I absolutely cannot remain peaceable on. You just sort of stepped on a major landmine here. Not your fault, really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 01:07:24 am
I will take you inside the shed, Corai. [singing]And then I'll show you a thing or twooo...[/singing]


@Xahnel: Dude, I'm already under the rock, what are you doing out there?

Oh, you got off with just a deathglare. Luuuuuccckkkyyy...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:10:36 am
You should see the deathglare my girlfreind likes to give me while she holds cutlery. I are immune to anything else, as i have reached "just doesn't care anymore" levels of tolerance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:11:26 am
Fighting picks = Devestating
Lorica Segmentata = Best armor I've ever had.
Galea helm = Best fucking head protection ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 16, 2012, 01:12:20 am
Fighting picks = Devestating
Lorica Segmentata = Best armor I've ever had.
Galea helm = Best fucking head protection ever.

I wanna play with those...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:13:40 am
it seems the only downside to the galea is I assume when you pass out tou get stabbed in the open face. Iron segmentata blocked eveything a copper pike put up against except two stabs that probably got in between the segments.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:13:54 am
Now i feel guilty cause how off topic i am. -sadface- hey, hans, i loved this line: "it's just a leg, gimme a crutch and some beer and i'll be fine."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 01:14:12 am
Mr Frog is somewhat snappish when he's in a good mood

I seem to have become the Big Bad around here :\  I'm not sure how to feel about this.


Quote
Warning - while you were typing 4 new replies have been posted. You may wish to review your post.

Jesus Christ, you guys...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:15:51 am
Wear such a abdge with pride. It means we fear you ina respectable manner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 01:17:29 am
I know, I got ninja'd SEVEN TIMES writing that U-V update.

And you're not the big bad. That's the Spawn, and by extension, Joseph, Ballpoint, Parasol, and Eris. Also, the zombies. But the true big bad behind the big bads is the dreaded hospital...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:18:19 am
I fear no internet peoples! I just has a... Healthy respect for certain ones. Yeah. Let's go with that. @frog: i'd be typing faster if my phone's browser didn't throw up "you have already posted this" errors and require me to restart the browser just to reply, or make more than one edit to any post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 01:18:37 am
Wear such a abdge with pride. It means we fear you ina respectable manner.

I always thought PopCulture!Machiavelli was a pretentious asshat, but I'll take what I can get.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:20:25 am

And you're not the big bad. That's the Spawn, and by extension, Joseph, Ballpoint, Parasol, and Eris. Also, the zombies. But the true big bad behind the big bads is the dreaded hospital...

Hans, we're in the tinychat if you'd like to join us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 01:22:55 am
Hans, we're in the tinychat if you'd like to join us.
Linkie? I'm bored right now and booting up Skyrim would require effort on my part.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:22:59 am
If you guys are off to tinychat, i suppose i'll get back to reading. since, you know, i'm being left alone. -sniffles- ... I'm joking, i'm joking. I seriously gotta get back to the reading i've got a hundred and fifty five post pages to read. -prolly ninja'd- EDIT: What is tiny chat? Voip or text?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:25:01 am
Text. i can send you a link- oh right. *Facepalm*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 01:25:35 am
I'm kind of starting to worry that we're using the thread as a chatroom when we shouldn't be... this morning, we were behind Hellcannon in page count. We are now 4 pages ahead and counting :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 01:26:59 am
Eh, we're killing time til PBT updates.
We've got a lively community is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:27:15 am
This is what happens when we need to kill time.

EDIT: Hans ninja'd me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:27:58 am
You could email it. You still haven't sent that promised stuff about the secret awesome. EDIT: Stop burning my retinae with images of us falling to fourth! (just kidding, he's right.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:29:12 am
It's an IM. And since I'm between failed adventurers I'll cobble the email out now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:34:02 am
No, nevermind. TC will not work for me, i need java, no has. -sighs- geek squad, why did you betray me?! -begins cursing about inept techs breaking a laptop- EDIT: Only one chat site works for me, and that's Mocospace. So, unless everyone wants to go there, friend me, and wait for me to set up a chat room... EDIT II: Turns out, i'm a moron. I found my pm inbox. It was at the bottom of the main menu.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 16, 2012, 01:35:25 am
Le download, she works.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 02:36:20 am
This is the diary of Paintbrushturkey, earlier pages are missing or are charred to the point of unreadability.
Granite:

Mitch just came running at me giggling somewhat manically and handed me a key… and told me it was all in my hands now he then ran off giggling somewhat manically, not quite sure what he meant with that, but knowing this hellhole it can’t be good

Wanted to go and see splint about some work orders but he was shouting something at someone in his office I only gathered 34.07 atom smashing and overseer, I wonder what atom smashing is but it sounds bad…. I think I will visit him once he has calmed down to try and find out what this is all about, I shall instead have a look at our military.

It appears that the military is in and even worse condition than I could have possibly imagined, I shall need to do something about this….
Finished drafting the initial drafting and “re-equipping” our glorious military all those shiny adamantine battle axes are now actually getting used, the roster is as follows, I did drag some unlucky sods from their workbenches and threw them at the respective commanders, Fisher muttered something about spawn fodder, I wonder what he means:

Fisher is leading the 10 pike dwarves
Pokonic was the first guy I found so he has command of the first squad of reservists, our 10 axe dwarves
And Feb has command of the remaining reserves, 10 hammerers that is….
I have also designated a danger room to be dug out and some training spears to be carved

Lastly on my agenda there is the issue or refuse, it just seems to be piling up, so I have:
Designated a garbage dump – couldn’t find one :-S
Reworked refuse orders

I have also found that we have a whole pile of useless crap lying around in our armory, have told the guys down at the forges to melt it down…
Just had a look out of the window it’s crawling down there….. blimey, our watch kiwi died, too courtesy of some undead risen in the watchtower...

I have ordered fisher and his squad to clear it , just had the report that some of the suckers just didn’t want to stay dead and literally had  to be turned into a sieve to stay dead, ah well dead is dead, none can withstand out glorious  military, have ordered the bitz to be cleaned up, also have told people to clean up the trade depot, what will others think of us. Fisher is staying in the tower for now just in case there any fakers.

Just checked on the progress of our training spears and they still have not been approved… SPLINT STOP MAKING FUCKING MUGS AND APPORVE THE BLOODY WORK ORDER… was it 3411 mugs he was shouting about? I hope not ….. hmm I think he head me, just spied him sneaking back in his office.


Slate:

A forgotten beast has come a skinless frog that secretes deadly dusk… thankfully it’s locked down there in the caverns and can’t do any harm…

I’m suspicious of Splint, I think he is up to something, I’d swear he is hoarding mugs in his room, too. I think someone needs to keep an eye on him, at least until I know what he is planning. I have thus expanded our Fortress guard to 10 members, this has the additional benefit of taking our “trained” military up to 40 dwarves, I have also assigned stations to them, 2 to the EIDS (Early Intruder Detection System), somehow the kiwi got killed by some undead that wandered in after being resurrected inside our guardtower, they have crossbows so can fire at any intruders below, 2 more in the guard tower above it, and another 2 in the guard tower outside the trade depot, this should hopefully keep the map reasonably safe once I have cleared all the zombies and should allow me to focus on securing and exploring the caverns. It also has occurred to me that whoever gave the military has been rather harsh on them, they don’t even get time to eat, how are hungry soldiers meant to fight effectively, I have reduced the minimum number of soldiers required to be on duty to 8.

A somewhat breathless guard has just burst into my office yelling something about migrants, I wonder what they were thinking… I have ordered the drawbridge outside the depot to be lowered, but it appears to be broken, I think we have been sabotaged, this confirms my earlier call for more personnel in the fortess guard, however when I asked the captian of the guard if anyone of them had seen anything I only got a replies along the lines “No, they’re busy and have to pick up my equipment” I think he should pull the other one, it’s got bells on…., how long does it take to put on some armor? I mean seriously, if he doesn’t get hit bunch of guards organized I would see to it that he’d spend the rest of his life cleaning out the animal pens!

Anyways, I have been forced to have the migrants make camp, it appears that zombies don’t understand speech, but miraculously can sense if someone left a door unlocked, I think this is something that needs investigating as it may allow us to combat the zombie threat more effectively.

(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/migrants-1.jpg)

I have to commend our miners they are either incredibly efficient or incredibly bored, I had barely mentioned where an escape tunnel neded to be dug when they started swinging their picks, the migrants rushed in and certain members of the fortress guard had to be physically restrained from running out there and picking up equipment, I think I may have been a little to harsh with their commander. On the bright side most of them are now equipped and ready for action. So long Brainsuckers…., speaking of the undead the ghost that was wandering around the fortress has been put to rest, good riddance I say. I have also noticed a rather hollow clonk when I examined the hospital, closer examination leads me to believe that there is a stairway in the way of the bucket as it travels towards the water in the caverns….. I have fixed this by shifting the stairway to allow the bucket to move freely.

Felsite:
On my way back to the barracks I passed Corai who running throught the corridors babbling about animal skins, he also refuses to let anybody inside his workshop, I have sent Fisher to investigate, I’m told she has previous experience in treating the violently insane….

Fischer just Reported back to me and it appears that Corai has created a masterfull suit of leather armor, I can’t bring myself to tell him that we don’t use that anymore and are capable of using metal, even adamantine, but he seems happy enough.

(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/vultureleatherarmorartifact-1.jpg)

Corai has been pestering me to come and examine his leather armor *sigh* I suppose it will keep him happy….
It has just struck me as to how dirty this place is I have ordered Splint to see to it that this place gets cleaned up, he is the manager after all so I think this is part of his job description, I wonder how he got the job in the first place, I think he is up to something.

I have just had a very excited Simon run into my office and tell me that we really should be starting to haul some mugs to the depot as some elves had been sighted on the horizon, I think watching them try to sneak through the horde of undead at our trading entrance will be fun, I have declared this day to be a holiday with free drinks and complimentary crossbowbolts for everyone. I think at the very least 50% of us just want to see what happens when an elf get startled in the middle of a horde of zombies *HEHEHE*

Dam these elves, it looks like they lead a bunch of goblins right to our doorstep, although I admit that it was to general entertainment, the odds of the elves actually reaching our gates currently stand at 100 to 1 so I do suppose Simon stands to make a lot of money if he wins his bet, which I suppose is a fair enough incentive to sympathize with the elves, at least I hope that this is reasoning…..
The spawn are here, I count 9 (1 of whom appears to be riding a war grizzly bear)on the horizon, the race is officially on, several posters advertising ongoing bets have appeared throughout the fortress, I’m not sure who is responsible for this but it certainly has heightened morale, I have included a transcript of one of the posters for reference purposes:

Quote
WHO SHALL REACH THE GATES OF SPEARBREAKERS?
Palce your bets now!
-   ELVES  (100:1)
-   SPAWN (1:1)
-   GOLDINS (10:1
-   UNDEAD (1:1)
-   NONE (1:100)

After all bets had been placed we spied a further 7 spawn that joined the fray beneath the tower, there was some disgruntlement about the unexpected reinforcements and some dwarves decided to give the goblins and zombies a hand as it were by firing their crossbows into the melee. It was not long until it became apparent that the weight of numbers of the undead would win the battle, the hidden necromancers kept raising their dead, even though the corpses were little more than bloody mush, yet every dismembered body part rose again with a life all of it’s own and started clawing at every living thing possible even the fearsome spawn shrieked in something approximating fright when they were torn limb from limb by the horde, their black hears eventually laid bare by the sheer weight of attacks, before being torn from their mutilated bodies. The battle lasted well over a month dampening the initial excitement and resulting in a routine of sorts setting in, however I insisted on a guard being maintained in all of the watchtowers.

(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/splat-1.jpg)
(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/shouldihavesuspendedthatspiketrapwhoops-1.jpg)
(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/Picture1-1.jpg)


Hematite:
Mr Frog has just informed me that the Danger room has been completed, he said he “improved it”, Upon inspection I could see no improvement, but alas I shall let the dwarf have his enthusiasms.
I shall take the dangerroom into operation today. All of our standing military squads will be required to have a training session.
It appears that the the dangerroom is more dangerus than I had initially anticipated, I have heard reports of dwarves fainting and often breaking thumbs and toes, this is something I must investigate myself. I have scheduled myself to train with Sus III and Fisher today.
Upon beginning the session I noticed a foul smell emanating from the holes containing the spikes, there also appears to be some powdery discharge coming from the walls and ceiling of the room, Sus III got a blast to the stuff full in the face and immediately fainted, it was then that I noticed the room getting a bit blurry, so I imeediately took steps to suspend the operation of the room until the cause of this can be investigated, I only found the emergency shut off with fisher’s help, who seemed strangely unaffected…
I have started questioning Mr Frog about his improvements and he told me that Hans had given him some mind and body enhancing substance to try out on us soldiers….. I have confronted Hans about this substance and he told me it was Fairy dust or some such nonsense. I believe he may need counseling.
Further investigation into the SusIII incident has revealed that he was wearing neither gauntlets nor boots whilst he was in the danger room, I have explained the matter to him, and he seems to understand now that the danger room is only to be used in full kit.

Galena
A Human caravan has come, I have ordered our soldiers to escort them in as there are still many undead outside the gate, the spawn seem to all have died off. I have also just been advised that the humans are beign chased by approximately 30 mountain barbarians. I have ordered our entire military to assemble in the trade depot. It appears that we were to slow, our dwarves are still donning their armor, most of the humans are dead. The barbarians seem to have killed the vast majority of the undead, they seemt to not be getting  up, I hope the necromancer may have been killed, I have ordered the barbarians to be let in…. through the spike bridge…..it is with gread sadnss that I have to report that the mountain barbarian invaders (who have all died a range of deaths from being turned into kebab (SPIKES / FISHER) to being reduced to splatters in the pits to the left and right of our spike bridge (DODGED THE SPIKES AND LANDED ON THEIR HEADS OR SOME VARIATION THEREOF)

Limestone
I have organized for more training in the now unimproved Danger room (no incidents since)and have set up the forges to produce addy suits of armor (legendary armorer s only). Other than that the fortress is being cleaned up bit by bit and most of the corpses have been removed from the caravan depot.

Timber
This is it “The invisible walls” are going necromancer hunting, I would like the dwarves caravan to survive and perhaps even the outpost liason….
Thus far the Necromancer hunt has proven unproductive, I have however identified a number of spawn hiding in the shrubbery just outside out fortress. They were killed without a single injury on our side. Whilst fighting the spawn we also found a necromancer who regrettably got away. However it appears that there is yet another as the dead are still restless
(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/necro2down-1.jpg)

Opal:
There are only a few undead remaining on the map, I have opened the gates to the civilians, This has regrettably resulted in a few (minor injuries) we really need to find that necromancer before somebody dies. What happy coincidence one of our military dwarves went to investigate a sound in the bushes after he relieved himself…..
Damn there is another necromancer lurking around somewhere… sigh

Obsidian:
Ah well I shall put ashabar and softa out of their misery, their endless howling is starting to get on my nerves, I’ve asked fisher to give me a hand, she doesn’t seem to thrilled about the prospect and said something about them being old friends, but then came around and said that if it had to be done it would be best if a friend did it.
I suppose the spawn have somehow gotten wind of my plans, we are under spawn siege and what a siege 31 mounted spawn wrestlers, everyone back inside the spiketrap will have to handle this… I hope….

It seems I left the backdoor open, I have ordered everyone else back inside, looks like everyone else made it, too, but what do I spy with my little eye, looks like someone left a battleaxe out for everyone to take, I just have to have that, there are a couple of spawn and other things around, time to make a name for myself. Thankfully the spawn were mostly busy with the undead, except for one that I got my hands on, now they are running for their lives (Out of character: Crap I wanted to die a glorious and gory death here but alas it was not to be)

Shit that still needs to be done:
Finish the two guard towers outside the depot
Also finish building and linking the flood gates at the ieds and then unsuspend the construction of the fortifications
kill the last necromancer who ocassionally raises a swarm of dead, the dead are easily kept down by stationing one of the military dwarves outside the caravan path entrance (civilian darves can then roam and do whatever surface work they fancy)
Splint i recon you will have a breeze of a turn and if you manage to loose more than 2 dwarves THERE WILL BE TROUBLE ;-)

http://dffd.wimbli.com/file.php?id=6671 (http://dffd.wimbli.com/file.php?id=6671)

Pics to come as i update this post
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 02:46:25 am
Quote
skinless frog

...Nothing to see here, move along...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 02:47:46 am
Post the link to the save then. I'll get started.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 02:48:11 am
PBT, you're awesome. Did you get a leet teh roxorz name for killing a spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 02:52:05 am
done

@ Frog: LOL
@ Hanslada: ehm just checked and no.... I got "Paintbrushturkey; Graveltired the Incontinence of District". Guess somebody saw me taking a piss after ....sigh...
@ Splint: Sus II is still alive ns why you have listed him as dead.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 02:59:53 am
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:02:56 am
I am terrified by whatever that is Mr Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 03:04:58 am
HAHAHA, just brilliant :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:07:36 am
In my book, a giant skinless frog roaming the underground = STORY OPPORTUNITY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:10:03 am
I skimmed after the part about a necromancer being alive.

First order of busines. FUCKING KILL HIM.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 03:19:52 am
killed 2 .... gotta find the fukkers first  >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:21:19 am
Also:
Quote
now [the Spawn] are running for their lives

SPEARBREAKERS.


Can we get numbers on the Spawn ambush? Because
Quote
They were killed without a single injury on our side.
Indicates something has gone either horribly wrong or right, and I have a sneaking suspicion it's the first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:23:46 am
I am considering two units making sweeping movments. Statsitically speaking they'll find him by virtue of too many eyes looking for him to hide, or one will drive him into the other unit.

And the simulation system tends to yield unstaopable badasses....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:24:34 am
*Points to necrotrap design a whole bunch of pages back*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:25:55 am
Too many corpses outside for for that now. MANDATE: DISPOSAL OF REMAINS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:28:03 am
There weren't too many corpses when I first posted the design?

E: What's the problem with a lot of corpses again?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:39:27 am
I mean there's too much ressurection material outside.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:47:14 am
Ah, yes, that would be a problem... they won't go after the bait.

Clean up surface, attempt to root out as many necros as possible with military, then use necrotrap to catch any stragglers?

Can't sleep, too busy worrying if I made the Spawn underpowered ;_;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:48:37 am
They can only be killed in three ways Mr Frog. They aren't truely underpowered.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:50:51 am
Did Turkey get around to euthanizing Ash and Softa? I'll be very sad if he did ;_;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:52:22 am
I hope not. i'm still messing around on adventure mode but the save is plugged in and ready.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 03:56:15 am
If yes, then I'm sure dorf!Splint can be persuaded to... er... prepare some new test subjects. For science. And if that goody-goody bastard Mr Frog asks, it was an accidental exposure, comprends-tu?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 04:09:59 am
it was 15 spawn, vs 40 military dwarves, it was essentially a case of the spawn trying to hit one dwarf and gettign 3 or so pikes stuck in them whilst tryign to do so (see pics in the post) so yeah they aren't underpowered, but 1v1 they loose out against any of our melee military dwarves (again see pics)

ashabar and softa are still alive but the lever pull is actioned and fisher is stationed - on a side note why are we keepign them? the BERSERK reading pissed me off every time i checked the units screen ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 04:17:31 am
They've become ingrained in this place's atmosphere. That's why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 04:25:28 am
exactly i think engraining them into the walls of their cells with the help of fisher's pike would be even more fun :-) (that and i wanted to see fisher tantrum)

AND JUST FOR THE RECORD (just took that now so it has ashabar and softa on it but.... just ignore all the 207 kills ;-))

(http://i435.photobucket.com/albums/qq76/Paintbrushturkey/justfortherecord.jpg)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 04:27:27 am
We keep them because of their fabulous singing voices. And because it's funny to dump small animals in through the feeding tubes.

Yeah, 15 on 40 sounds about right for the Spawn getting hammered... in my balancing tests, the Spawn could be beaten pretty easily if greatly-outnumbered, though even-ish fights typically ended very badly for the dwarves and outnumbered dwarves were uniformly curbstomped.

Also: Are you insane!? You do not pass off a fortress with an active lever order >:V That's literally one station-canceling gaffe away from Urist cancels Live: Interrupted by Holistic Spawn x80
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 04:29:59 am
Mea Culpa - would be entertaining though, can't make it to easy for splint though, he'd get bored

PS just checked I suspended the lever order before i passed it off so all good
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 04:31:33 am
Still, I lol'd inside upon seeing that Fischer has killed the same goblin so many times that s/he's probably gotten bored of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 04:32:22 am
Man I had a beautiful fortress in it's 12th year. i don't care if it gets boring. For some derranged reason I legitamatly want to keep thopse little bastards safe and happy. Even if they are just pixels.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 04:36:12 am
yeah that gobbo is tenacious, personally i'd have just staked it to the ground, but regrettably that's not an option in DF
See Splint my dwarves are in trouble if i don't have stuff to kill ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 06:53:44 am
@Splint: Yay, skulkers got mentioned by Dwarf!Splint. :D I is proud.
@Hans: that was incredible. :D I'm nominating it (http://www.bay12forums.com/smf/index.php?topic=102730.msg3453162#msg3453162) for decoration in the second post - does anyone want to second that? And I'm going to start on my side soon.

Question: you mentioning chains has gotten my "so new i don't know what can't be done" brain wondering: can you make/mod whips out of chains? and include spikes on the tip? Like a long range mini flail.
Sounds like the main weapon in God of War. Blades of Chaos, anyone? I'd love to mod this in... (go find a youtube video of God of War if you don't know what it is, seriously.)

Haven't gotten a chance to read PBT's final post, but I will at some point. I need to get the save posted, though, so if someone could send me a link, that'd be much appreciated.

I hate missing out on chat with you guys. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 07:07:50 am
Xahnel cancels Send PM; Phone too Screwy. Yep, it's official, my phone nearly snapped it's operating system in two last night, and now i can't push a button to attempt writing a PM. Unless someone PM's me, this is literally the only way i can say anything. I see you guys did things while i was asleep. Gotta reeeaaad... Splint STILL hasn't messaged me in any way... And hello talvieno! ... Xahnel cancels Read More Posts: Too Sleepy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:12:56 am
Sorry man, SOmething went screwy with the email. I'll send you the detail on here and you can check them out on a computer.

EDIT: Now some loose references to a private clustefuck, and introducing the source of the name Splint within this and many other worlds is coming, and will correlate to a horrific battle soon to come, as I am juggling writing and playing right now. Also Paintbrush, you seemed to have become rather pissiy fighting zombies all day. GOing to have to deactivate you so you can complain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 01:37:35 pm
HAHAHA!!! I R AT KOMPUTOR! FEAR DOGBERT AVATAR!

I miss my laptop. :'(

This is what Rose should resemble, if she gets included in any kind of artsyness.
Spoiler (click to show/hide)

It's nice to know what kind of coding this forum uses, as now I can make use of it even from my phone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 01:52:37 pm
So as far as dwarves go she'll probably appear a bit scawney for a soldier. but then looks are often very decieving (I'm an example of that, I look like I would die moving a heavy bag and I've moved several hundred pounds of shngles in very short periods of time.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 02:08:54 pm
Pretty much, yeah. Also, i've downloaded a pile of weapon sprite imagery, so, i can contribute weapon art. First i'll get to work on the Spearbreaker Pike. If you would like to provide a description, splint...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 02:11:29 pm
I'll make you a crude doodle of what I think dwarven pikes look like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 02:16:14 pm
Also tell me colors. After this... I think i'll do the chainblade. Good thing i have a sawblade in one of the weapons. Know what would be a cool wep for SB2, if the Spawn is included? Spawnbone Scythes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 02:19:59 pm
Quote
(I'm an example of that, I look like I would die moving a heavy bag and I've moved several hundred pounds of shngles in very short periods of time.)
Me too, actually.


I thought I would be able to cram a lot more into this chapter, but, I was wrong. Most of what's below isn't a repeat of what Hanslanda posted last night.
From Vanya's Journals

NOTE: I took the liberty of renaming the "Thatthil" of the original chapter to "Wari", to give her an in-game counterpart.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 02:22:39 pm
im going to draw bukit, expect results soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 02:22:45 pm
.... Actually that does sound kind of badass. We'd need to make them drop a claw that can be used in a reaction though to make the weapon.

As far as colors, I always imagined Spearbreakers having an Orang-Blue color scheme on uniforms and such. Dunno why.

EDIT: Ninja'd by Talvieno And Bukit. I am now, after looking it over, reluctant to post premptive clusterfuck-o-war.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 02:31:55 pm
You don't have to post it, email it. Or, you could send me a pm, so i can reply with my phone number, and you can pic message it to me. Talvieno, thanks for more of this awesome elf. Anyway we can get her in the fort for reals? (name change fix, sorry! n.n; )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 02:34:08 pm
Doubt that. And that was Talvieno, V's progenitor. Hans is someone else.

And clusterfuck-o-war involves overpreparation of a city for battle, a pony that calls a human her dad, and a superweapon dubbed the Mastodon, which is in reality a superheavy battle tank with a rediculous amount of firepower and requiring 30 men to operate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 02:53:58 pm
... Oh. Thought you meant something else. ... It's hot, every ac in a mile radius is busted, and my brain hurts. No wonder i'm screwing up so much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 02:55:49 pm
I'm all for scythes. I have a thing for them, honestly (hence Scythods). It's something I'd like to see in Spearbreakers the Sequel. Dwarves should also be able to make soap, walls and chairs from their enemies. I still have those mods! :D

Orange and blue? I had the same idea... though I imagined them as also splattered with red. often unintentionally.

Thanks, Xahnel. :)
I'd be fine with Vanya being dwarfed (though she's unlikely to be anything like her character ingame). She's 1/3 dwarf at least. Physically an elf, but raised through 2/3 of her development years as a dwarf. Her being an elf in the story shouldn't matter all that much.

Quote
Mastodon, which is in reality a superheavy battle tank with a rediculous amount of firepower and requiring 30 men to operate.
If you could somehow get this ingame, through hacks or otherwise, I'd want it. lol   Very badass.   Dragons could fly and you wouldn't be screwed!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 03:05:02 pm
Another random idea by me! I'm gonna be famous! :D EDIT: Soon as my power comes back on, i'll get to work on the weapons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:12:21 pm
I can go on and will, for shits and giggles. I have a recording obligation today, so I'm saving. My nonstory update is that Paintbrush is still fighting a horse head, a Barbarian spearmaster is the only survivor of the failed barbarian attack, and a spawn is is running around somewhere. I've also suspended the euthinization order. Those two are just too ingrained in the fortress culture to really be gotten rid of.

Mk I "Mastodon" Siegebreaker Assault Platform
Crew 1 driver/gunner (primary weapons and locomotion)
1 communications officer/tank commander
28 suplementary technicians and weapons operators.

weapons

2 100 cm Magnetic Accelerator Cannons/Siege guns
4 "Dragon's Wrath" cruise missles
2 "Havoc" nuclear missles
8 seperate twinlinked 50. caliber machinegun sponson mounts
pintle mounted quadlinked 50. caliber machine gun w/ 360 degree rotation
2 chassis mounted 20mm electric rotary cannons
2 missle pods laden with aforemention warheads
Electirifed hull to repel borders

Powerplant

1 Ballpoint Technology microfusion reactor (this is intended to be and marketed as a lesser powersource for a small city.)
4  Stone INC solidfuel comustion drives for auxillary power while firing weapons

Use

Short range (80 miles when using solid fuel) heavy assault/firesupport platform and protected nuclear ordinance delivery system
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 03:24:05 pm
Splint: that sounds kickass. Be sure to include a dwarvenly obvious weak point, though. It wouldn't be dwarven if it didn't have a chance to explode because of a lucky shot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 03:27:16 pm
O.o
Deep pits in the ground covered with leaves is its weakpoint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:29:18 pm
That's just it. Dwarves didn't make it. Or any of the city's weapons. All manmade and thus, braindead artillary crews aside, shou;ld be idiot proof. The only dwarven components are the engines and those have almost as much armor on them as the front end for obvious reasons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 03:31:12 pm
It wouldn't be dwarven if it didn't have a chance to explode because of a lucky shot.
I lol'd. But hey - you're totally right. :P And Splint, even if dwarves didn't make them, they're operating them. I'm putting my money on the dwarven stupidity of legend.

new avatar courtesy of Mr Frog's suggestion. I don't care for it so much, but he says it's more "me".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:35:32 pm
I'm not gonna trust dwarves with nuclear weapons. I play humans more for two reason: They seem to grasp what direction safty is in better, and their soldiers train far more agressivly.

The story i've got (still reluctant to post it.) is centered around a city in the same realm as Spearbreakers called Sewaturet. Nominally a human city, and independant of the megacorporations and Eris, aside from bieng stuck along a major supply route.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 03:36:11 pm
Nitpick: In reality, the chances of causing a nuclear/fusion/fission reactor to explode by shooting it with high explosives is... Pretty much completely zero. You might breach containment, and then there'd be a Chernobyl type situation, with a huge slagged piece of the coolant system melting through the very earth into the groundwater while producing enough radiation to turn you into a delicious piece of mutated bacon within seconds, but a nuclear explosion is pretty much out.
That said, this is fictionland, where space has sound, time travel is possible, and lasers go about 45 miles per hour. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:40:56 pm
I haven't mentioned lasers. And any lasers I emply in fiction have no recoil and are deadly accurate. Recoil is provided by blanks so the soldiers feel like they're actually doing something.

And the armor is more to prevent the solid fuel engines from exploding The reactor is in it's own hardcase that no manportable or extant vehicle weapons  can penitrate, mostly to avoid a meltdown or containment breach (basically if this monster of a war machine exploded all that would probably be left is the reactor.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 03:42:57 pm
Yay fiction! If it's a tank, make the ammo compartment vulnerable to boom. and give a small chance of breaching the reactor because of the ammo boom. Because it wouldn't be !!FUN!! without it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:44:44 pm
You people clearly haven't gotten the hint to my fictionland warmachines. They aren't supposed ot have any !!FUN!! aspects, at least not for the operators. They are intended to be punishment for making the gods angry at you. By shoving several hundred tons of metal and explosive rounds, and depleted uranium slugs down your throat.

And do you really think they wouldn't armor that too? The aren't dwarves who built this. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 03:45:48 pm
Nice. I like that, Splint. Its quite realistic.

And yeah, that's awesome about the lasers. It would also be quite realistic. Although, I'm halfway wanting to suggest that some veteran soldiers don't load the blanks because they feel the recoil messes with their aim, whereas the rookies want the recoil, so as you said, they feel like something is happening when they pull the trigger. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 03:49:02 pm
Sound reasoning Hans. Quite sound.

Only problem is veteran in my ... works tend to be whoever managed to live past thier first deployment (I like me grimdark attrition rates)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 03:49:56 pm
I feel like i am missing out on important contextual data here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 03:56:35 pm
Very much so. Splint has his own universe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 03:59:11 pm
Seconding what Hanslanda said. It makes sense.

edit: ninja'd by Hanslanda.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 04:03:46 pm
I have a whole bunch of universes, some of them more bullshit than the last - creepy smile -
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 04:03:46 pm
Power is still out... No art from me yet... Anyone got any requests, though?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 04:04:45 pm
I can handle my own stuff. I'm sure someone else will though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 04:33:37 pm
... I'mma make The Master's wooden lover. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 04:38:48 pm
Oh boy, this may get awkward...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 04:48:14 pm
it's a quarterstaff made to look like a pike. What could go wrong?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 04:53:00 pm
Sooo... It's a long stick with a wooden pike head? Thanks for the clarification.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 04:55:44 pm
An extremely well polished stick with a pike head. The Master was... Fond of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 04:57:22 pm
So, i'll make it sparkle, and have a few floating hearts for effect. EDIT: did he name it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 04:58:58 pm
I think so, but IDK what the name was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 05:06:18 pm
He simply called it Chestnut.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:06:51 pm
Any way someone could pm him and ask? EDIT: ninja'd, nevermind. I'll use a fancy cursive script.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 05:08:04 pm
Where did he ever get to anyways? Him and like three or four other regulars just kinda disappeared awhile back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:11:22 pm
I noticed that too as i read the thread. ... Did i get ninja'd? EDIT: haha, nope!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 05:13:27 pm
You got ninja'd so hard it hasn't even sunk in yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 05:13:40 pm
Dunno. ANd he called it Chestnut, I already said that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:19:39 pm
Yeah, you ninja'd my question splint, i noted that. So, the spawn scythe... What special thing should it have? Maybe a chance to cause fear in the enemy?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 05:23:50 pm
We'd need an interaction for that. Otherwise it'd largly be a flavor deal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:27:08 pm
I'd say weapons made of spawn would have to do something... Besides killing, anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 05:31:38 pm
Story wise I'd say seeing dwarves using thier enemies as melee weapons would be absolutly terrifying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:35:40 pm
This is gonna be so fun...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 16, 2012, 05:39:12 pm
I think I kind of like the idea of a spawnbone scythe blade at the end of a chain. Bones and chains are a particularly good theme if you want macabre, and you could add spawn teeth all up and down the chain... But that's more approaching visual art and less actual modding. I'd call it a chainscythe... with not quite the same idea behind the name as a chainsword. It would have the cutting power of a sword, combined with the fast action of a whip (and a separate attack for the teeth attached to the chain), making it pretty freaking lethal. Very far from just a flavor deal.
Storywise, as Splint said, if I came across a dwarf wielding one of those, I'd run for my life.

And ninja'd. Looking forwards to seeing Chestnut, Xahnel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 05:43:06 pm
^ that is an awesome idea. Also, thank you~ lol, i might have rose ask about the feasability of the regular scythe ic. If we develop it here, we can allow for the technological progression to this new awesomeness in SB2. EDIT: the sword with the serrated disks, how many are being used?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 06:07:32 pm
Currently there is only one chainsword in existance and it belongs to Mr Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 06:09:45 pm
And he broke it trying to kill Vanya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 06:19:26 pm
Didn't ask those questions. Only want to know how many serrated spinning blades. Also, that name may need to be changed, as there is an actual weapon known as a chain sword, and it's a sword. On a chain. I though up Automatic Serrated Disk Sword, or ASDS. Because acronyms are fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 06:20:57 pm
Chainsword was ripped from 40k directly. It is also such a common sci fi melee weapon I don't think anyone who matters cares.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 16, 2012, 06:23:08 pm
I think I kind of like the idea of a spawnbone scythe blade at the end of a chain. Bones and chains are a particularly good theme if you want macabre, and you could add spawn teeth all up and down the chain... But that's more approaching visual art and less actual modding. I'd call it a chainscythe... with not quite the same idea behind the name as a chainsword. It would have the cutting power of a sword, combined with the fast action of a whip (and a separate attack for the teeth attached to the chain), making it pretty freaking lethal. Very far from just a flavor deal.
Storywise, as Splint said, if I came across a dwarf wielding one of those, I'd run for my life.

And ninja'd. Looking forwards to seeing Chestnut, Xahnel.

Why not a nunchukan style scythe? Two shortened scythe/sickle blades on the end of a chain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 06:30:51 pm
So, how many disks...? Does only Mr Frog know?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 06:31:38 pm
just a random number I'd say.... 40 ish?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 06:35:01 pm
So, four long, ten deep. I can't do three dee's, so, you'll only be able to see four.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 06:37:54 pm
Just a typical chainsword honestly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 06:55:16 pm
Thing is, i've never seen one, so, this may not look the same. And before i look at the official design, i wanna make it myself, and see how well I do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 16, 2012, 07:12:06 pm
take your pick ;-)

http://www.google.com.au/search?client=opera&rls=en&q=chainsword&oe=utf-8&channel=suggest&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=zq0EUPSaNaGriAeK06mlCA&biw=1600&bih=744&sei=0a0EUIiPM6XZigf4wrymCA (http://www.google.com.au/search?client=opera&rls=en&q=chainsword&oe=utf-8&channel=suggest&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=zq0EUPSaNaGriAeK06mlCA&biw=1600&bih=744&sei=0a0EUIiPM6XZigf4wrymCA)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 07:19:21 pm
I would like two of all of those. I'll put them in my shed.
>.>
<.<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 07:39:58 pm
Got my power back, working on the chain blade first. Chestnut, that's solid wood, including the head? Spearbreaker Pike, anything special? Or should i make my own flourishes? EDIT: Can't click links, can't see pics, on my cell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 07:47:03 pm
Just go with your own interpretation of our wonderful pointy sticks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 07:51:24 pm
I very nearly made it a spear looking thing before i looked it up on wikipedia...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 16, 2012, 08:48:05 pm
who said stone inc made powercells?

wait, i like that.
they DO make those things, aswell as vacuum generators.
witch are MUCH more powerful than anything parasol or ballpoint can come up with.


oh, have i mentioned the ELGTV yet?
hint, REALLY BIG GUN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 08:49:34 pm
Sorry about double post, guys. Chainblade is finished except for animation, Spearbreaker Fortress Pike is finished, Chestnut is done except for the effects and lettering, and finally i've fleshed out a spawnbone scythe. EDIT: Ninja'd, not a double after all. Yay~
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 08:51:05 pm
Can't wait to see'em man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 08:51:29 pm
Not a double post, you got ninja'd.
Ninja'd I tell you.

Spoiler (click to show/hide)


Ironically, I was just ninja'd by Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 16, 2012, 08:52:20 pm
HA!



*status to scanning images: 0.0000001%*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 09:09:45 pm
This is gonna be like Mr. Crocker and the amazing shrinking progress bar, isn't it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 09:15:45 pm
I think it's technically-possible to make Spawn vulnerable to weapons made of their own bones... I'm not telling how, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 09:20:19 pm
I took a bit of artistic liberty with the scythes, they menace with spikes of bone and a covering of flayed skin/leather on the shaft.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 09:21:43 pm
take your pick ;-)

http://www.google.com.au/search?client=opera&rls=en&q=chainsword&oe=utf-8&channel=suggest&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=zq0EUPSaNaGriAeK06mlCA&biw=1600&bih=744&sei=0a0EUIiPM6XZigf4wrymCA (http://www.google.com.au/search?client=opera&rls=en&q=chainsword&oe=utf-8&channel=suggest&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=zq0EUPSaNaGriAeK06mlCA&biw=1600&bih=744&sei=0a0EUIiPM6XZigf4wrymCA)

the cardboard one! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 09:24:56 pm
This is a war that changed how dwarves were... We couldn't remain the same otherwise we would have fallen... We'll do what we must to survive.

Adapt or die.

It is the only way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 09:29:03 pm
Mr Frog! I hope you enjoy the chain blade. It probably looks nothing like it really should, but once i animate it, it should look cool.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 09:29:28 pm
ADAPT WITH CARDBOARD! THE SPAWN WILL FEAR THE SIGHT OF PROCESSED WOOD!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 09:30:17 pm
Bukit you're thinking of elves. (voice acting is a fucking bitch at times.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 09:31:39 pm
WE WILL MAKE THEM FEAR!!


yes I am actually considering using cardboard as a weapon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 09:34:08 pm
Cardboard can murder. Haven't you seen the cardboard tube samuria? (hint, penny arcade)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 09:52:10 pm
Cardboard paper cuts hurt like a bitch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 10:01:40 pm
DWARVEN CARDBOARD: Causing Death By 1000 Papercuts Since -insert year here-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 10:03:34 pm
DWARVEN CARDBOARD: Causing Death By 1000 Papercuts Since -insert year here-

this
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 10:08:41 pm
I forget, who has the save now? (lol, thanks bukit.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 10:10:42 pm
Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 10:14:14 pm
Yeah. the place is a mess of undead bits, so I've suspended all work orders to get it cleaned up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 10:18:58 pm
About freaking time SOMEONE cleaned up the squishy smell bits. Too bad you banned weaponized lava, otherwise i'd say build a FUCK THE WORLD switch, and burn it all at once, instead of little bits at a time. -consults crystal ball- Also, Psychic Xahnel predicts you shall be ambushed/invaded while cleaning. Because game hate you. That'll be ten thousand mugs, please.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 16, 2012, 10:26:49 pm
you get one *Gold Mug*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 10:27:06 pm
I banned it because, um, Hi, Spawn and zombies don't burn too well. Plus those things wreak havoc with my FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 10:33:58 pm
Must. Resist. Urge. To. Attempt. Burning. Dead. Zombie. Bits. -picks up bucket of lava- Not. Resisting. Very. Well! (if i get annoying, please tell me. I'm serious. I sometimes can't tell cause people are trying to be polite.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 10:44:41 pm
Spawn are immune to magma. You just make !!SPAWN!!, which is !!FUN!! and also !!VERY BAD FOR FPS!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 10:50:39 pm
To be perfectly honest, i don't think anyone got what i said. Translation: i was suggesting using a magma flood to burn up the DEAD bodies and bits, thus saving time. But that would count as weaponization (even if it would be accidental, cause you can't control invasions), and is thus an idle dream.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 10:52:08 pm
The spawn corpses don't burn very well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 10:52:46 pm
There's something about the direction that this thread is veering in that I find distinctly distasteful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 10:58:08 pm
We're within our right to discuss an enemy in the game and why using magma on them is stupid, even for dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 10:59:26 pm
I believe Mr Frog was referring to something else.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 11:00:09 pm
It's not that, it's something else.

Something likely related to the fact that I slept so poorly last night that I can't tell which way is up.

E: Ninja'd
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:00:50 pm
If magma can't be used to burn the bodies... And they can be resurrected by a necromancer... Then... seal them in a deep dark room? EDIT: Am i being annoying? If i am, i'll be quiet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:02:29 pm
There's a reason a magma garbage chute will be employed. Contact with semi-molten rock will vaporize them. Or I can just trash compact them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:07:16 pm
Finished Chestnut! She gleams with rock nut oil along her wooden shaft, and is surrounded by the hearts of The Master's love.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:07:55 pm
Frigdoublepost! I am so ashamed! Don't cast me out into the spawn filled night!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 11:10:23 pm
If magma can't be used to burn the bodies... And they can be resurrected by a necromancer... Then... seal them in a deep dark room? EDIT: Am i being annoying? If i am, i'll be quiet.


:) You're not annoying. Stop asking if you're being annoying. It is annoying. :P
As Splint said, garbage chute to SMR solves the zombie bits problem. Its a bit slower than 'FLOOD THE WORLD!' but it works. And besides, we need the occasional zombie to keep our troops sharp. 

Also, Mr Frog the Murderously Cranky. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:13:25 pm
Finished Chestnut! She gleams with rock nut oil along her wooden shaft, and is surrounded by the hearts of The Master's love.

Why do I have a sneaking suspicion that's not really polish...

Off topic but related to The Master's illogical love of that stupid pole: I once had a human soldier who named, in game, his halberd "The Fondled Soul."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 11:17:35 pm
Frigdoublepost! I am so ashamed! Don't cast me out into the spawn filled night!


Urist Okablokum grabs Xahnel by the lower body with his right hand!
Urist Okablokum grabs Xahnel by the upper body with his left hand!
Urist Okablokum throws Xahnel!
Xahnel skids across the ground on his head, bruising the skin and bruising the fat!
*Locks door*
*Waits thirty seconds, hears spawn roaring*
*Lets Xahnel back in*
Let that be a warning to ye. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:20:37 pm
I'llbegoodi'llbegood! -hides under an adamantite basket-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 11:27:09 pm
First a rock, now a basket. :) But seriously you're alright man. Just chill. We're fairly laid back, as is the rest of the forum. Well, except for General Discussion. They're a bit... Clique-ish there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:33:56 pm
I just fear pissing people off, cause i'm quite good at it, both intentionally and unintentionally. And i've not had many good experiences being a newb to both a forum and the game the forum is based on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:39:20 pm
Honestly this is the most active the thread has been in some time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 11:39:48 pm
If magma can't be used to burn the bodies... And they can be resurrected by a necromancer... Then... seal them in a deep dark room? EDIT: Am i being annoying? If i am, i'll be quiet.

Only to me, and I'm incredibly-irritable at the best of times.

It's starting to feel to me like the thread's turning into a chatroom... like, it's less about Spearbreakers and more about a bunch of people socializing. Which is okay, but it's not very appealing to someone like me, and I feel that you may be contributing to that.

It's Splint's thread, so it's not my call to make regarding what it should be used for, but I'm just stating my opinion on the matter. I have nothing against you, I just note that your entry directly coincides with the point where the thread started to get over 100 posts per day, with a corresponding drop in functional content.

I have an odd feeling that this post has a significant chance of turning a few people against me, but this has been bothering me for a couple days now and I know from experience that if I don't lay it out now it'll just lead to increasing nastiness on my part later.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:42:02 pm
That's our fault, but hey, All I'm doing is clean up of the zombie apocalypse right now so there isn't a whole lot for me to report on. gotta kill time somehow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:43:55 pm
I'll try to post more spearbreakers related stuffs, then, and slow down my posting in general. Speaking of, any invasions, or immigrants? EDIT: ninja'd, i see my answer is no.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:45:30 pm
been dipping in and out. Mostly because my head is all scattered right now. Without any undead around though the next migrants might actually make it in without any rediculous strategy needed on my end.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 11:47:00 pm
It's honestly pretty harmless in this case, despite my bitching. If we didn't have Talvieno organizing the important posts, I'd be a lot more aggressive about keeping the thread uncluttered. Can't say I envy Talvi, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 16, 2012, 11:48:44 pm
Lol, gotta love it when 'hey migrants made it in' isn't a common occurence, and in fact is a tremendous accomplishment achieved with blood, sweat and war.

@ Mr Frog: Yeah, we're keeping the thread active. But we don't want to reach that tipping point where it stops being about Spearbreakers and starts being about people posting about stuff in the Spearbreakers thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:50:42 pm
Still, i'll do my best to minimize my random rambling, and tiny posts. Though i will not refrain from a situationally required hilarious (to me) bond one liner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 16, 2012, 11:51:01 pm
To be fair, most of what we've discussed is related in some fashion to spearbreakers or the narritive surrounding it. Just nothing constructive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 11:52:26 pm
+10 to everyone for handling my whining gracefully, though (especially Xaxa, who honestly has no reason to take that bullshit from me). Based on prior experiences, taking that tack in one of the discussion forums would have resulted in me being politely lynched.

Now, can we please stop rambling about how we're always rambling? I am way too tired for that kind of meta.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 16, 2012, 11:55:33 pm
I'm needing advice for the artwork involving the spawnbone scythe. I was thinking castlevania style bg, with blood splatters around the edges of the image. And i have NO idea what to do with the chainblade or what i've taken to calling the Spearbreaker Special.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 16, 2012, 11:57:44 pm
Also, nominating this:

Gotta love it when 'hey migrants made it in' isn't a common occurence, and in fact is a tremendous accomplishment achieved with blood, sweat and war.

This is probably the only fortress I've seen where getting migrants is cause for celebration.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 12:00:30 am
Decided to carve out a dormitory with chests and cabinets for the Skulkers. And any dwarves who are too sleepy to go up to the living level.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 12:03:59 am
You so sweet, Splint. Question: i read gemclod a while back, and they made mention of rock guitars. Was that purely flavor, or was that added for parties? If it was a thing... Perhaps it's time there was a band in spearbreakers. If there's ever time between seiges, that is. EDIT: Might not have been gemclod... Coulda been syrupleaf... ...now i've confused myself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 12:04:45 am
.... I don't recall that, but then I haven't finished reading it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 17, 2012, 12:11:52 am
@Xaxah:

I don't think guitars are in the vanilla game in any capacity, no. Certainly could have been modded in, and since any instrument can be made of stone, well...

Also: that question isn't related to Spearbreakers save for the most tangential of connections.

I'm still in 'HALT, CRIMINAL' Mode. I'll chill in a bit. Just tread lightly for a few hours.

Also, you do not need to apologize, which I suspect you're about to. Or, for that matter, comment on how you're not going to apologize.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 17, 2012, 12:13:40 am
Sheesh, I didn't want to, but I feel I must contribute to make this all worth it. :P

Fight Scene, Alternative Viewpoint
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 12:17:01 am
Lawl nope, i'm over my apology quota. The reason i asked is because spearbreakers, while massively entertaining in an "lulz, those gaiz r scruwed" way, the dwarves there gotta be preeetty bored, depressed, pissed, etc. I think adding rock concerts to parties as a way to boost their moods would be a fun idea, because as Splint said a few (hundred, for me) pages ago, i've become attatched to the idea of keeping these guys not only breathing, but happy despite blood rain, spawnspawnspawnspawnspawn, dead migrants, and necromancer zombie apocalypses. EDIT: Ninja'd be story! Very nice fight sequence. Zap Branidorf triumphs again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 17, 2012, 12:19:10 am
@Xaxah:

Also, you do not need to apologize, which I suspect you're about to. Or, for that matter, comment on how you're not going to apologize.

Lawl nope, i'm over my apology quota.

This is funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 12:22:51 am
This random, music related idea brought to you by "through the fire and the flames" by dragonforce. I'm picturing this blasting as goblins invade, and the dorfs charge out to slaughter them. EDIT: If i had the slightest bit of skill with movie making, i would make this... ah, to dream...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 17, 2012, 12:27:09 am
This random, music related idea brought to you by "through the fire and the flames" by dragonforce. I'm picturing this blasting as goblins invade, and the dorfs charge out to slaughter them.

If you need to chat with someone, I believe Splint's currently looking for a friend who is not a soulless robot. Maybe PM him? Click on his username; the rest should become obvious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 17, 2012, 12:28:59 am
This random, music related idea brought to you by "through the fire and the flames" by dragonforce. I'm picturing this blasting as goblins invade, and the dorfs charge out to slaughter them.

If you need to chat with someone, I believe Splint's currently looking for a friend who is not a soulless robot. Maybe PM him? Click on his username; the rest should become obvious.

Why thank you. I have been promoted from bastard to soulless robot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 12:32:40 am
No can do, Frog, sir. Cell phone is too weaksauce to click names. Normally i'd just post my phone number so people can text if they like, but this is a forum, not a cbox, and it's only my second day here. Therefore cannot do that. I'll just be quiet. EDIT: one more thing then i'll be quiet. No one told me if there were any deserts in this world, and what the names of them were if they existed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 17, 2012, 12:51:36 am
You've said you'll quiet down multiple times now. Just saying you will doesn't mean that you will. You need to learn to slow down and think before you post and consciously judge if any of what you're posting needs to be said.

And with that, I'll drop it, because it feels like I'm going in circles with this and I really, really just want to be nice to you for a change.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 12:57:26 am
To answer, there are several but I don't know the names.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 01:35:01 am
There we go, nice half hour gap o' silence whilst i did me some arts and writes. Thanks, splint. I'll just generate a world and pick one of the names. I'm starting Rose's journey story. I'll post it tomorrow most likely, along with Chestnut. EDIT: Just generated bout the smallest world i could. Part of it is named the Hills of Boring. Lawl. EDIT 2: What's the year?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 17, 2012, 10:06:59 am
250-ish I believe. We lost track around six years ago.

This random, music related idea brought to you by "through the fire and the flames" by dragonforce. I'm picturing this blasting as goblins invade, and the dorfs charge out to slaughter them.

If you need to chat with someone, I believe Splint's currently looking for a friend who is not a soulless robot. Maybe PM him? Click on his username; the rest should become obvious.

Why thank you. I have been promoted from bastard to soulless robot.

Kobot. I just pictured a dalek going, "COM-FORT. COM-FORT." While hugging Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 17, 2012, 11:55:43 am
Somehow, some way, I screwed up big time whilst copying Rose's journey journal. Oh well. You can reads tomorrow. For now: CHESTNUT
Spoiler (click to show/hide)

Also, my cell phone is broken, so until I get a new one, expect an absence of me, save for when I'm here at the library.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 17, 2012, 01:12:22 pm
i am going to hide in random blocky-ness now.



NEW DWAWING!

status to scanner: 0.00000000000000000000001%


whos read his majesty's starship or the xenocide mission?
because they has a ponylike thing that is made of win.



no im not a brony or idiotic or retarded. im just odd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 01:34:36 pm
To answer you Xahnel, it is currently the year 207 on the west continent calander.

And now an in character update. The sheer volume of crap laying around is reaking havoc with FPS, but compared to Swordthunders it's livable. That place wasn't so much a madhouse as it was a glorified garbage dump with hateful ghosts.

Sorry for the lack of pictures. Just so little happened in Granite it wasn't worth snapping any. Also to keep clean-up steady the watch towers will need to wait. Anyone who comes to play will just have to meet Fischer instead of the spikewalk.



-This is a cat leather bound journal. All craftsdwarfship is of mediocre quality at best. It is bordered with bands of slate and studded with slate. On the front cover is the name "Splint Lokumeshesh" in slate. On the front cover is an image of crossed pikes behind a shield in slate. On the back cover is an image of an elephant in elephant ivory. The elephant is depicted in a pool of liquid and screaming. The elephant is melting. It shows signs of wear and now has an iron chain attached to the spine, likely to be carried over the shoulder. The chain appears to be slightly rusted.


1st Granite, year 207. Second term of office as overseer of Lokumokab, Spearbreakers.

It's been some time since I picked you up journal. Too long a time in fact. Paintbrush asked me if I'd like to take over, since the trials of battle are beginning to wear him down. I agreed, if only to correct my many mistakes in the past. I've decided that, in light of how many skulkers turned out at the main celebration, to dig a barracks for them as a gesture of good will.

We also have a single Holistic Warrior perched in our grounds and have dispatched a soldier named Awl to dispose of it. I'm confident he will take care of it, as he earned a title for himself in the battles here amongst his fellow pikedwarves.

3rd Granite, 207.

With his victory this morning, Awl raised his sky blue pike high in the air and proclimed himself Awl Steelcrazy, The Warm Bastion of Gullys, a master of the pike!

(http://i49.tinypic.com/2utqo38.jpg)

[When he struck down the wrestler it stated he bacame a pikemaster. Badass timing. His name was Sigun at the time. Just wanted him to have a different name, so based it on the Awl Pike.]


12th Granite, 207.

Clean up is still slow going and Codyorr said he saw a hand running around up on the hill much of the fortress was built into. I have dispatched Fischer to investigate, and kill the cocksucker responsible.

15th Granite, 207.

Cleanup is still slow going, and that bastard is still roaming around. The original entrance has been finished and rehooded to it's old lever in what used to be the furnishings workbay. Speaking of which, I seem to be the only one willing to risk lives to save on space. While I care for everyone here deeply, I don't want us using more material than is needed to get things done.

Also a few undead are blundering about, and nobody seems to really care anymore, simply going about cleaning up the mess and more or less just kind of pushing them aside and going about thier day. I've deployed 1st and 2nd Squads in a pattern to funnel the bastard, because he has to be somewhere he can see the bodies he's reanimating. Hopefully he'll be dead soon enough. I've also issued orders to Solpyre to dig out a new cage storage, and for a barracks to be dug into the space next to the depot. I've also issued an order to begin making more mugs and a few hundred blocks so we can begin constructing a proper fortress to house the army.

On that note, and true to my word, I have given the military extended leave, so they may recover from this ordeal, and to assist in cleaning up the mess, save for Colonel Fischer's platoon.

On a personal note.... I know it's wrong but I've requested my rooms be finished. Mr Frog said he saw plenty of spare furniture, so I've opted to bring it in myself once the floors are finished.

-a little rushed, but there's thunder and I needed to save the game just in case and post this before my power cut out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 17, 2012, 03:57:14 pm
@Mr Frog: The Spearbreakers thread closely resembles the Spearbreakers fortress: everyone doing their own thing, nothing getting done, everything in chaos and it's up to one poor sod to figure out how to wrestle it into something resembling order. Humorously,
If we didn't have Talvieno organizing the important posts, I'd be a lot more aggressive about keeping the thread uncluttered. Can't say I envy Talvi, though.
this may soon be you. I've reached 35k of the 40k character limit in the second post... which was originally why I kept the titles short, but everybody seemed to like the longer ones. :P I suppose I could just edit everything and send an updated third post regularly (weekly?) to Splint so he can modify it, but.... I don't know how he'd like that cluttering up his inbox.


Xahnel, awesome depiction of Chestnut. :D    Am I correct in thinking that you were the one who drew the original Rose?


Splint, I would've liked to have seen what you did with the original Splint/Talvieno entrance... Would've been worth a picture, I think. I was going to make the loopy path a lot, lot longer, with plenty of room for archers in the tower to fire at idiots bumbling past. OH, and if we could maybe capture some mountain barbarians or goblins in cages to use for sport (feed to Ashsaber/Softa, as I doubt our soldiers could use the training), that'd be awesome.
I don't envy you the cleanup job outside. And hooray for skulkers. :D Out of curiosity, how many of our soldiers have titles at this point? Awl's mano a mano combat with the Spawn was awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 04:00:08 pm
Awl  fucking scared me to be honest. And I didn't look (thunder still, don't wanna chance it.) Awl literally beat the shit out of it. It only got in a few swings before his pike shattered its heart.

And I don't mind the inbox clutter. I appreciate any and all assistance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 17, 2012, 04:20:19 pm
more joruny long fucking walks in spawn infested territory logs, finished Art of bukit (with and without armor) will try to post soon.

By armok. Bukit kept walking and walking trough the blood covered plane, but alas. No sign of the fabled fort. he sat on a rock to rest, took is helmet and gloves off. And started to scribble, a self portrait of sorts. He drew himself, a miner,the spawn, and the fabled holistic. The children were crying, there boots soaked in the unholy liquid. His once pure white armor was now bloody and stained. He got up and kept walking
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on July 17, 2012, 04:22:02 pm
Can I get a miner?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 04:26:34 pm
When I can spare someone yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 17, 2012, 04:31:20 pm
I've also issued an order to begin making more mugs and a few hundred blocks so we can begin constructing a proper fortress to house the army.



...
I hope you put the order on repeat, and don't remind the next overseer to turn it off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 04:34:15 pm
I shall. Also, the tiny chat is open forbusiness if you think you can stomach it Hans.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 17, 2012, 05:45:44 pm
@Talvi:

I'd be happy to pick up where you leave off, but it may also be feasible to just hijack another of your own posts (or create a new one wholesale) and link to that one in your first. Whenever I had to collate everything, I invariably wound up dragging my feet after a bit, and I'd rather not leave it to myself indefinitely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 17, 2012, 06:21:25 pm
MUHAHA!


im sorry, my crazy limit isent reached yet.


HAHAHAH!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 17, 2012, 07:03:45 pm
Spoiler (click to show/hide)
the third and final panel is finally done. The only tasks left are to add tonns of mugs to all of them
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 07:50:02 pm
I'm gonna go out on a limb here and say he absolutly detests toads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 17, 2012, 08:02:58 pm
Its actually a frog, and no. He is just in a hyper-paranoid state where everyday objects he sees are hallucinated into things that are mocking him. the torch turns into the skull, the elf ear into a elf, and the random bone on the floor into an entire hand trying to kill him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 17, 2012, 08:05:49 pm
Oh god.... Storm has passed, finally trust things enough to continue. Clean up contiinues.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 17, 2012, 08:51:40 pm
whats with the elf ear?


also, hows the un-asked-for idiot called Aseaheru, Army Dwarf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 17, 2012, 08:58:59 pm
probably some random dwarf found it and dropped it later. I don't know, I drew and then came up with story for the faces.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 17, 2012, 11:51:03 pm
Its actually a frog, and no. He is just in a hyper-paranoid state where everyday objects he sees are hallucinated into things that are mocking him. the torch turns into the skull, the elf ear into a elf, and the random bone on the floor into an entire hand trying to kill him.

Sounds like Hinamizawa Syndrome to me.

When the Holistic Spawn Cry?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 18, 2012, 01:36:53 am
hey splint can you sign me up for another turn?
also could i request being put in charge of a squad of dwarves (military not the civilian squads) whenever the opportumity presents itself?

Also to make it clear

SUS II IS STILL ALIVE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 18, 2012, 02:27:08 am
When the Holistic Spawn Cry?


Spawn crying, that has... mind breaking images...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 02:27:59 am
OI'll try to work things around. Because you people decided full squads was a smart idea I have no idea what I'm doing anymorte besides cleanup.

And Sus III is permafixture now, so deal with it. They're cousins or some shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 18, 2012, 02:46:31 am
just refeirng to the entry on the front page... Sus II - killed by goblins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 02:47:56 am
We were under that impression, I'm just going to leave it.
 We'll all  pretend Sus II never existed.
And Asea you're currently deactivated and helping with cleanup.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 18, 2012, 03:18:40 am
Hint set the craftsdwarves to decorate with ivory to get rid of all the teeth lying around.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 03:46:25 am
I don't think they'll use sentient teeth...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 18, 2012, 04:45:56 am
well have fun manually designating the fuckers for dumping ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 18, 2012, 05:14:33 am
Or go into stocks, find in refuse the teeth/ivory and mark them all for dumping with a single keypress. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 18, 2012, 05:56:17 am
now you spoiled it  >:( ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 18, 2012, 09:33:35 am
I'm on for just a second, wanted to get the next Vanya post up. I really love how the fortress is in such chaos that we can't even tell who's been dwarfed yet. First Aseaheru, now Sus... who's next? :)

More from Vanya's Journal
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 18, 2012, 10:19:40 am
Quote
Well, unless it was Armok... then we'd likely die gruesomely in a sadistically hilarious manner, but I tried not to think about that possibility. Somewhere up there, someone was looking out for us.

I lol'd. :)

Awesome Talvieno. 

Also, I recently realized that we've been writing fanfics about fanfics that are about an RP succession game thats the fourth installment in an RP succession series.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 18, 2012, 11:23:06 am
Xahnel, awesome depiction of Chestnut. :D    Am I correct in thinking that you were the one who drew the original Rose?

Well, technically, the original sprite was Sam from Advanced Wars. But yet, I modified it to make Rose. This included changing her minigun to a shotgun. My photobucket has a few more variations on Rose. I'll post her journey journal once we get immigrants. Only cause I wanna date her journal entries, and I'll have no idea what the date they got there is til it happens.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 02:04:04 pm
Bukitidonos,  Weaponsmith

Frying Doby, Herbalist/Farmer

Jack Magnus, recently promoted Axelord and

Zombi, Leatherworker (There were no stonecrafters or masons availlable man, sorry! So I went with a general craftsdorf.)

All of these players are dorf'd or confimred to be dorf'd.

OOC Update: That fucker is really starting to piss me off, if only because I have to micromanage the soliders' movments more than usual. When the hunting parties showed up he mass ressurected a number of bodies, so I have an idea of where he is. But the axelords need enough time to move unto the hill to push him into Fischer's squad, and the zombies aren't allowing that because they absolutly have to attack them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 18, 2012, 03:43:01 pm
This is what I was worried about... necros are hard to catch in an open area.

Are there any convenient dead ends anywhere for you to corral him into? If not, we may need to break out the necrotrap.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 03:54:24 pm
I have to keep Fischer and her men on permanent zombie killing detail, not that it seems the civvies actually care anymore. Literally, they're just walking right by the undead and not even paying them any mind. Until all of the corpses have been cleaned up I can't do anything about it. And one of the ones that got run off appears to have come back, and a Mountain barbarian officer is trapped in the spike walk's loop-o-death stairwell under a hatch that's been locked.

I know the general area he's in, but unfortunatly the AI is working against me, as I need the soldiers spread out and they tend to move as a cluster, giving the necros ample escape time/room. They're hanging out around the wagon tunnel, that much I know. If I can get the mess cleaned up, I'm going to rout them into the old garbage dump and trap them there. Fischer will be able to deal with it from there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 18, 2012, 05:54:30 pm
use water to push them off the map!

YOU SAID NOTHING ABOUT WATER WEPONISATION!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 18, 2012, 06:26:29 pm
And so I double post! >:D

Bukit Made it! he and his group collapsed from exhaustion at the gates.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 18, 2012, 06:45:00 pm
..........
dot dot dot dot dot dot dooooot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 18, 2012, 06:59:20 pm
I post a poem

For Spearbreakers we fight, for Spearbreackers we die.
We brandish our pikes, axes ,and bows.
For the spawn at the gates we do not fear!
Through goblins, Spawn, zombies, and necros. We persevere and fight.

We are brothers and sisters in arms.
And die by the sword we shall.
When other forts say "FOR THE FORTRESS"
Spearbreakers says "FOR THE MUGS"

Large they may be, strong they may be.
But when this fort falls,
THEY FALL WITH US!

So, brothers and sisters in arms.
Brandish your weapons!
AND FIGHT!
FOR SPEARBREAKERS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 18, 2012, 07:02:45 pm
YAY!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 07:09:46 pm
Spearbreakers.

Spearbreackers.

Which one looks right.

(No offense. I let typos slide usually, but repeat offenders bring out Splint the Grammar Nazi.) Otherwise, quite the funny poem Bukit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 18, 2012, 07:14:17 pm
Spearbreakers.

Spearbreackers.

Which one looks right.

(No offense. I let typos slide usually, but repeat offenders bring out Splint the Grammar Nazi.) Otherwise, quite the funny poem Bukit.

Sorry. I have hard time with the word Break...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 18, 2012, 09:09:10 pm
I have to keep Fischer and her men on permanent zombie killing detail, not that it seems the civvies actually care anymore. Literally, they're just walking right by the undead and not even paying them any mind. Until all of the corpses have been cleaned up I can't do anything about it. And one of the ones that got run off appears to have come back, and a Mountain barbarian officer is trapped in the spike walk's loop-o-death stairwell under a hatch that's been locked.

I know the general area he's in, but unfortunatly the AI is working against me, as I need the soldiers spread out and they tend to move as a cluster, giving the necros ample escape time/room. They're hanging out around the wagon tunnel, that much I know. If I can get the mess cleaned up, I'm going to rout them into the old garbage dump and trap them there. Fischer will be able to deal with it from there.

For some reason, this strikes me as badass. We're actually being forced to work to kill something. Its not a usual DF instawin-lose battle, its some RTS shit at this point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 09:21:39 pm
I know right? It's a pain in the ass though. I wish I had runesmith. This is the one time I would cheat to get rid of them, if only to bring the little fuckwits out of hiding.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 18, 2012, 09:23:48 pm
Patience, Splint. Patience. Soon the Necromancer will make a mistake, and when he does, its all over. One mistake is all it takes with Fischer roaming around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 09:25:49 pm
Poor bastards are out in blood rain now. Oh, and evidently we have some sick fuck with a holistic bone crossbow. It is indeed badass but still.... Can't be a good sign...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 18, 2012, 09:28:28 pm
Will the Spawn siege like gobbos do? Giant army (50+) mounted on... Stuff?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 18, 2012, 09:30:37 pm
Yes evidently, as Paintbrush was considered undersieg until I sicked Awl on the last one.

EDIT: We've finally been recognized! After years of terror and hardwork, our nation has seen fit to incorporate Lokumokab as an official land of it's realm! Now to pick out an easy to please baron.

EDIT II: AussieEvil has been dorf'd as a Dig-Doc (get it? Dig Doc? Dig Doug? Well I thought it was funny....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 12:03:49 am
Just to get everyone's attention, I NEED to mention this: He finally slipped up. He tried to sneak in through the garden site and got beaten to death by to workers.

The undead threat has finally passed!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 12:15:40 am
Hehe, nice. All that military positioning and preparedness, and the douche gets clobbered by masons.

And woot at Barony. Make it the most difficult to please person in the fort, just for fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 12:19:50 am
reservists actually. he got pincusioned by three dorfs: Askad, Bloodeyes, and Terrahex. Oh and Talvieno is now a master armorer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 12:21:32 am
And the dastardly Terrahex strikes again...
That sneaky little dwarf spotted Urist. I'll get him back one day. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 12:24:13 am
Hans, tinychat awaits if you feel you can risk it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 19, 2012, 02:40:48 am
are you sure you got the last necro? i had that feeling 2x onyl to find another necro showed up...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 02:43:20 am
Yeah, I'm taking a breather and drawing right now, but there's another. I thought the other got bored and left, but sadly no the case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on July 19, 2012, 02:50:47 am
Just posting to say I'm glad I'm dorfed/soon-to-be-dorfed, and I hope I actually survive long enough to kill something larger than a zombified hand :p

And yes, I'm still watching the topic - I'm not one to post very often, but I check in once or twice a day.

... And since I apparently got ninja'd, more necromancers?

I'd like to say I'm surprised, but I'm really not.

Wonder how long it'll take to find this one >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 02:54:35 am
The other one did something stupid, so the other probably will too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 19, 2012, 05:51:52 am
yeah the fortress was shut down for pretty much a year, so if we are really unlucky there will be somethign like 10 necros on the map.... they do tend to get found by "civilians " hauling bodyparts away, so i'm sure we'll find the rest of the suckers soon enough, did we get another book yet (if you check one of the ones i killed dropped a book)?
also, thee are actually no more civillians in the fort, they all got about their buisness wearing armor, carrying at least 1 weapon and a shield, or at the very least should do so.... it's the main reason for not having had any casualties during my turn.

do you have an update yet splint or are you writing it up as a big and chunky one later on?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 12:06:28 pm
yeah the fortress was shut down for pretty much a year, so if we are really unlucky there will be somethign like 10 necros on the map.... they do tend to get found by "civilians " hauling bodyparts away, so i'm sure we'll find the rest of the suckers soon enough, did we get another book yet (if you check one of the ones i killed dropped a book)?
also, thee are actually no more civillians in the fort, they all got about their buisness wearing armor, carrying at least 1 weapon and a shield, or at the very least should do so.... it's the main reason for not having had any casualties during my turn.

do you have an update yet splint or are you writing it up as a big and chunky one later on?


Spearbreakers: Where every dwarf is a soldier, and no soldier ever dies to the enemy.*
*Warning: Hospital may cause side effects such as heavy bleeding, faintness, decapitation and death. If you have died while attending Spearbreakers Hospital, call 1555DWARF, you may have a case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 19, 2012, 01:03:49 pm
Hehheh.


1444444.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Firehawk45 on July 19, 2012, 01:10:24 pm
Is there a marksdwarf avaible for me to get?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 01:29:14 pm
I'm sure there is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 19, 2012, 02:36:28 pm
Booyah, we finally killed the freaking necromancers that were plaguing the fortress for over a year? Job well done, Splint. :D :thumbup: Also, who got the position of Baron? I don't think you said. Looking forwards to the next update.
Btw, Jack Magnus, Firehawk - good to see you guys here. :)

UNRELATED:
Spoiler (click to show/hide)

I'm a bit busy today, but I'll post all the new stuff on page 1 soon(ish).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 02:44:02 pm
I did some ego stroking with the barony, since I already had a decent office and bedroom and still hadn't fiinished my dingingroom/ proper meeting room. Also as we weren't using ait for anything I plated my floor with Zinc, though that was largly just to keep trees from going in them and to boost value a little bit.

May need to dig Talvi a basement for her spoilerite statue otherwise my game dorf will pitch a fit (Story splint won't give two shits what other dorfs have.)

Also holy crap... he actually struck down one of the unintended side effects of our writings....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 19, 2012, 07:28:05 pm
now i want a zinc floor.

its vital to life!



444-4444
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 07:37:13 pm
A short IC update to come. And Asea, everyone else hase an engravable floor. That's way better than zinc. Zinc is overall pretty worthless anyway....

Nothing major has really happened, though Fischer and her squad (why the hell do I have a combined arms unit? That's not good for training purposes (I've going to disarm the simulator soon enough.))


EDIT: Here be the update.

19th Granite, 207.

A soldier by the name of Jack Magnus has felt a surge of divine wrath enter his body while he fought the remaining undead today, proclaiming himself a lord of the axe. Clean up is still slow and horrible.

I've gone back into my ledgers and have begun sorting from the bones what is useful and what isn't. Whatever can't be made into ammo or crafts as been given the almighty magma chute order. Took some doing.... but then, the voices have begun encroaching on my mind again, and it did wonders to silence them. I grabbed a few beekeepers and ordered them to get to work on the bones, as anything useful is going to be put to use.

Before the day closed, another dwarf has named himself a pikemaster. Seems Mr Frog's simulation chamber has improved thier morale and willingness to fight considerably.

20th Granite, 207.

Seeing as cave adaptation is a serious threat, I've decieded, partially to clean up some of the logs we've got laying about, to build a nice overland statue garden. If we have any iron left over from the standing forge orders, I'll have some fine iron statues commisioned to decorate it. It will also sport towers as a precaution.


(http://i50.tinypic.com/1g14aw.png)

A fellow named Lor also informed me no-one else was allowed to... well... He's....

(http://i50.tinypic.com/34ya4hv.png)


I didn't even know we had crossbows made of them.... I've also ordered the walls torn down in the work areas. I despised those stupid cell setups in the capital. It made it seem more like our workshops were prison cells rather than workspaces. I've ordered doors bolted in too. Berserkers have never torn down doors in my expierience, so we'll be fine.



28th granite, 207.

Amazing! We have finally be recognized for all our hard efforts! Simon Tam said he recommended myself for the honor. Nothing a little ego stroking can harm, we have black bronze and most things I'll probably decide to mandate at random will be of some use or another. I just hope I don't get a sudden urge to have something made from blue diamond...


3rd Slate, 207.

Finally that bastard slipped up. We spotted him at the site of the garden, and the two dwarves on site, Bloodeyes and Askad, lept upon him! As Fischer was unavailable, The two fought admirably, punching numerous holes in him before Fischer got wind and came in to finish him with a shield to the brain. Terrahex was also seen leaving the battle, his quiver empty. Evidently nobody even knew he was there except Fischer, and that was after the fact.

I also noticed many of the smaller apartments haven't had thier chests and cabinets installed. I've also found something disturbing: One of the veteran apartments was given to a child. As the child has done nothing for the fortress, I am switching them out with one of the soldiers. Only those who put thier lives at risk deserve the delux accomodations. Also once the liason leaves, I plan to name Fischer our Champion. He's earned it.

The skulker's barracks has been put up, complete with communal accomodations for storage needs. It may not be enough for all of them, but at least they have a place now. Also, my rooms are nearly done and been brought up to baron's standards. Still have some tree that need to be uprooted though.

[image]

[Ill have to go back and add in the images later, I have the screens but I'm more a wordsmith and artist than a screencapper. Also Fischer, Splint, and Talvi have grand bedrooms. Mr Frog, you're part of a reserve unit now so you should have something to bitch about IC (being forced to carry a loaded crossbow everywhere when you have much better weapons for yourself for example)]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 19, 2012, 08:16:11 pm
Zinc? No, no, Splint... Gold is the way to go. Solid gold floors, chairs, everything. Write it in as dwarf!Splint trying to make life worth living again after the loss of his beloved Stova or something - we never really did much with that story, anyway, and it had so much meat on it, too.
Think about it:
I think I got a bit overdramatic there.

Ninja'd by an update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 19, 2012, 08:16:28 pm
ignore. bad connection.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 19, 2012, 08:16:54 pm
more ignore.  ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 08:29:01 pm
I went with zinc because I'm pragmatic. Gold is best used for trade, though I do hope to make some above standard iron statuary for the garden. I used all of the zinc for my floors, and I now have a proper weapon rack to place that dusty hammer....

Though he fought by blade and pike, with a hammer that glows with vengence, made by his lost lover's hand, will he make his final stand.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 08:30:32 pm
I'm picturing dorf!splint at the end of Spearbreakers going down in a furious blaze of glory, roaring, "Stova!" as his battlecry, Fischer at his side.
Literally hundreds of spawn, some of them former Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 08:35:59 pm
I really was touched, by that little tale. Honestly. Although I did continue with the ego stroking and some of my furniture is made of gold. I never went too far into it because at the time, other matters were on hand. But now...? Now those voices he mentioned a few times? They may well be his old memories come to haunt him.

I'm also waiting on more glumprong to fall when any old wood would be fine for the garden walls. I'd like more stone blocks for the upper battlements, but rough shale will have to do....

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 19, 2012, 08:48:04 pm
I'm picturing dorf!splint at the end of Spearbreakers going down in a furious blaze of glory, roaring, "Stova!" as his battlecry, Fischer at his side.
Literally hundreds of spawn, some of them former Spearbreakers.
This. I can definitely see this happening.

I really was touched, by that little tale. Honestly. Although I did continue with the ego stroking and some of my furniture is made of gold. I never went too far into it because at the time, other matters were on hand. But now...? Now those voices he mentioned a few times? They may well be his old memories come to haunt him.

I'm also waiting on more glumprong to fall when any old wood would be fine for the garden walls. I'd like more stone blocks for the upper battlements, but rough shale will have to do....
Thanks - I'm glad you liked it. I didn't read your update with the voices until after I'd posted the ministory, so that's kind of neat.
Really, make more blocks. If I remember right, 1 stone = 4 blocks. Very useful, and it won't take as long, especially as blocks are easier to haul.

this is taking absolutely forever with this connection, and I'm going to hold off posting anything else for now, to keep from quintuple posting or worse. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 08:49:49 pm
It's slow going honestly. There's so many backed up orders it isn't funny, and the cleanup is making it take longer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 08:57:48 pm
Maybe we'll get more migrants that survive soon, and we'll have over a hundred dwarves for the first time... In ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:08:36 pm
Well I'm formally requesting you guys allow me to fastdwarf the clean up. I really don't wanna do this but this is more so the place is cleaned up than anything. When the caravans arrive I plan on selling of or offering as much as possible just to get rid of it. Except the mugs. We need those.

I'm honestly disgusted by asking, but I ask for pity on this. If/when invaders show up I'll click it off as needed to keep things fair.

Oh and Stausic may loose his mind soon because some of his masterworks may have been slated to be tossed because they were left outside. Oh well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 09:13:27 pm
It would not bother me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 19, 2012, 09:14:21 pm
It would not bother me.

Kill EVERY SINGLE WORKORDER first. Mugs are nice, but fastdwarf + mugs = counterfeit mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 09:14:48 pm
Millions of counterfeit mugs...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 09:16:25 pm
No. No no no. What's the point of playing a game if you're just going to circumvent the mechanics?

Prioritize disposal of smaller body parts, as those are the quickest to get rid of.

Is the garbage being atomsmashed or magma sea'd? If the latter, it may be best to set up a temporary dump site nearer the fort's entrance to shorten the trip. That way, the corpses will at least be packed away neatly.

E: Also, ignore stuff like legs or teeth that can't be resurrected.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:30:05 pm
While there's no way to defend the circumventing aspect, I don't want this place looking like Swordthunders. That place moved at a crawl on my machine because it was a glorified garbage dump, and Spearbreakers is running almsot at that speed. To those of you who tolerated it, I salute you.

And to repeat, this place looks like aglorified garbage dump right now. I'd rather have one instance of cheating over an eternity of slow FPS and being a scrap pile associated with this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 09:33:19 pm
Hmmm... I think Eldes in Deathgate used Autodump instead, and they got back like 30FPS in an instant. Does that work for 34.11? It seems a bit neater than FastDwarf. If we're gonna cheat, let's do it right.

Still, I'd rather there at least be a solid attempt at cleaning it all manually. What sort of mess are we looking at? I want numbers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:37:58 pm
I had to spend 10 minutes manually designating all the shit to be dumped in the bodyparts section alone to keep the useful bits.

There's so much shit we literally have nowhere to put it. WE FUCKING RAN OUT OF BINS. And no amount from the wood we have will suffice. I stopped caring to the point I just blanket marked everything in the bloodplain to be dumped, useful or not.

The reason I didn't autodump it was to at least... if it's possible to do so, cheat fairly and still make the dorfs haul the crap manually.

I'll get the numbers shortly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:46:04 pm
-Nearly 2000 bars,
1500 plus in munitions, clothing, weapons.... Each.
In foot, hand, and headwear there's 3000+ articles of junk alone,
2500~ bodyparts, mostly teeth our dwarves insisted on bashing out of people's heads
300~ corpses, some ours, most not. I don't think that lumps
we've been restocked to 1500 mugs, 400 flasks and waterskins, among them a large number of gold ones for our soldiers.

We literally have thousands of meteric tons of junk basically. If anyone has a megaproject requiring copper we have SHITLOADS of it. 793 of them to be exact.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 09:48:33 pm
It just seems to me that fastdwarf might end up causing unintended side effects (one of which Corai mentioned).

I think the freakish amount of bars is due to digging out ore in .07 (with its 100% drop rate) and subsequently smelting them in 34.11 (with its 400% smelting rate).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:49:46 pm
How the hell do you conterfiet mugs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 09:54:00 pm
I think he meant that the mugs produced under fastdwarf would basically be 'dirty'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 09:59:08 pm
Ahhh....Of course. I don't feel good about this all the same :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 10:06:47 pm
At least it's for a legitimate purpose. In my opinion, since the problem in question (performance issues) was outside the scope of normal gameplay, circumventing game mechanics to solve it is at least justifiable. And you did ask if it was okay with everyone first.

If you'd popped in unannounced and said something like 'hey guys, the necros were too hard so I hacked the game and turned them into chickens', I'd probably have disowned you :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 10:09:40 pm
Turn them into checkens? Where's the sport in that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 10:16:54 pm
You mean to say Chechens. And plenty of fun, Chechens are from the balkan region of eastern europe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 10:18:02 pm
You mean to say Chechens. And plenty of fun, Chechens are from the balkan region of eastern europe.

Stop making me Google things :V

E: Also, don't break out the party hats quite yet; Splint PM'd me and it seems that there are some issues with item occupancy flags not clearing up. A solution is being worked on, but in the meantime, the future of any outside-fort construction is in jeopardy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 10:26:49 pm
It'll only be an issue of someone want's to build in the bloodplain, though why anyone would is beyond me.

Oh and we can now order things from the humans and can threaten ourselves with war with the elves. Why none of us thought to fix that I'll never know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 10:29:22 pm
War with elves? How very cute :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 10:36:45 pm
Elves can make war? How do they hurt you with wooden weapons?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 19, 2012, 10:37:57 pm
Elves can make war? How do they hurt you with wooden weapons?

With giant animal mounts, and unicorns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 10:39:37 pm

With giant animal mounts, and unicorns.

This. Unicorns are fucking evil. THE RAWS LIE!!! NO GOOD ANIMAL GOUGES EYES OUT WITH A HORN!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 11:10:11 pm

With giant animal mounts, and unicorns.

This. Unicorns are fucking evil. THE RAWS LIE!!! NO GOOD ANIMAL GOUGES EYES OUT WITH A HORN!!!

Maybe to you, but I assure you that in unicorn culture there is no greater form of kindness than stabbing someone in the face.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 11:11:52 pm
...
This fits in with everything I have seen of unicorn and elf culture.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 11:14:21 pm
Storm rolled in, so I had to call it quits. Fluctating light brightness prompted that. Living in a valley sucks ass. The weather and smog have nowhere to go.

And tinychat calls to you...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 11:19:24 pm
Nitpick-that-I'm-not-sure-why-I'm-bringing-up-now: I'd rather the additional Mr Frog that Eris Xerox'd up be referred to as a 'duplicate' or a 'replica' rather than a 'clone', as to me 'clone' means a facsimile grown more-or-less naturally through biological processes, whereas the duplicate Mr Frog is a particle-for-particle copy constructed fully-formed from scratch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 19, 2012, 11:20:33 pm
those words just hit the brain wrong when typing. Also it sounds too... fancy you know? I mean for all intents and purposes he pretty much is a clone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 19, 2012, 11:21:04 pm
Sounds good to me. I doubt Talvieno will have any objections, replica is a funner word anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 19, 2012, 11:26:13 pm
those words just hit the brain wrong when typing. Also it sounds too... fancy you know? I mean for all intents and purposes he pretty much is a clone.

I admit that I've already been influenced in this... Calvin and Hobbes called its insta-clones "duplicates" and Tales of the Abyss called them "replicas", and it seems to me that an insta-clone that you just pop out ready-to-go is a very different thing in both creation and function from an actual clone that must be grown and re-educated from a fertilized egg and has none of the memories of the original, so I like to use the different terms to distinguish them.

E: Also... just what in the bloody hell does "too fancy" mean?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 12:17:50 am
Spearbreakers: Where every dwarf is a soldier, and no soldier ever dies to the enemy.*
*Warning: Hospital may cause side effects such as heavy bleeding, faintness, decapitation and death. If you have died while attending Spearbreakers Hospital, call 1555DWARF, you may have a case.

I nominate this for the quotes section...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 12:31:06 am
I have reviewed Rose's journal, and did my best to make it wittier. British-ly wittier. I hope you guys get some laughs out of it. Now, before my phone gives out, i wanted to ask about the Spearbreakers special pike. I'm having trouble setting a good scene. Anyone got any advice on good sprite based games with high quality mediavel battle scenes? And maybe dwarf sprites?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 12:32:34 am
Battle for wesnoth?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 01:33:46 am
Well I'm formally requesting you guys allow me to fastdwarf the clean up. I really don't wanna do this but this is more so the place is cleaned up than anything. When the caravans arrive I plan on selling of or offering as much as possible just to get rid of it. Except the mugs. We need those.

I'm honestly disgusted by asking, but I ask for pity on this. If/when invaders show up I'll click it off as needed to keep things fair.

Oh and Stausic may loose his mind soon because some of his masterworks may have been slated to be tossed because they were left outside. Oh well.

NONO OH YOU DON'T, I sacrificed a good part of my turn because dwaves were hauling refuse to be dumped, if we cheat with the cleaning we might as well not have bothered starting the fort, It's an oversight of previous overseers that have not cleaned up after themselves, once we have cleaned the place up it will be easier to maintain, until then suck it up....

also there is a garbage dump near the dining room (f2), it doesn't lead into magma, you may want to fix that
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 01:34:31 am
Xaxah! I was worried that I'd chased you out :V

The only sprite-based game I've played that has both a medieval setting and pretty sprite art is Final Fantasy Tactics. The original had a pretty subdued style to its sprites IIRC, which should work pretty well for this setting. FFT didn't have dwarves, though :-\ It may be possible to hack something together, make the legs shorter or something.

If you're spriting individual characters (which I interpreted your post as meaning for some reason), I could provide a drawing of my dude so that there's at least an official design for him... I'm not much of an artist, though, so don't expect anything fancy.

E: @Paintbrush: The deed's been done already, sadly :( You have a good point, but I don't bet that Splint made a backup before pressing the nuclear cleanup button.

You can bet that any succession fort I make will have a big fat sign in radioactive yellow comic sans text ordering Overseers to clean up their messes, though. Leaving 4+ years of carnage for one guy to clean up is a shitty move.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 01:37:20 am
also i changed the standing orders to dump any unusable bodypart so that will help to keep the fortress maintained
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 01:40:21 am
also i changed the standing orders to dump any unusable bodypart so that will help to keep the fortress maintained

...You can do that!?

*cries*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 01:42:10 am
Yeah you're too late Paintbrush. I went the autodump rough into that closeset thing you made. 15~ FPS gain. GOnna sift out the usefull bits and make some more bins and trash compact the rest.

Plus there's still a severed goblin head roaming around. Too lazy to kill it sop I locked it behind a door.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 01:45:56 am
Plus there's still a severed goblin head roaming around. Too lazy to kill it sop I locked it behind a door.

Don'tkillitdon'tkillitdon'tkillit hahaha yes we have another mascot it's Bob the Bouncing Head


Wait... you mean we got an FPS boost even though you didn't actually destroy the items? ??? Weird.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 01:49:08 am
It's probably because they're all in one place as opposed to scattered everywhere. My machine seems to drag as items scatter and speed up as they get concentrated. Only needs to know one place or something I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 02:01:40 am
it's because they are behind a locked door, so warves won't try to path through them, nor will there be any requests or checks other than graphics related stuff, but there will be no processor trouble, also what fps are you running at splint? i always was between 30 and 50 so wasn't that bad...

PS: is that the one that is stuck in the tree?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 02:08:34 am
Dunno, but it was taking far longer than usual for shit to get done. And no, it somehow got into where the FROGs are stationed and killed two watch animals in a row.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 08:39:59 am
... you know leaving the fortress guard on duty would fix that issue....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 10:57:19 am
And kill the bouncing head. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 11:03:49 am
well yeah there is that, too, and you'd get an early warning from ambushes again, on a side note connect the two trade depot towers with a 3 wide floor and place some grates in it then designate some stations , that way we have a warning system (IEDS FROG SPAWN or whatever it's called) at that entrance , too
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 11:05:15 am
FROGs everywhere! We've got four or five entrances, why not four or five early warning systems!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 11:20:03 am
3...... one of the is filled with "asstons of pointy metal sticks", so i think nothing will go through there anytime soon..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 11:40:50 am
Xaxah! I was worried that I'd chased you out :V

The only sprite-based game I've played that has both a medieval setting and pretty sprite art is Final Fantasy Tactics. The original had a pretty subdued style to its sprites IIRC, which should work pretty well for this setting. FFT didn't have dwarves, though :-\ It may be possible to hack something together, make the legs shorter or something.

If you're spriting individual characters (which I interpreted your post as meaning for some reason), I could provide a drawing of my dude so that there's at least an official design for him... I'm not much of an artist, though, so don't expect anything fancy.

I'm not skilled enough to sprite true individuals. I would proly use a template. I can't use FFT because it is 3D, meaning the level sprites are just flat tiles. The character sprites... Maybe. Prolly not, though, as they are PSX, and that adds an extra layer of irritation.

I didn't leave cause of you, Frog. I have been missing because my cat decided my phone would enjoy a swim in my water mug at 4 AM. She got spanked over that one. Now I'm trying to get my dad to reactivate a phone that is only half broke, but has the same level of functionality, instead of a Metro PCS Razor that doesn't even have a Micro SD slot.

Now for a preview of Rose's journal, since she hasn't migrated yet.

Spoiler (click to show/hide)

I had a strange dream in which the world that this save was on was eaten by a black hole, and everyone documented what happened in adamantite journals, cause you know that's standing up to a black hole.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 20, 2012, 12:00:17 pm
I had a strange dream in which the world that this save was on was eaten by a black hole, and everyone documented what happened in adamantite journals, cause you know that's standing up to a black hole.

Say what, where did you learn physics? 0_o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 12:14:36 pm
This is Dwarf Fortress. Physics are irrelevant here. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 20, 2012, 12:35:54 pm
Nitpick-that-I'm-not-sure-why-I'm-bringing-up-now: I'd rather the additional Mr Frog that Eris Xerox'd up be referred to as a 'duplicate' or a 'replica' rather than a 'clone', as to me 'clone' means a facsimile grown more-or-less naturally through biological processes, whereas the duplicate Mr Frog is a particle-for-particle copy constructed fully-formed from scratch.
Technically, the word "clone" means nothing more than "to make a copy of something". It can have other meanings, but that's basically all it means. "Duplicate" means "to make an exact copy of something", and "replicate" means "to make a copy of an original". I would lean away from "duplicate" and perhaps go towards "replicate", but that doesn't sound quite right to me either, probably because of the secondary meaning where "replicate" can also mean "to make an exact, smaller copy of". Big Frog, Little Frog isn't something I want to mess with...    It's your story, though, and I'll go with whatever you'd rather. :P

I had a strange dream in which the world that this save was on was eaten by a black hole, and everyone documented what happened in adamantite journals, cause you know that's standing up to a black hole.
Ah, science. Theoretically, nothing can stand up to a black hole, but since adamantine is basically the shavings of the Big Blue Beard in the Sky, I guess we can allow it. Good luck bending the paper, opening the book, turning the pages, carving letters, or (most importantly) getting into the black hole to read it, though. ;)
For sprites, I might suggest AoE II, but I can't remember how high of quality those are, as it's been forever since I played (won't run on any computers I've had in five years or so)... I doubt they're that great.

And now, the latest in the Vanya story (which to me feels somewhat... disjointed). I didn't manage to get as much into this chapter as I wanted to (sorry, Hans :( ), and I'll be following it up with a second one before too long, hopefully.
More From Vanya
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 12:38:43 pm
Say what, where did you learn physics? 0_o
I was being snarky. :P EDIT: I'd like to take a moment to direct some thoughts and prayers to the people who were hurt in aurora colorado in that movie theater shooting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 02:33:24 pm
Dang Mr Frog, you scary.

And I see he's already had the PEA delivered to him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 20, 2012, 07:40:58 pm
Halfway down the first page? For shame.
I'd like to take a moment to direct some thoughts and prayers to the people who were hurt in aurora colorado in that movie theater shooting.
Thoughts and prayers directed. I used to know somebody from there. (I know that sounds sarcastic, but it's not meant to be.)

Dang Mr Frog, you scary.
Very scary. Only dwarf!Mr Frog could mix something up that would kill a person so brutally in under thirty seconds. I'm going to have an interesting time explaining what happens afterwards, though... I would've had time to possibly write up the next post, but I haven't been on a computer. I've actually been watching The Fifth Element (thanks, Hanslanda), nice movie.
And I see he's already had the PEA delivered to him.
Not necessarily. He's had a year to perfect it, and a perfectly legit combat test with it, too. Although, if he has had it delivered to him, he can't have any idea where it came from. He possibly attributes it to one of the gaps in his memory, or he subconsciously filled one of those gaps with something that explains it so he doesn't think he's crazy. I'll let nondwarf!Mr Frog handle that explanation. :) (I was honestly going more for the former, though, but if the latter is more popular, fine by me.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 07:58:07 pm
been doing schoolwork sadly. Why ii couldn't just do an extended school bit to do the projects I said fuck it to, I'll never know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 07:58:18 pm
Any migrants, splint? Edit: ninja'd, glad i'm out of school.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 08:07:27 pm
Should get some this month (still in slate, it's slow going and probably gonna stay that way until all this junk gets shifted.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 08:16:30 pm
Be sure to tell the date, okay? I wanna be accurate in the journal. EDIT: Can't wait for the library's internet to start working again so i can get out some art... I got no access to my normal sprite source.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 09:28:22 pm
Guess what, you guys? I finally finished another story I've been working on, which means that I now can focus on Spearbreakers full-time for a bit! Hopefully I'll now actually get this damn sci-fi derail over with before the heat death of the universe!


E: Um, is my avatar suddenly invisible to anyone else?
E²: Okay... it's back now. WTFrog.
EE:
Quote
Topic: Spearbreakers - Madness. Mayhem. Mugs. (34.11)  (Read 33369 times)
I love multiples of three.
EEE: Typos and other stupidities corrected.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 09:57:04 pm
Excellent description of the spawn transformation process, Mr Frog! I might be able to use that in a comic, or perhaps (don't get your hopes up) an animation. EDIT: For some reason, i am reminded of the flood. For a possible third itteration of the spawn... a seperate entity specifically for spreading the infection, and thus propagating the species?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 10:06:02 pm
The Flood used their victims as food sources and incubators, whereas the Spawn directly transform dwarves into more of themselves (and can reproduce normally outside of that). I'm not sure if that's the best comparison.

A dedicated 'infection form' might be cool, but I'm not sure how such a thing could be implemented.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 20, 2012, 10:09:41 pm
Maybe  have it so when the spawn live for X years, "grow up" into a spreading dedicated spawn? with projectile teeth?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 10:10:07 pm
I know very well how the flood work, having made a detailed examination of them from the halo wiki. As for where it comes from, the un-needed biomass of the spawn themselves. Having no need for blood, organs, etc, they can dedicate that biomass to the production of a few infectors. EDIT: Evolutionarily speaking, the spawn would require something beyond hoping people decide to join them or biting the unwilling without killing them, otherwise the numbers would have to die off eventually. And we don't want that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 10:12:42 pm
I meant how to implement them in-game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 10:15:40 pm
Oooh. Have them spawn from the body upon death? I mean, it shouldn't be too hard to do... This is a game that can form beings out of steam, and still label the individual skin layers. EDIT: I'm an idea's man. I have no idea how to mod. I'll have to look into it. Sorry. n.n;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 20, 2012, 10:16:49 pm
The new strain of spawn infect all the old ones they come across? Thats just my idea, cause Joseph lets the strain Mr Frog just developed into the world.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 10:19:14 pm
Wow, ninja'd six times. And I haven't even started posting yet.

@Talvieno: Its okay, what you did manage to put up was awesome. :)

@Mr Frog: Also awesome. I like how dorf!Frog is trying to psychologically break Silena.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 10:19:14 pm
Oooh. Have them spawn from the body upon death? I mean, it shouldn't be too hard to do... This is a game that can form beings out of steam, and still label the individual skin layers.

Sadly, such a thing is outside the scope of any mechanic accessible to the player as far as I know... making the game spawn creatures in any capacity is a mother bitch last time I checked.

E: Hansie super-ninja'd me :V Didn't even tell me he'd posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 10:21:13 pm
I didn't mean integrate them into THIS game, just to be clear. Just, next time they get used by us, it would be a cool shocker for those who haven't read this. And it would double (at the very least) the scary factor. EDIT: Then... Maybe just as additional combat forces when the spawn invade? I have no idea how this game works... MUST. LEARN. TO. MOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 10:23:19 pm
Oooh. Have them spawn from the body upon death? I mean, it shouldn't be too hard to do... This is a game that can form beings out of steam, and still label the individual skin layers.

Sadly, such a thing is outside the scope of any mechanic accessible to the player as far as I know... making the game spawn creatures in any capacity is a mother bitch last time I checked.

E: Hansie super-ninja'd me :V Didn't even tell me he'd posted.

Wow, Spearbreakers is so ninja we ninja'd the internet itself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 10:27:05 pm
... Question: are there ANY creatures that create new creatures upon death?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 20, 2012, 10:30:45 pm
Wow, Spearbreakers is so ninja we ninja'd the internet itself.

Why do I feel the need to say quotes section?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 10:34:30 pm
Seconded!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 20, 2012, 10:36:13 pm
Thirdsies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 20, 2012, 10:37:50 pm
I'm not going to nominate myself. :P 

Also, I'm glad we had a couple updates today, they made my day. Thanks guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 11:01:23 pm
One problem after another, always. First, it's the amazing swimming phone. Now my cable has stopped functioning. All the stuff i wanna do is totally on hold til i get a new one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on July 20, 2012, 11:12:13 pm
Jeez, I leave for a few days, and already there are 11 more pages (on 50 ppp) of stuff to read through :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 11:18:13 pm
You can check out any time you like, but you must never leave. Otherwise... YOU. GET. LEFT. BEHIND. EDIT: Hotel California reference! Sorry, that line just hit me, and I HAD TO POST.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 20, 2012, 11:31:44 pm
@Xaxah:

Could you please put your EDITs into seperate paragraphs? It's kind of mindbending.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 20, 2012, 11:35:40 pm
When i press the enter key on my phone keyboard, it takes me out of the text field, reading enter as "accept", so... Can't, sorry. And don't ask to use spaces the create a line. My phone's browser deletes extraneous spaces past a certain number.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 06:37:37 am
@Mr Frog: The vinegar trick reminds me of a couple Doctor Who episodes involving an alien race called the Slitheen... Their sudden explosions upon contact with vinegar was very unrealistic, though. Nice story, though. Being cruel to Silena actually seems fun in a way.

Hanslanda's quote is added to the quotes section, and the second post is updated. FUN FACT: Hanslanda's quotes make up over 30% of the quotes section.  :o
(I may have missed a story, tell me if I did)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 21, 2012, 06:57:11 am
@Mr Frog: The vinegar trick reminds me of a couple Doctor Who episodes involving an alien race called the Slitheen... Their sudden explosions upon contact with vinegar was very unrealistic, though. Nice story, though. Being cruel to Silena actually seems fun in a way.

Hanslanda's quote is added to the quotes section, and the second post is updated. FUN FACT: Hanslanda's quotes make up over 30% of the quotes section.  :o
(I may have missed a story, tell me if I did)


Oh geez. >.<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 12:31:48 pm
Lol, Hanslanda. :P In a way I envy you. I have the first two quotes in the list, but apparently I haven't managed to say anything epic since early March (and believe me, I've shamelessly tried).

I missed this:
Guess what, you guys? I finally finished another story I've been working on, which means that I now can focus on Spearbreakers full-time for a bit! Hopefully I'll now actually get this damn sci-fi derail over with before the heat death of the universe!
But we like our sci-fi derail... Heat death is fine, universe had it coming anyway. I say bring it on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 02:10:47 pm
THINGS:


CALVIN AND HOBBIES! YAYS!
STORYS GOOD!
NINJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA blender.
*insert random crazynesshere. i am hyper from lack of food, my ear iches and i'm reading my sisters book.*


PROGRESS TO SCANNER: 0.000000000000000000000000000000000000000000000000000000000001%

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 02:32:32 pm
PROGRESS TO SCANNER: 0.000000000000000000000000000000000000000000000000000000000001%
I'm going to go out on a limb and guess that your scanner isn't going to work... It's like that old joke about Microsoft's minutes, "the progress bar is moving, but the remaining time is going up!"

And now, an update in Vanya's story. Took me forever, but here it is. :) Hope I didn't screw up Mr Frog's character beyond all comprehension.

More from V's Journals - A Deal with the Devil

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 03:07:18 pm
Once more great work Talvieno. I've kicked on Spearbreakers and strangely no migrants. Might be my fault with the popcap. Oh, and you guys will love this: The capital wants WOOD mugs now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 03:35:14 pm
the scanner sutuation is this: im moving. i have a scanner. i have no &^%@#)(& idea where it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 03:36:21 pm
Didn't think to label the boxes with your stuff in them did you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 21, 2012, 04:30:38 pm
Pop cap=bad. MAKE POP CAP 100000000000000000000000000000000!!!

No, just kidding. But add... oh, twenty to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 04:40:45 pm
I'll up it to around 110. Usually I restrict it to 70 or less for managment reasons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 21, 2012, 04:46:43 pm
So, new phone! :D That means my typing quality is going to increase! No more edit related headaches, Mr Frog!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 04:54:38 pm
Alright man, just don't go getting over eager like before.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on July 21, 2012, 05:24:28 pm
Hey guys, guys.

Between my last update and Paintbrushturkey's, there were 80 pages.
Pffahaha.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 05:45:28 pm
Technically only 53, because, you know, numbers (http://www.bay12forums.com/smf/index.php?topic=102730.msg3436504#msg3436504). But yeah, we waited about a month for Stormtemplar, and during that time, 53 pages... obviously we have a very active fanfic community. :P

I'll up it to around 110. Usually I restrict it to 70 or less for managment reasons.
Popcap is only whaaaa??!??  :o No wonder we have such a relatively small fortress, and so few migrant waves. Oh, and you forgot to mention that in the first post.
edit: forgot that wasn't in the raws.  ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 05:45:49 pm
ignore, connection.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 05:50:38 pm
Popcap is only whaaaa??!??  :o No wonder we have such a relatively small fortress, and so few migrant waves. Oh, and you forgot to mention that in the first post.

We have 95 dorfs currently.

Oh, and the last necro is finally dead. Doctormonch bashed his head in with a crossbow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 05:55:00 pm
If I remember correctly, popcap only counts for adult dwarves, so if upping it 20 knocks it to 110, it's at 90, and that's about right - we have room for a few more dwarves, but nothing on the level of a new migrant wave.
I usually keep my population around 150... management reasons. ;) No, really, it makes managing megaprojects go a lot, lot faster when you have a lot of idle dwarves hanging around - my philosophy: if you have idlers, start building. Plus, then you don't have to be so careful with the little buggers, and they can safely meet with accidents every now and then. Call it population culling.

Doctormonch? Seriously? Wouldn't have seen that coming, I don't even remember him being in the militia, let alone the crossbow squad. But congrats to him. :) Necro drop anything?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 06:01:19 pm
Dunno, I'll check the body.

And Doctormonch, along with 19 other dwarves, have been organized into Civil Defense Units (peasent crossbow levies) by Paintbrush it seems. Each of them appears to have a professional melee soldier leading them though.

Doctormonch didn't have any ammo, and basically threw all his weight into the guy's head with the crossbow I would think.

Got a screenie as proof, which will be included in this coming update.

EDIT: I want to make use of that magnificent Vulture Armor Corai mooded, but who should I assign it to?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 06:08:24 pm
+1 for the peasant crossbowmen, always a good thing to have around when invaders storm into the fortress - you don't even have to lift a finger, they just autofire and run. But I'm not sure what good a melee soldier leader would do... I'd allow them to expend worthless ammo if they ever felt like training, instead. Do we have a 2-z archery range yet? (2-z to catch bolts) And looking forwards to the update.

I had no idea Corai had mooded. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 21, 2012, 06:15:01 pm
Now finally caught up again... All satisfactory, and I'm not really in the mood to systematically nitpick a bajillion pages of updates, but I will point out that Mr Frog stating that magic doesn't exist is pretty hilarious considering that there likely were at least three necromancers milling about the surface at the time of his saying that.

E: Maybe something like:

Quote
"Of course not," said Mr Frog condescendingly, as though I had said something unimaginably-stupid; "The design doesn't even remotely resemble that of a magic-based system. Barring an extremely-clever disguise, this device is technological in nature."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 06:18:14 pm
Mooded during paintbrush's turn. I skimmed a bit but I saw the word armor and paid attention. Because I want my proof available imedatly, I am going to be uploading the pics on tinypic now to plug the hosting in before I post the update.

Also, Fischer has named her pike it seems. Now she'll never part with it. Splashslowed. There's a statue of her using this pike to murder a Spawn in the garden.

Also, I'd rather have a dorf who knows what real horror on the battle line is leading me than one who doesn't. They'll know what to teach them to stay alive in a melee. Just look at Doctormonch! He learned well the art of applying crossbow to head directly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 06:31:09 pm
Now finally caught up again... All satisfactory, and I'm not really in the mood to systematically nitpick a bajillion pages of updates, but I will point out that Mr Frog stating that magic doesn't exist is pretty hilarious considering that there likely were at least three necromancers milling about the surface at the time of his saying that.

E: Maybe something like:

Quote
"Of course not," said Mr Frog condescendingly, as though I had said something unimaginably-stupid; "The design doesn't even remotely resemble that of a magic-based system. Barring an extremely-clever disguise, this device is technological in nature."
Awesome, you edited after I began to reply. But yeah... maybe the necromancers are renegades from Parasol? :P no. You're right, of course. I'm an idiot, I should've thought about that.
I'll rewrite it, and thanks for pointing that out. Much appreciated.


@Splint: Nevermind, I had read that, I'd just forgotten. I saw "armor" and paid attention, but then saw "leather" and looked away.

Splashslowed... Perhaps because she's so skilled that she sees everything slow in an action movie style way as she's jamming her pike into everything and blood is splashing everywhere? That's a masterwork adamantine pike, right? (Useless, in my opinion, since half of pike-using is bashing, but she's still badass with it.) Love the statue part. :P Awesome.

At the last, good point, I suppose. They'd learn dodging/biting/kicking/striking with greater speed. Still, they need bolts... How many quivers do we have?

edit: Lol:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 06:59:32 pm
5th Slate, 207.

Draignean, while an upparalelled master in narcissism and  general combat, has finally been deemed worthy of being called a pikemaster.

(http://i47.tinypic.com/f9glfc.png)

6th Slate, 206.

I decied to peruse some of our engravings, well way from the hospital (though I've oredered it smoothed out so it looks less, you know, depressing.)

[image]
[image]
[image]
[image]

I personally found the one of the kobold smashing into something hilarious.

17th Slate, 207.

Seems ThatAussieGuy informs me if anyone touches his crossbow "I'll (he'll) tear thier arms off and beat them to death with them."

(http://i48.tinypic.com/2lwq64z.png)

That's what I get for accepting someone named after a maddwarf into my fortress. At least his is made of actual metal...

20th Slate, 207.

Mr Frog made a grievance about the bones and such litering the place while he went out to collect samples from the remains of the barbarians and spawn. Says he's studying the effects of undeath upon thier corrupted flesh or some such nonsense, whatever floats his boat I guess. I saw him walk outside with some funny jar, but I've stopped caring what he does with his strange concoctions, since his sleeping aids are the only thing at make sleeping bearable in this place for most of the population, myself included (these dirt walls don't stop spawn sounds as well as one would think.) But Ashsaber and Softa, if nothing else, can be seen as the one thing that will forever be preserved here should the fortress fall. Their cries will call travlers here, so that they may see our sacrifice when we are gone.

Also I decided to finish the road Mr Frog started work on during his reign as overseer. Now I need to figure out where the hell the levers that operate the roadway bridges for this summer. Oh and this poor bastard is still stuck. I have no idea how Mr Frog gets these images, but when I need to see something he makes sure it gets seen.

(http://i50.tinypic.com/357ps1l.png) [Poor bastard. All his friends died around him, his arms are broken, and we've locked him in a stiarwell.]

23rd Slate, 207.

The liason informed Simon Tam that the capital is in need of head protection and medical supplies. they tacked on a few odds and ends, among thier wants being wooden cups. This being a fortress with so many stone ones, so having some wooden ones commissioned for trade shouldn't matter much.

(http://i50.tinypic.com/301zqk7.png)

The Liason also departed today, and with that, we are finally recognized as an official addition to our great nation!

(http://i46.tinypic.com/33m4ktd.png)

Now I have more reason than ever to do my best for this fortress. And should I make unreasonable demands..... I'll blame no-one but myself if they go unheeded. Just as I tend to throw things at my wall, I'll probably want stupid things made.... But I'll do what I must to keep myself sane.... There's some pain that no amount of booze or Mr Frog's potions can fix.

2nd Felsite, 207.

At long last! The final one has slipped and signed his death warrent!

(http://i47.tinypic.com/mt6o89.png)

As funtionality was returned to the original bridge to the depot, I was having more walls errected when the bastard struck! Doctormonch was assisting in building a floor for one of the recently built towers when he was bitten by the foul mystic. [Seriously. His response to walking into Doctormonch was to try and take a chunk out of him. He was going to go sleep in the barracks I added near the depot after he finished (that's where he went and crapped out after the fight.)]

(http://i47.tinypic.com/14ue06r.png)

Nevyn was also heading to the same tower and saw the fight and seemed to have moved to assist Doctormonch, now fighting for his life bashing away with his crossbow! Nevyn however, decided to finish the floor instead. Prick.

But, all was not lost! And we now may have a new mascot!

(http://i50.tinypic.com/24dm07b.png)

The stupid fuck ducked a swing and went right into the old bridge pit.

(http://i47.tinypic.com/35akime.png) [Before]

(http://i49.tinypic.com/zjtmr7.png) [After. Good job dumbass!]

I ordered the ramp back up floored over, and the worker never even got it done. Doctormonch ran right down the ramp and came back up with gray matter on his crossbow.

(http://i46.tinypic.com/14m6qmb.png)

3rd Felsite, 207.

I've decide that as first act as baron of this fortress, I am going to establish a few military awards, so that our soldiers have something as a sign we know, care about, and respect thier work and sacrifices. Especially Fischer. She's traded raising a family and living a peaceful life for the life of a warrior. such a life is nasty, brutal, and often short. I know this from my own expierences when I took part in the battle at the Smooth Points of Pride.

The Adamantine Cross -  The highest honor any of out soldiers will recieve. A medal made of pure adamantine, crossed pikeds over a cross and a skull in the foreground. ALl those soldiers who fought the undead shall recieve one.

The Iron Order - Awarded to those who held thier ground in the face of seemingly unbeatable odds. Fischer deserves recognition for that. A shield with a winged pike forged from iron shall be this medal's form.

The Civil Defense Order of Valor - To those who've fought the enemies of our nation without being a true soldier and won. Doctormonch shall recieve one of these, as will Askad, Bloodeyes, and Terrahex, for thier efforts against the necromancers. It will be made from copper, and will be of a fist clutching a crossbow on a diamond background.

The Copper Heart - Any who've gone to the hospital and lived will recieve one. I am going to have one awarded to The Master's lover on his behalf postumously, since he had survived it before Mitch's reforms. It will be made from copper with an image of our first monarch upon it.

[I'll include the pics of the engravings later on. Glad I got this update out, with pics!]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 07:02:29 pm
wow. even THEY know about us.


as for moving, its ALOT MORE COMPLACATED.
dont ask.
also, SWEEEEEEET!
UPDATE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 21, 2012, 07:12:14 pm
Wait, I mooded? Oh hell yes. And congrats Draignean.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 07:15:03 pm
ANother fucking necromancer got spotted by a puppy wandering around. WHY CAN I NOT HAVE A FORT FREE OF THESE ASSHOLES!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 07:31:04 pm
i think is a manhood thing.

"If you can brave the blood plane, the Spawn and the dwarves of the place called Spearbreakers, then you truly are a Necromancer. Plus you have to recover the books we lost there."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 21, 2012, 07:31:27 pm
i think is a manhood thing.

"if you can brave the blood plane, the Spawn and the dwarves of the place called Spearbreakers, then you truly are a Necromancer. plus you have to recover the books we lost."

Quotes section, this deserves it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 07:31:47 pm
Really?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 07:35:45 pm
I second the motion, with grammar edited. No offense.

I found the book part hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 07:36:39 pm
wow. first for me. ill just go edit it then.
better?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 07:42:57 pm
Good enough!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 07:46:06 pm
YAY!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 21, 2012, 08:08:05 pm
i think is a manhood thing.

"if you can brave the blood plane, the Spawn and the dwarves of the place called Spearbreakers, then you truly are a Necromancer. plus you have to recover the books we lost."

Quotes section, this deserves it.
+1, I agree.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 21, 2012, 08:09:52 pm
excuse me while i passout from happiness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 08:58:28 pm
i think is a manhood thing.

"If you can brave the blood plane, the Spawn and the dwarves of the place called Spearbreakers, then you truly are a Necromancer. Plus you have to recover the books we lost there."
Agreed, this deserves in the quotes section. :D And now it's there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 09:07:30 pm
Might not be able to do the engravings....

Paint can't get the whole things in one shot. So I'm gonna draw them instead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 21, 2012, 09:10:23 pm
MSPaint, right? :-\ Not sure how it couldn't get the pics in one shot, unless your DF window is wider than your screen... If you draw them, though, make sure you type up the text for them. OR, just type the text for them and leave the rest to the imagination. Each has its strong points.

Loved the update, Splint. :) Plenty of images.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 09:13:29 pm
Needed to provide insta-proof of Doctormonch's kill is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 21, 2012, 09:19:29 pm
Yay update! Boo no migrants. When rose finally arrives she is to smell suspiciously of soberness, as she is rationing herself as a toughness challenge.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 09:22:38 pm
Upon inspection, our government's official symbol is that of the Grizzly Bear. Badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 21, 2012, 09:47:43 pm
hmm, no migrants is weird i got 2 waves when i played your turn for the heck of it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 09:49:32 pm
You may have a different popcap thing in your copy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 21, 2012, 10:07:18 pm
i think the popcap is given i the ini file....

yeah just checked mine is set to 1000 LOL
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 21, 2012, 10:10:17 pm
That's what I meant. Oh, and Nevyn got possessed. I'll post the update for Felsite when he (hopefully) finishes his artefact. I hope it's a weapon!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 21, 2012, 11:58:35 pm
In a grave and grim humor, I present you with an update.

Fischer
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 12:34:02 am
7th Felsite, 207.

ANOTHER FUCKING NECROMANCER. How many more of these worthless dregs do we have to kill to get the point across there there is no fun to be had here for them!?

(http://i47.tinypic.com/mt6o89.jpg)

(http://i50.tinypic.com/26076gm.png)

Fischer was bringing in some trap component or another when she heard the pup yelping, so she went out and confronted him. According to one of the roofers, she called the necromancer "A blight on the world's ass in need of a good stompin'." before kicking his ass.

(http://i48.tinypic.com/205eb7d.png)

[Either Fischer is really that good or he made no effort to defend himself except punching a puppy. He got no attacks in before he died. It essentially amounted to three pages of Fischer stabbing the fuck out him with her named steel pike until she got a bleed out kill.]

12th Felsite, 207.

Hoo boy....

(http://i45.tinypic.com/10pzjib.png)

Let's hope he doesn't end up like The Master did.... Though it's entirely possible whatever possessed him is trying again using Nevyn...

15th Felsite, 207.

He spent 3 days gathering materials, some rough claro opals and citrins.

(http://i45.tinypic.com/qqpwr8.png)

Come on Nevyn.... Don't succumb to the madness that claimed my friend...

16th Felsite, 207.

Lor shot a raven for no real reason. Nothing of note happened otherwise.

20th Felsite, 207.

(http://i46.tinypic.com/2zfr905.png)


He finished, thank the gods. Not a weapon, but I'll take it. It's a stunning monument to the founding of the settlement, called The Glumness of Rags.... How did he know what Stova looked like?

23rd Felsite, 207.

The elves finally arrived. Good time to foist all our useless shit on them. Ordinarilly I'd just gut the little poity-eared tree-humping fuckwits, but we need to get rid of our moutains of junk, one way or another.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 22, 2012, 12:39:01 am
A statue isn't too bad. At least its somewhat useful and not something like a flute or a damn earring.

Also, yay update. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 22, 2012, 12:41:03 am
Put that Fischer's room.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 22, 2012, 02:28:26 am
thought i had mentioned that fisher got fucking fast...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 02:36:18 am
I can't put it in Fischer's room or else GAME!DORF!Splint will pitch a fit. I had to give him at least grand to keep him from getting annoyed by Fischer and Talvieno's accomodations as it is.

Oh, and an errently labeled peice of wood propted elves to die. The humans will be making a VERY good profit this year.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 05:34:52 am
[An update! Now with 30% more goblin bodies!]

25th Felsite, 207.

I fucking hate elves. We now have an expanded junk collection because of an errant peice of wood. No more trading with them. We either ignor them or kill them. No exceptions, I also decided to set a work order to turn whatever wood we have left into bins. When the humans come, we'll probably give away more stuff than we'll sell.

Oh, and a soldier named Fervus ran into a thief while he was off duty. Needless to say it didn't end so well for the kobold.

(http://i49.tinypic.com/2i7mosk.png)

The fight reportedly lasted all of 15 seconds.

26th Felsite, 207.

Goblins! Thank the gods so many of the workers outside were armed. I put out an emergency alert for everyone to head inside, while Fischer and the rest of 1st and 2nd Squads rushed outside.

As I was in my office at the time of the shouting from outside reached me, I have to rely on second hand accounts.

(http://i50.tinypic.com/264p8wz.png)

Nevyn got the first hit in, sending a bolt into the lead goblin's weapon arm!

(http://i46.tinypic.com/901rep.png)

Ironheart disabled one's leg.

(http://i50.tinypic.com/2nspcvp.png)

Ironheart showed remarkable intelligence and fell back with Nevyn, and the two began hammering the goblins with bolts while the mixed jumble of soldiers charged. Evidently many of the workers outside were off duty 1st and 2nd squad members. [seriously. Nevyn and Ironheart got caught out hauling shale to a roadsite, and with the goblins between them and safty they just retreated to a "safe distance" and started shooting without even being activated.]

(http://i50.tinypic.com/w0g80.png) [I think I deployed a few men too many for this.]

(http://i50.tinypic.com/9ks675.png)

Evidently Karakzon was saved by Talvi's handiwork. [Masterwork iron helm ftw.]

Jack Magnus scored the first kill of the battle, scoring a "Bleedout" as the soldiers refer to such combat deaths.

There was one particularly tough hammerbog that took quite the beating during the fight, compared to thier lasherleader, who had passed our from sheer pain at the outset when he'd been shot in the hand. Fervus struck down the resiliant goblin, sending his steel axe through the goblin's crude helmet and thus his brain, scoring the second kill of hte battle.

(http://i48.tinypic.com/2jbmtc3.png)
[How the fuck he was still alive when this happened I'll never know. He was killed by Fervus shortly after this pic was snapped.]

A soldier named Gorefast got the leader, and third kill, decapiting the foul greenskin in one fell swing. Fisher, annoyed by one's attempt to flee, knocked all his teeth out with an angry mailed fist. Hakah claimed the kill when he bisected the goblin's toothless head down the middle. Last to fall was some poor bastard on the unfinished bridge. Fervus ended the battle when his axe tasted more goblin brain matter.

Thankfully, no-one was hospitalized and not but greenskins will be sent to meet thier war god.

[One hell of a fight, the sheer number of dwarves actually restricting this to a single ingame day.]

27th Felsite, 207.

More cries of ambushers erupted by the worksite, and many of the civil defense units sprung into action, firing on the enemy in an attempt to save Codyorr, who narrowly escaped with his life after he fired a shot at an aggressor who jumped him.

Mr Frog was reported as bellowing at those under his command within earshot to hold thier positions, all while he himself was at the forefront of the ambush. Fischer was taking a goblin's tooth as a trophy, and Gemblade was laying a path accross the pond, and so rushed to join the fray.

(http://i48.tinypic.com/qqak2d.png)


[Yes, that's Mr Frog fighting the goblins directly with his crossbow, right at the front.]


Fischer plowed right by to save Codyorr, who was now firing on the enemy from the hill above, while Gemblade and several other soldiers rushed to meet the enemy. Mr Frog still held his position as well. He'll be put in for an award if he makes it.... No. No he will make it. Fischer's there, he'll be fine.

A dwarfette named Uvash, child in backpack, struck hardest first, "liberating" a goblin's feet from his body. As I felt the need to go on interviewing the soldiers to be nonexistant, I retired to my office for a time.

[the battle escalated, but at one point, I shit you not, they more or less bowled over one lasher and left her standing there, probably confused as to what the hell just happened, until they came back from killing her squadmates.]

I do know the kills went as follows:

Fervus: One kill, smashed the goblin's skull in with his hand. This was the squad leader, a swordsgoblin.
Uvash + child: one kill, first battle death of the ambush; Bleedout.
One kill, slayer unknown, by bisection, so it was one of the axedwarves.

The rest, I have no idea. I have posted first squad on site for emergency response. Workers are already bringing bodies in, taking them to the trash closet in the messhall.

28th Felsite, 207.

I have officially named Fischer our champion. She will do us proud.

Quite the far cry from my time as overseer during the founding of the fortress! Such an eventful spring!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 22, 2012, 08:57:06 am
LOL, i feel sorry for any future spawn ambushes.... is it possible i overoptimized the military / labor force? on a sidenote i don't think the melm was Tavis more likely to be bukitodinos, i think he was a high master armorer when i finished

@ splint, can you activate everybody for a bit, just to make sure they all put their armor on?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 22, 2012, 12:39:22 pm
Sweet, two updates~ BURN THE NECROS AT THE STAKES! It'll be good for morale! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 22, 2012, 01:53:57 pm
wows.

awesomesause pancakes.


hows the "Aseahereu, Army Dwarf"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 05:03:25 pm
If he dies I'll tell you. Stop asking.

And yes there's a date discrepency, but I wanted the mess to coincide with springs end, so I fudged the date on purpose (though the ambushes happened at the correct times.)

Bukitodino's is a weaponsmith. I think he's the one who made alot of the pikes and axes our soldiers are using. Talvi had been called upon as a makshift armoeror in the past and now it's her main profession.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 22, 2012, 05:17:11 pm
Spoiler: Journal of Mr Frog (click to show/hide)



Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 05:21:31 pm
Mr Frog, all I have to say on the last part of the entry is lol.

And who the hell cares if it's silly? syringe guns fit well with this temporal clusterfuck we've created for ourselves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 22, 2012, 05:23:36 pm
How is my dwarf, though? It wasn't clear whether he was injured, just that he survived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 05:26:11 pm
He actually ran out of ammo and it was only then that he thought "Maybe this was a stupid idea?" and retreated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 22, 2012, 07:24:59 pm
oh! the frog fights???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 07:31:58 pm
during the ambush he wasn't activated, and didn't retreat until hea ran out of ammo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 22, 2012, 07:44:14 pm
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm. story idea? the perky person finds a frog weapon while rummaging thru his things possibly? nevermind. im not Mr Frog afterall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 22, 2012, 09:01:51 pm
Yay for moar updates! (Make moar mugs, too.)

I read it all earlier, and was actually planning on (hopefully) using the Mr Frog combat story as a "diversion" for Vanya to do something - I didn't see why else Mr Frog would be outside unless there was something going on that involved Ballpoint... Intentionally putting himself on the front lines just seemed really out-of-character for him. (though, it may be a bit before I get another story post out... I've a busy week ahead.)


@Mr Frog: I might suggest sodium thiopental as the main chemical ingredient in his syringe guns. If I remember right, it's capable of rendering someone unconscious in a minimum of ten seconds or so, and death in under ten minutes. Unfortunately, I'm not sure of the appropriate dosage size... but I do know that a sufficiently small dosage can knock out the brain's higher functions, thus acting as a semi-crude "truth serum". We've already kind of established that Mr Frog has access to truth serums, so that might go well with the story.
I actually don't know why I'm suggesting any of this at all. :-\   Sometimes it's fun to just say "this stuff kills you, and no, you don't have to know what it does". But you were rather vague on what was in it, and you usually have all that worked out beforehand, so I guess I thought I'd try to help fill in the blanks. (plus, I think the syringe guns sound cool. lol)



Heyaa, Splint? What's your thoughts on the civilian military? Too overpowered now? :P Sounds like they kick serious butt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 22, 2012, 09:10:03 pm
Not so much overpowered. Mr Frog was bringing a fresh bin out to collect some of the spoils of war in game, but when the ambush hit him and three other civvies just stared firing like crazy until the soldiers arrived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 22, 2012, 09:11:55 pm
Not so much overpowered. Mr Frog was bringing a fresh bin out to collect some of the spoils of war in game, but when the ambush hit him and three other civvies just stared firing like crazy until the soldiers arrived.

"ALRIGHT BOYS, SHOOT LIKE MANIACS!"
"So shoot like soldiers?"
"THATS WHAT I SAID SWEET CAKES!"
"Mr. frog why are you talking weird?"

Thats what ran through my head when I read that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 22, 2012, 10:36:58 pm
What fun. :) Splint updates so fast.

Speaking of updates...

Hated Heroes
Spoiler (click to show/hide)

Hmm, not very related to the rest of the story, but somewhat necessary anyway.

And basically all our dwarves have crossbows or a weapon of some sort, pretty much all the time. I approve.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 22, 2012, 11:03:28 pm
I have another update written up, but I'm inexplicably-tired right now (been happening a lot lately... I hope it's nothing terminal :V) and am frankly unsure about a lot of things regarding it as it is (Joseph gets... creepy. In a Mr. Badtouch, for-fuck's-sake-meng-why-would-you-even-go-there,-that's-off-limits way. And Mr Frog apparently suddenly smuggled weapons into Eris), so I'm going to hold off on posting it until I get a chance to look at it with a clear head.

@Talvi:

He can technically load the syringes with anything he wants -- which is why I was unspecific -- but sodium thiopental sounds most likely, you're right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 23, 2012, 12:52:13 pm
Ahem. Bump.
*Glares*
I'm going to jail within the next four hours, and yet I can find time to update. If you have a good excuse for not posting, I'd love to hear what trumps willingly giving up your civil liberties and basic humanity to go spend three or so days in a concrete and glass cage with a bunch of strangers who have committed unknown crimes, in what amounts to a modern day castle, surrounded by cruel, rough men with guns and TASERs, who think you are the scum of the earth. :P Just saying. :)

On another note, I can't wait for your update Mr Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 01:33:33 pm
Um... I has no migrant?

Please don't kill me, Jailed!Hanslanda, I'll post stuffs and things soon, I swear!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 23, 2012, 01:48:31 pm
You'll get a migrant soon, don't worry about it. :)

And I won't kill anyone. There's no wifi in prison. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 23, 2012, 02:43:01 pm
if your not well... gone. And willing to answer, may i ask why?


cool entry Mr frog & hanslada
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 23, 2012, 02:45:24 pm
why are you in jail for four hours Hanslanda?



also, i have new drawings. no to find that scanner.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 23, 2012, 04:01:38 pm
When it comes to hans, I can say he's an example of why one should not do any drugs above pot shrooms or acid. But he'll be out in a week or something if I recall correctly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 05:10:40 pm
Hans, drugs? XP I thought you were cool.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 23, 2012, 05:27:47 pm
Ok, so either there was some godmode speed glitch, or Fischer is the dwarven equivalent of the fucking flash. A snatcher got spotted, and in the time it took two civil defense guys to fire 4-5 shots at hime, basically corraling him towards the fortress, Fischer was on him.

She scares me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 05:46:30 pm
Isn't it obvious? Fischer is from Dorf!Krypton, and she's realizing her potential. Hopefully, as Superdorf, she doesn't decide to enslave the planet. Otherwise we'll have to find glowing green rocks from her home planet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 23, 2012, 05:59:43 pm
oh my.

on another note, who here watches the animated Dilbert?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 06:39:33 pm
I do! Why? Are they making more?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 23, 2012, 07:01:49 pm
nope. pity. onlyones ive seen are the ones or crackle and hulu.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 07:25:51 pm
Meh. Scott adams needs to make a new attempt at that. And the Dilberitto too. Stupid kraft, killing his taco.

So, splint, i must be annoying you by now, but, migrant status?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 23, 2012, 09:55:25 pm
I fell asleep, but I bumped the popcap to 110, so I should get some next month (it's currently the 18th of Hematite.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 10:26:02 pm
So, do you know where we can find some radioactive green glowing space rocks for Superdorf in case she tantrums? :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 23, 2012, 10:31:41 pm
Right now I'm more worried about The Master's ghost from coming back and killing her. I've seen it happen, sometimes ghosts will come back regardless of being entombed (Though it does make unentombed ghosts preferential, I noticed that,) and they need a headstone. So I'm having literal memorial halls dug.

Also, in honor of her service, and because of her profession, I'm searching for a magnetite cluster to dig her a tomb in. She is our first champion, and while I'd prefer she be our only champion, she deserves a better resting place than the clover.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 23, 2012, 11:06:04 pm
Grah! My muse has an itchy trigger finger, but the RNG denies Rose's entrance! Why do you betray me, RNG?

Xahnel attempts to strangle RNG!
RNG breaks Xahnel's grip!
Xahnel's right third finger is bruised!
Xahnel's right fourth finger is bruised!
RNG generates a Lightning Breathing Six-Legged Adamantite Dragon!
LBSLAD electrocutes Xahnel!
Xahnel explodes into ludicrous gibs!
Xahnel is struck down!
Xahnel is a ghost.

... That went... Poorly. Anyone know resurrect?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 23, 2012, 11:47:24 pm
21st hematite. Now stop asking about migrants or I'll throw a mug at you. A lead one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 23, 2012, 11:50:35 pm
21st hematite. Now stop asking about migrants or I'll throw a mug at you. A lead one.

Filled with mini platinum mugs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 12:08:07 am
Wait, what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 12:29:12 am
6th Hematite, 207.

Summer has been quiet this first week. Aside from a fortress guard demanding that nobody touch his crossbow, nothing happened so far.

I finally got 1st Squad's barracks finished, with the iron doors being bolted on earlier today. I've also decided to squander some iron for walls on a new barracks outside on the roadway. Speaking of which, it's mostly finished now, at least around the walls. I drafted a number of people to assist in the consctruction of the roads. A kaolitinite bridge was also finished on the 4th of this month, and the last of the backed up smithing orders was fninished.

12th hematite, 207.

Niccolo has been named a Pikemaster by the champion. COnstruction goes smoothly, with the goblins ceasing thier harrasments. I knew sending Hans and that soldier out was the right call. Thanks to them, we also have an idea of where a number of larger camps are, so we'll be ready. Plus I have a friend in the human merchant nobility, and I can see that he ensures our monarch gets the maps and plans, so that he may deploy a contingent of soldiers to stamp the goblins out before they get any bright ideas.

13th Hematite, 207.

All of the masterpieces being churned out by Rochia, Ast, and Loud Whispers has me considering putting up a scoreboard in the mess hall.

Oh, and some idiot thought floor grates to hold another FROG unit would be able to hold up a stone floor.

(http://i47.tinypic.com/ern9zk.png)

It resulted in a portion of the road getting destroyed, the shale block shattering the pavement.

(http://i50.tinypic.com/4jajcx.png) [Splint is not amused. It took the better part of slate to build that road.]

Rodge got knocked on his ass but he's fine now. The road is being reconstructed, and should be finished in four or five days, as the materials are now just strewn about the worksite.

15th Hematite, 207.

Since they have notoriously short life expectancies, I've ordered our giant grasshopper and jumping spider be turned into meals. Such a shame, as the giant jumping spider would have made a fine fighting beast.

18th Hematite, 207.

A worker replacing a wall for the newest FROG unit spotted a snatcher today.

(http://i46.tinypic.com/1256fpv.png)

he got shot at by said worker and his friend, herding him towards Fischer, though he decied to take his chances with two dwarves armed with crossbows than one frothing rage-fueled dwarf of debatable femininity.

(http://i50.tinypic.com/21d54lw.png)

[in the time it took the goblin to move four steps towards the fort, and get shot at five times (all misses) Fischer was already on him. I don't care if there was some godmode glitch or what, I am legit scared of Fischer now.]

I decided to have Fischer remain on post in case more snatchers showed up, and no sooner had I issued the order did I hear her shouting she got another one. I think I'll put out a decree that our soldiers may claim teeth and skulls as trophies. After all, nothing quite says "STAY THE FUCK AWAY" than the head-and-or-toothless bodies of your comrades littering the enemy fortress.

(http://i46.tinypic.com/1256fpv.png)

(http://i48.tinypic.com/aaei5i.png)

[One nameless goblin asshole vs Champion Fischer! place your bets everyone!]

Yeah it didn't end very well for the goblins. A third was spotted and the fortress guards in the area joined in, severly injuring one before Fischer went to work. She skewered the second's brain, and scored a bleedout kill on the third.

19th Hematite, 207.

Megaman and Codyorr literally walked into another snatcher today.

(http://i46.tinypic.com/1256fpv.png)

If my memory serves me correctly, these snatcher crews typically work in teams of 2 to four morons. And this one clearly hadn't heard the cries of his allies, and Codyorr shot him in his snatchbag hand and his chest for his trouble. Fischer killed him however.

(http://i49.tinypic.com/29xgaxh.png)

Well. That's no good. In response to this poor fellow's rise, I've ordered whatever slabs we have engraved. Among those to be memorialized is The Master. The last thing I need is his ghost coming back and tearing people's limbs off or picking a fight with Fischer.

(http://i50.tinypic.com/2lmwdqs.png)

I've ordered the above area dug out for headstones. I've also suspended the drink production order, as we have enough drink to last for at least two years, probably far longer. I've also decided to build a mill, as we don't seem to have one anywhere. And I wish someone would get those clear glass blocks I asked for for the garden made.

21st Hematite, 207.

If they didn't hold up a floor last time they won't hold up a wall... Corai got hospitalized witha broken leg, since a block slid off a grate and fell on him.

22nd Hematite, 207.

Migrants! More brave hearts have come to bolster our numbe-

(http://i49.tinypic.com/54aivk.png)
[That grey 'X' was literally the only migrant we got. Armok hates us.]

One. One dwarf showed up. Bit tall and thin for a dwarf, but then so is Mr Frog. Maybe she's a relative of his? Oh, and a snatcher showed up. A fortress guard shot him in the head as he tried to escape. I'm going to have a hammerdwarf from Fischer's squad deal with that goblin head so we can install a replacment FROG on the tunnle.

There is probably more to come, and these few snatchers probably herald goblin strike teams in the area.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 24, 2012, 12:33:40 am
I got hospitalized? Oh great. The hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 12:37:07 am
It's just a broken leg. Though knowing our luck they'll amputate your arms or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 12:41:00 am
Rose showed up alone? Typical. I'll say gobbies attacked the migrants, and she was the only survivor. Too bad, you lost an imaginary master weaponsmith.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 24, 2012, 12:50:04 am
I got hospitalized? Oh great. The hospital.

actually it worksfine now, there is actually a functional well in there and we have several dedicated nurses and doctors unless splint changed stuff...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 12:54:05 am
I don't know if I did or not. I drafted bunch of people to help with my works projects.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 01:02:33 am
Edits made to the journal, which prolly sucks. I tried to be funny, but i got an odd sense of humor. I hope corai doesn't need a cranioectomy for the leg. Knowing this hospital they might decide just that.

EDIT: I like the suggestion that rose is related to Mr Frog, but i'll leave whether or not it's a thing up to him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 01:07:02 am
Mitch is bringing him down now (game's paused) so we'll see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on July 24, 2012, 02:22:22 am
I'm dragging people to hospital? Bummer, I designated doctors to do that. I bet someone gave them jobs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 02:26:21 am
You just happened to be the closest unoccupied dwarf at the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 24, 2012, 03:53:16 am
@Xaxah:

It'd be amusing if Rose was related to Frog, but as Frog's from a different plane, that'd imply... things. Is Rose supposed to be a Spearbreakers-worlder? Because that would preclude such a relation.

I didn't really plan on Frog having a sister... plus, he's 40-ish years old (I probably should have laid that out a bit sooner :p) and Rose looks pretty young. I suppose it'd be possible for Rose to have been born when Frog was in his twenties, but it seems a little odd. And there'd be the question of just what in the hell Rose is doing here anyways (you don't exactly pop over into Spawnland on a whim).

I didn't really consider what sort of family Mr Frog would have at all, though, and I suppose it'd be entertaining to do a reaction journal along the lines of 'oh goddammit why's my sister here now!?'. I'm still leaning pretty heavily towards 'no', though I am open to persuasion.

Also: have you actually posted your journal? I can't find it anywhere...

@Splint:

It's so weird having punctual updates now :V  Good job. This'll do very odd things to the journals' timelines, though :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 04:02:09 am
He has to use a library computer so he'll probably type it up tomorrow.

And what does the Frog mean by odd things?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 24, 2012, 04:13:40 am
Basically, it would imply that Rose would have had a solid reason to travel between planes to Spearbreakers-world (which, may I remind y'all, is a Spawn-infested hellscape with probably more than a few regulations against entering, chief among them being good ol' common sense) that doesn't come into conflict with the fact that Frog's never mentioned having a sister. For example, it probably can't be because she was concerned for his safety, because if they really were that close he'd likely have at least mentioned her.

You've pretty much solidified that she's the same thing as Mr Frog, though (whatever he is), and as whatever Mr Frog is doesn't seem to be native to Spearbreakers-world... well...

E: ...On closer inspection, I completely misinterpreted your question :\ Sorry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 04:17:25 am
I always assumed he was just a human who was on the shorter end of the spectrum: Short enough to pass for a dwarf with his beard grown out, but easily not one if you actually paid close attention, which these dwarves either don't do, or have and don't care, considering him to be an honorary dwarf for braving this mess with them for so long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 24, 2012, 04:26:20 am
I personally think he's a hobbit/gnome/half-dwarf/etc., though that's also a possibility (DF dwarves don't seem that much shorter than humans -- SIZE:60000 versus SIZE:70000. A small human could probably pass with only a few odd stares).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 04:38:52 am
That's what I'm assuming with Rose: Just a shorter than average human. As you said, such a human could probably pass for a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 05:03:21 am
I have been following this thread for months, but this madness has finally convinced me to stop lurking and get an account.  I would like to say now however that the possibility was raised only of Rose being related to in-game Mr Frog, not necessarily a sister.  Maybe a Niece looking to visit the uncle she knows next to nothing about, wanting to see why he never visits?  How about his second cousin once removed, sent to this hellhole by Ballpoint as part of "erasing" Mr Frog's entire family, all to tie up loose ends?  If you are stuck in thinking that the only way she could related to Mr Frog is as a sister, you are losing alot of possible stories. (this of course is assuming you decide she's related at all, but I just can't stand seeing only the most boring, mundane choice when there are countless possibilities)

On dwarfing me, do so if you wish, but I don't care one way or the other.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 05:10:05 am
And we bring another one out of the woodwork! That makes what, 3 lurkers we've managed to register with this crazy? And James, welcome. I'll get you a dwarf right away. Soldier work for you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 06:10:11 am
As I said Splint, I do not care at all, through as far as combat in DF goes, I would prefer to dual-wield a spear/pike (to pin an enemy with so they stop moving around) and some other melee weapon, preferably an axe or hammer (to preform the Coup de Grace on whoever I pin).  A doctor would also be good however, as before I even discovered DF, I was offering (note that I can accept the answer no, though if my dwarf is a doctor, he wouldn't) my number one cure-all, AMPUTATION!!!  Examples:  Sprained ankle?  AMPUTATE THE ANKLE!;  Bruised arm?  AMPUTATE THE ARM!;  Headache?  AMPUTATE THE HEAD!;  BF/GF broke your heart?  AMPUTATE THE HEART!;  What's that, you want anesthetic?!?  ELF!  AMPUTATE!!!

As you can see, that would be akin to the surgical equivalent of the late Bombzero.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 24, 2012, 06:19:39 am
@james:

Welcome to the madhouse. Refreshments are on the table to the left.

I would like to point out that a niece would still directly imply the existence of an as-yet-unmentioned sibling (though a cousin admittedly wouldn't), and that it seems to me extremely-unlikely that she'd pop in to this little hell-on-earth just to say hi unless there was already an extremely-strong bond present. Mr Frog doesn't really seem like a loving family man to me, and I doubt he'd bother maintaining any sort of ties with his relatives, let alone any strong enough to pull someone into the Zombie Capital of the Multiverse.

Ballpoint wanting to disappear Frog's family makes sense, though. I'd imagine they'd start with more-immediate relations like his parents or -- ahem -- siblings, however, as those would be more-likely to make a fuss over his disappearance. But, even still, why would they send Rose to the same place as Frog? Frog's a devious bastard; with a willing accomplice that likely shares at least some of his intelligence, he could engineer quite a bit of trouble.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 06:36:40 am
Mr Frog, I did try make it them sound plausible, such as the niece idea being her searching for this mysterious uncle of hers that she's heard next to nothing about.  As for the idea of ballpoint disappearing dorffrog's family, I presume spearbreakers takes place in at least a fairly large world, and theres a huge difference between sending someone to the same world and to the same fort.  Also, these are just to point out the things one could come up with, I would even have suggested a ballpoint spy if the V stories hadn't already used the idea.

edit: forgot to clearly state in the niece Idea, dorffrog being a mysterious uncle is meant to fill the plot hole of never mentioning any siblings because he doesn't ever keep in touch with his family.  Honestly, he always struck me as the sort of person who is far more interested in his work than things like his family or a social life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 06:54:47 am
He also seems kind of like a sociopath, though I don't know if I use the term right, since clearly things that would bother a dwarf or human slightly don't seem to faze him much. Hell, I bet he'd blow his  ownreceptionist's brains out if he/she happened to be in the same room as an escaped test subject.

And I do have to agree, he does seem overall  like the type to choose work over friends or family, unless he needs them for something to help further his own ends.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 07:24:42 am
Hans, drugs? XP I thought you were cool.




Excuse me?




He also seems kind of like a sociopath, though I don't know if I use the term right, since clearly things that would bother a dwarf or human slightly don't seem to faze him much. Hell, I bet he'd blow his  ownreceptionist's brains out if he/she happened to be in the same room as an escaped test subject.

And I do have to agree, he does seem overall  like the type to choose work over friends or family, unless he needs them for something to help further his own ends.


Mr Frog!Dorf doesn't exactly seem like a sociopath. It seems more like he is an utterly ruthless person willing to spend lives, but not necessarily spend them lightly.


Got lucky this time, folks. Judge gave me twelve hours because I caught something I did wrong before they did and told them first. And I wore a college football shirt. And remembered some a couple things they keep saying that made me look good. So, I'm going to update here in a little while, but first I'm going to take a nice nap, because those jail cots are made of fucking steel, and you get a matress pad that is literally more like a long pillow than a matress. And those assholes didn't turn out the lights.
Nice to be back so soon. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 07:27:00 am
He's just pokin' fun at you. Glad to see you alive Hans. Was worried somebody'd shank you for your shoes or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 07:32:12 am
No, prison is where shankings happen. Nobody does that kind of thing in rural Missouri jail because they don't want to catch another charge. And also, the shoes are like really shitty water sandals, so if someone wanted them, I'd give them away.
As always, this about sums up jail for me: Food's okay, but the service blows.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 07:43:06 am
As always, this about sums up jail for me: Food's okay, but the service blows.

Well duh, how would it be punishment if it was enjoyable?  Be glad I am not helping you break addiction, when I was 5 or 6, my sister and I did all sorts of things to get our dad off smoking, including throwing the tobacco into the garbage.

Let your jailtime teach you this: don't do drugs, they cut into your time for DF!

Splint: so what is my dwarf going to be, the methodical soldier or mad amputator?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 24, 2012, 07:43:39 am
dude... Fischer is badass. :o Have you looked at her Z-screen? All her attributes are maxed.
I looked at the save a couple days ago, and thoughts (what I remember):
That's all I can think of from memory. Love how you're playing the turn so far, and... Might you sign me up for a second turn? I think I could manage a month a day, and I really want to get back into the action. Assuming Spearbreakers survives and Godzilla or Mothra don't come back looking for revenge, of course.


Welcome to the madness, SoulSlicerJames! Don't drink the refreshments; Mr Frog likely laced them with some non-lethal-but-otherwise-unpleasant test concoction.

I like the idea of Mr Frog having a niece that used to work at Ballpoint... Though perhaps make it a niece once-removed, or a second niece (I'm not entirely sure how that works, but I know at least one of them makes it so Mr Frog doesn't have to have a sibling). Spearbreakers takes place in Everoc, which is fairly large, as it's played honorary host to the Boatmurdered and Battlefailed series... But I don't think someone from Ballpoint would be in too much danger if just plopped down in the middle of nowhere, as their technology would be rather advanced compared to rather everyone else... Plus, you could say that they were trained for this kind of thing. It just might take a while for them to reach the fort... maybe six years or so? She'd be arriving around now anyway. ;)

With this in mind, technically, she doesn't even have to know that Mr Frog is at Spearbreakers. All she has to know is that Ballpoint always had people in the area around Spearbreakers, and be wanting to get home instead of staying stuck wherever they dropped her. Finding out Mr Frog is there could be a complete coincidence, and she doesn't have to have any sort of bond with him. I think that a bit more likely than crossing the world in search of a family member they don't even know.
I would even have suggested a ballpoint spy if the V stories hadn't already used the idea.
Sorry about that... :P Still, nice to see you read them.

That seems to work...

Also, it would appear I've been multininja'd FIVE TIMES. Still working on a V post (when I can), and welcome back, Hans. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 07:53:48 am
Sorry about that... :P Still, nice to see you read them.

'Tis okay, I just felt like ballpoint wouldn't need another spy in spearbreakers, though perhaps parasol...
I want to know however, how could an elf ever pose as a dwarf?  In my experience, all dwarfs have beards, while elves never do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 24, 2012, 08:04:52 am
In the raws, female dwarves don't have beards (though Toady leaves you the option of turning those on if you wish, and instructions on how to do so). Also in the raws, elves are the exact same average size as dwarves. I kind of took advantage of that.
EDIT: Oh, and Toady's male elves have beards too. Forgot to mention that little tidbit. Surprised me when I found out, but hey - I guess it goes better with the tree-hugging stereotype.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 08:29:50 am
In the raws, female dwarves don't have beards (though Toady leaves you the option of turning those on if you wish, and instructions on how to do so). Also in the raws, elves are the exact same average size as dwarves. I kind of took advantage of that.
EDIT: Oh, and Toady's male elves have beards too. Forgot to mention that little tidbit. Surprised me when I found out, but hey - I guess it goes better with the tree-hugging stereotype.

In other words, elven men stole the beards of dwarven women?  KILL EM ALL!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 24, 2012, 01:08:09 pm
..... HEHE!


i thought Ballpoint and Parasol were native to that world... :-\

Stone INC. certainly is.

who wants a bio of Stone INC?







WOP. GET IT? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 03:04:22 pm
Splint updates so fast. As Mr Frog said, it is somewhat disconcerting. Also, hi Talvieno. :D
Speaking of Talvieno...

Debriefing
Spoiler (click to show/hide)


Also, it's nice to be back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 24, 2012, 04:32:06 pm
i thought Ballpoint and Parasol were native to that world... :-\
They can't be. That would open up a huge list of paradox problems that just can't be messed with.
EXAMPLE TIMELINE:
 1. Boatmurdered, Headshoots, Syrupleaf
 2. Parasol messes with stuff
 3. Syrupleaf dies, world destroyed permanently
 4. ? ? ?
 5. PROFIT Parasol started, goes back in time to #2 so it can mess with Syrupleaf?

As you can see, that clearly doesn't work. In the original Syrupleaf tale, #1, #2, and #3 were all as they were above, supposedly, which means Parasol MUST be from an alternate universe/timeline. However, as expeditions were recorded as taking place afterwards and visiting the abandoned fortress of Syrupleaf, something had to have happened to make it so that the world was both destroyed, and not destroyed. Therefore,

 1. Boatmurdered, Headshoots, Syrupleaf
 2. Parasol messes with stuff
3(a). Syrupleaf dies, world destroyed permanently
 3(b). Parasol takes a good look around, goes back in time before #3
 4. Parasol saves universe
 5. Universe continues

The inhabitants of Everoc have no idea that #3(a) ever happened, because from their perspective, the world didn't die, but just continued onwards. From Parasol's perspective, however, the order was 1, 2, 3(a), 3(b), 4, 5. They both saw the world get destroyed, and saw themselves save it. It fits with the original story of Syrupleaf as well as our own.
And of course, Spearbreakers logic dictates you must add one mug to the already confusing scenario.
Isn't time manipulation fun, kids?



@Hanslanda: You're at least two updates ahead of me. o.O I have no idea how I'm going to catch up, with only being on a computer a few hours a day.
Also, I'm really glad that you only got 12 hours. :P I was worried you'd be gone for a few days like last time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 24, 2012, 04:33:03 pm
@james, Talvi:

It still seems unlikely to me that they'd banish Rose to the same universe as Frog intentionally, considering that there are an arbitrary number of other, Frog-less, backwater universes they could have used instead. The chance of Rose randomly bumping into or even actively tracking down Frog in such a huge area would be very small indeed, but when they could easily reduce that chance to a flat zero simply by booting Rose somewhere else, why would they take even the smallest unnecessary risk?

Of course, there is the possibility that there was a clerical error, e.g. Frog was supposed to be sent to Universe A and Rose was to be sent to Universe B, but at some point there was a (possibly-even-intentional) mix-up resulting in Frog being indicated as having been sent to Universe B (where Rose was supposed to go) and Rose's destination being listed as Universe A (where Frog already was). I do like the idea of Rose being somehow linked to the current plot, I'm just not sure how such a thing could be worked in. A spy sounds like a decent handwave, though I'm not really sure what they'd be trying to spy on.

I don't really care if we already have a spy; that's just a small similarity. There's still enough there for a unique storyline, I think.

...It feels kind of rude to be discussing this without any input from Xahnel, though...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 04:52:25 pm
Keep talking! Though, rose was suppose to grow up in that other fort in the desert. I actually have two theories that have her related, and one that does not.
1. She is a relative from his world.

Insert-malevolent-company-here decided to screw with him by kidnapping a (baby) member of his family (who, i dunno) in Mr Frog's past (anyone who can jump universes can also choose the when) and inserted her into the past of this world. She was adopted by a dwarf in a fortress in the Dented Desert, and then decided to emigrate just cause.

2. She is a native of this world, an unknown child of Mr Frog's. Neither of them realize this.

Say during the early development of the HS2 experiment, Frog went on a recon mission to the subject world, only a mistake sent him back to an earlier point than it should have. Since interuniversal travel is expensive, he decided to stay and do his recon anyways, and Rose is a result of a casual encounter during that mission.

3. Rose is not related, and it is only coincidental.

Her dad is human, and her mom is a loose dwarven lady.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 05:08:29 pm
I personally support distant relative. That way, Mr Frog wouldn't know of this and niether would Rose, resulting in potential lulzy clusterfuck.

And @ Talvieno - Time manipulation is indeed fun. Case in point, I had a battle occur in the past that technically should have accidently'd the universe!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 05:19:28 pm
I personally support distant relative. That way, Mr Frog wouldn't know of this and niether would Rose, resulting in potential lulzy clusterfuck.

And @ Talvieno - Time manipulation is indeed fun. Case in point, I had a battle occur in the past that technically should have accidently'd the universe!

Why did i just imagine Superintendant Chalmers yelling "SeeeyMOOOUUUR!"?

Sorry i haven't posted the journal, btw. Library internet was teh brokeded.

Mr Frog, what say we let the peoples decide Rose's origin?

EDIT:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 24, 2012, 05:36:11 pm
Quote
what say we let the peoples decide Rose's origin?
Thank you. :)
*IS A PEOPLES*
Rose is a distant relative of Mr Frog, thrown into Everoc as a child, possibly with or without a bit of Ballpoint technology that she doesn't know what it does. For one reason or another, possibly due to being ridiculed as a child for her undwarvenly figure, she wants to prove she's just as good a dwarf as any. Thus, she gets herself sent to the most crazy hellhole currently in existence: Spearbreakers.
I've got a lot past this as to how Mr Frog and Rose figure out they're distantly related, but that's as far as I'm going to go here, so as not to step on anybody's toes.

Also, I wrote this last night. I hesitate to post, as it's the reason there's not a V update today (I didn't think Hans was going to be able to finish his side of the plot so soon), and I feel guilty about that... But anyway... The following puts how Sus died in a different light. (I haven't had the time to proofread or spellcheck, so fogive mah bad spehling; and. grammar style. pleez.)

"There's too many!"
Spoiler (click to show/hide)

EDIT: Xahnel, no! PMs. :P Don't trust teh internets.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 05:47:43 pm
Ah, the good ol' auxllia.... A strong dorf with a pick can becaome a great hero....

But in the end.... little hero, big war.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 24, 2012, 05:50:12 pm
Ah, the good ol' auxllia.... A strong dorf with a pick can becaome a great hero....

But in the end.... little hero, big war.
True, but still. We could've lost a lot more dwarves at the end of Sus's turn, had his character not delayed the Spawn and zombies. We wrote it off as dwarven stupidity, but there's just as much evidence that Sus was a hero (as I noted in PMs). I just wanted to put it in a different light - to make it seem heroic rather than... dumb. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 05:52:47 pm
So, zap branadorf lied to make himself seem better?

LOGIC STRIKES AGAIN.

 ;p

Sus, you rock postmortumly after all.

EDIT: i put my number online all the time. I've yet to need to end anyone. Even tv tropes says how nice and untrolly this community is. Apparantly, you're "affably evil"; nice as hell to each other, but quite willing to airdrown merbabies for !!PROFIT!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 05:54:19 pm
@Mr Frog:
Those were just examples to show my point of how only thinking of one way something could be, you lose alot of interesting story ideas.  If you can come up with something better, go right ahead and use it.  If you decide Rose isn't related to dorffrog, that's fine too.  I'd be hypocritical in regards to the point I was trying to make (as well as other things) if I didn't allow for the choice of other possibilities.

At this point in the story, I get the feeling Everoc is undergoing some sort of mini-apocalypse.  Surely Spearbreakers isn't the only place HS-2 (or HS-X?) is popping up.  Then there's the fact that the first spawn appeared at Spearbreakers far earlier than anticipated.  Also the barbarians are sweeping across the land, with the implication that they aren't invading as much as fleeing from something far worse.  Not to mention all the necromancers, each likely to have their own generic evil goals like world domination, who will certainly grow far more powerful with all the battle and bloodshed that will definitely happen due to the above, with only each other to keep their power in check.  I theorize that the increased spawn activity and numbers is only a taste of some great horde of spawn coming to sweep across the land just beyond the horizon.  Already they drove the barbarians from their mountain kingdoms, with the survivors fleeing to other lands, surviving only through foraging and raiding.  The lords of the human, dwarven, and elven kingdoms, not on good terms with the barbarians at the best of times, see only invading forces, and therefore unlikely to ask the barbarians why they are here, and so will be caught completely off guard when the massive hordes of spawn arrive.  Unprepared for the spawn, the first nations in their will likely be wiped out before they can muster a response, and even those that can make preparations before the spawn reach them will be severely outnumbered.  Even if the spawn are driven back, they will still cause inconceivable damage, and the survivors will have the problem of necromancers having access to possibly millions of corpses, making our recently ended undead problem look like nothing.  Keep in mind that the necros will be pretty much safe from the spawns wrath, as they demonstrated for us already.  All in all, prepare for things to get far, far, worse.

edit: ninja'd times 6
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 06:07:16 pm
So basically Spearbreakers has become Warhammer 40k in Dwarf Fortress.

Mission fucking Accomplished, Splint. Mission accomplished.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 24, 2012, 06:09:58 pm
So, let me get what you are saying in a 1 2 3 fashion.


1.Barbarians fleeing
2.Spawn zergrush invasion
3.Necromancer zombie apocalypse?


I approve of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 06:17:00 pm
So, let me get what you are saying in a 1 2 3 fashion.


1.Barbarians fleeing
2.Spawn zergrush invasion
3.Necromancer zombie apocalypse?


I approve of this.

#3 only will happen if by some miracle the spawn are driven back.  Otherwise while necros may be able to fight off the spawn in small numbers using chokepoints such as doorways, there will be too many spawn to take all at once, leaving the necromancers trapped in their towers unable to reach enough corpses to change that fact, doomed to slowly starve to death.  But beyond that, yeah, thats about right.
edit: By the way, there is the question of what, exactly, is the cause behind this.  I doubt this is in the interest of Parasol, Ballpoint, or Joseph.  That alone is very worrying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 06:23:42 pm
Problem: Zombies.

Solution? Walls.

Given enough time and resources, i would build a huge wall encompassing the map. Then again, i am a coward when it comes to games like this. I play attrition style, claiming what i need, and locking up tight to prepare for my next move. Then i charge, seize more things, and lock back down. It's my (winning) Dungeon Keeper strategy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 24, 2012, 06:25:31 pm
i think i know why Ballpoint and/or Stone INC is messing around near Spearbreakers. Parasoll is screwing around with them and they are testing things so a malfunction dosent screwup there home universes. OR Stone INC is trying to mop up the HS under a contract. SPOILER IS STONE INC.
Spoiler (click to show/hide)
to those who ninjaed me 4 times, IDK.
spellcheck on google chrome dosent work with spoilers or the like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 24, 2012, 06:32:26 pm
I'll just remind everyone, Everoc is the continent the great tales of old hail from, brought to a larger continent to the west by seafaring merchants. After the fall of Syrupleaf (I based this bit off of the accounts of visits to the ruins) most of the continent that was Everoc was left a barren hellscape, the humans of the coast on that land being the only survivors. As they had not the supplies or tools to make the journey west, these fishermen and undersupplied merchants stayed, eventually settling in the mountains high above the spawn infested plains and vallies.

When they got the chance, using cavern wood and captured foreign ships, they fled thier home, corrupted from humans into the blackhided and magically inert barbarians of the east we now know. Yes, the Global Coalition saw these strangers as not but pillagers and slavers, but at the time they had a far worse problem with the rise of the fanged ones. Thus the barbarians eeked out a small empire for themselves in the mountains along the coast, enslaving, killing, or displacing the humans  and dwarves there. However, they stopped thier conquest and turned back to the sea to meet thier persuers, deciding that this new land didn't deserve the horror following them and thus tried to stem the demonic tide alone, resulting in the barbarians eventually being reduced to fractious raiding bands around the time the vampires were nearly exterminated.

The dwarves, with thier damned pride, viewed this as just another nusiance that needed nothing but raw dwarven might to be crushed, with Spearbreakers being one of many fortresses to be established  by monarchial order as training ground to raise new armies to fight this new string of enemies. Humans, goblins, and elves likewise decided they could crush those that met them alone, and the Global Coalition disbanded, resulting in the wars and other politics we currently suffer, with each nation bearing great military strength, but not enogh to stamp out the spawn alone, and none of them wish to share the glory.

As a result there are countless battles being waged in this new massive continent (we're just along the  northern coast!) many heros like our poor auxillia member Sus, become forgetten quickly, while necromancers see these wars aas a chance to either make a name and an empire for themselves, or in some cases simply regain thier right to live amongst thier fellows again by turning thier undead armies on the invaders or other necromancers.

This has become a world of heroes, human, goblin, elf, necromancer, dwarf, and barbarian, all forgotten in the winds of war. Remember this:

For every warrior that recieves a battle honor, becomes a great lord, or passes into legend, thousands more die unmourned and unremembered. And yet those unknown warriors fight on, knowing that no statues will rise, no poems will be written, or songs will be sung for them.

And in a short time, nearly all forgotten. Even our own heroes, when this fortress falls, will be quickly left behind, with only the ruins of Lokumokab as proof they were ever real.

-Sorry, been up 24 hours so this isn't the best peice of writing/informing.

So basically Spearbreakers has become Warhammer 40k in Dwarf Fortress.

Mission fucking Accomplished, Splint. Mission accomplished.

I approve of this.

@ Asea- Another force of legend, thier few accounts being the only proof they were real in the past.... I myself have a story of a legend I want to share as well. But that's for another time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 24, 2012, 06:38:26 pm
right.
i ment that it was in a seperate universe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 24, 2012, 06:50:16 pm
Looking at my recent revelations, I still find this the scariest part:
just by connecting the dots already present, I accidentally created a new faction or entity, probably at least as powerful as any other side in this conflict, that has managed to completely hide itself from EVERY OTHER side, and seems to be trying to end all civilization for goals that cannot be guessed at.
Please tell me I'm not the only one who thinks that's the scariest part of all this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 24, 2012, 06:58:41 pm
Stone INC has been around a while. i just haven't DONE anything. lack of scanner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 07:05:00 pm
These are the things that build an epic story for any fort: the throwaway lines that take on a new life and steer the story in new directions.

Also, Mr Frog, when you get on, send me a text or a pm (text preferred, because my phone will notify me) and we can try to figure out how Rose could fit in to dorf!Mr Frog's story.

EDIT: So, yeah. I seem to have killed the conversation...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 10:43:03 pm
The Conversation skids along the ground on its head, shattering the skull and tearing the brain!
The Conversation has been struck down!
Fun with colors. If you can read this, you just suddenly realized there may be hidden messages in ALL my posts. Good luck finding them all.

Nah, I think everyone's just busy with other things at the moment.

Also, I started counting the various journal entries and stories. There's over a hundred. Each at least a paragraph or two long, some as long as ten-fifteen pages. We've literally got enough fluff going in Talvieno's post to write a damn book.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 11:05:54 pm
EDIT: POST DELETED
CAUSE: TEMPORAL ANOMALY
ATTITUDE: CONFUSED, IRRITATED
ORIGINAL POST:
Quote
I don't see other colors. All my text is one color.

We'll have three books worth of stuff before we are done. Not counting any sequels.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 24, 2012, 11:07:46 pm
Urgh. Damn people and their browsers. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 24, 2012, 11:14:38 pm
EDIT: POST DELETED
CAUSE: TEMPORAL ANOMALY
ATTITUDE: SLEEPY, ANGRY
ORIGINAL POST:
Quote
It's one of the few advantages to using a cellphone. Now if only it played Minecraft.

Or DF. Maybe toady should look into a DF console.
Quote

I have no friggin' clue how, but first my edited post got copied to my previous post, then when i clicked edit, it editted the post below it.

CONCLUSION: Temporal rifts are drifting into the internet from this thread, and messing with my poor, dumb phone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 01:44:28 am
I really need to get a better sleep schedule. Updates may or maynot become sparse for the next few days. I have alot of work to catch up on. (DAMN YOU PROCRASTIONATION HABITS.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 02:03:15 am
That'll give more people time to post journals in responce. Like me. Need to do that tomorrow. If the library computers aren't working i'll take as long as i must to type it on my cell phone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 02:12:59 am
James shoots Splint with a tranquilizer gun, peircing the skin!
Splint feels woozy!
Splint has been knocked out!
Sleep tight, Splint.  Being well-rested is necessary to maintain focus, lest you you make a mistake like leaving a door open mid-seige.

P.S. No, I won't be injecting you with various mysterious chemicals while you're asleep on behalf of Mr Frog.  I cooked them up myself and just need a guinea pig test subject to find out what they do. (No reason to let him have a monopoly on mad science here after all)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 02:17:50 am
I just woke up to be honest, and it's 3:20 am. Hence, sideways fucked sleeping schedule.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 25, 2012, 02:20:19 am
Could I also be "Dwarfed"

Named Draconik (Male), Draconia (Female)
Profession: Scientist


Build: Very Tall and Big even by dwarven standards, and dresses in a large leather overcoat pants and he calls a "Stove-Pipe Tophat"
the overcoat has a strange red/white pattern on the left side pocket

and no my profile's last name has !!NOTHING!!   important about it.  (Just had to recreate account as i no-longer have the PW or old email and I just got done reading all the current story)  and there are only three things to say about this place.

1: Masterwork Holy Shit
2: Awesomeness = ((Infinity X Pi) divided by Zero) Twice
3: The Fuck the World lever is tied to the storeroom Full of MUGS

and got Ninja'd Twice *Edit* Got my Logo showing now. =)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 02:30:52 am
Welcome aboard buddy.

Seems a few people are capitalizing on the whole interdimensional aspect of this narrative. Congratz Mr Frog! You started a very creepy fucking fad among researchers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 25, 2012, 04:01:32 am
Backstory and Character Motive
[Hint Think Parasol is a "Good Corp?"]
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Bit on the Too Long side but Hey what can a Enlighted possibly Infected Scientist Do
*Evil Grin*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 04:07:42 am
Excellent Draconik. If we get more migrants (at this point I have very low hopes since we only got one this summer) I'll give you the date, so he can arrive by blending in with the immigrants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 25, 2012, 04:12:55 am
Thanks although at the size of a regular dwarf with 3/4s of one I don't hold much hope of blending in
Will Find it Funny if he bumps into Mr Frog at the Fortress entry through [Parasol logo on the overcoat and all]
Also noting Spearbreakers now has members of Every Corporation within its walls, I can only picture what the results of Task #3 will be.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 04:17:30 am
This is a masterful engraving of Temporal Stability and megacorps in shale. The temporal stability is in the fetal position. The megacorps are stringing menacing poses. The Temporal Stability is crying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 04:31:44 am
[Hint Think Parasol is a "Good Corp?"]

Does ANY side in this world qualify as good? 

By the way, I think it must be said that in the story (not the actual fortress, the tale of the world as a whole)I rectified the fact that the Spearbreakers tvtropes page lists the spawn as "Demoted to extra."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 25, 2012, 04:54:58 am
Acutally going through the story there are two forces of good for the fortress
one is Mitch
and the second is
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 05:14:16 am
Th spawn pretty much did get demoted to extras because they seem pitifully underpowered when facing Fischer and mnore often than not we use them to kill other ivaders before rewarding them with pikes to the chest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 05:25:45 am
Acutally going through the story there are two forces of good for the fortress
one is Mitch
and the second is
Spoiler (click to show/hide)
I wouldn't call either of those good morally so much as serving their own sides.

Th spawn pretty much did get demoted to extras because they seem pitifully underpowered when facing Fischer and mnore often than not we use them to kill other ivaders before rewarding them with pikes to the chest.
I did say that it was for the tale of Everoc as whole as opposed to just Spearbreakers, did I not?  They may have found themselves de-fanged when against Fischer, but that is only a minor concern when poised to overwhelm all civilizations in the land.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 05:29:01 am
I'm sure you all were expecting an update today, but I had another late night last night and so was too tired to do anything edit-y other than stare at the screen and go 'buuuuuh'. Unfortnately, I apparently wasn't too tired to go into a strange mood and program a fully-functional word processor (in BASIC!) (oh, and it was a secretive mood, just for posterity), so I guess I'll be sleep-deprived tomorrow as well. And it looks like I now have multiple big ol' walls o' text to traverse, too, so I'll be busy with that :V

So, uh, sorry if I mildly-disappointed anyone. I'll just be over here fiddling with my word processor...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 05:53:20 am
Ok, just saying again. Everoc is not the whole world, but one area of it (for our purposes the eastern hemisphere's main continnent.) The place we are, is not connected to Everoc aside from sharing the same boulder whipping through space.

 This is where the spawn are from originally for our purposes. Ignor the map. I chose to make use of this as several things considered canon, such as the journal of kith, have effectivly placed Boatmurdered, and by extenstion many other of the greats in Everoc, as the dwarves of the setting are largly based upon those of Dwarf Fortress. (http://1d4chan.org/wiki/Setting:Unified_Setting/Everoc)

 Here's the journal of Kith, for the curious who've not read it. (http://1d4chan.org/wiki/Journal_of_Kith)

But then that's the interpretation i chose to make use of for this. Also, once again, Spearbreakers isn't intended to be some last bastion of hope or whatever as some of you seemed to think it In-character. It's a dingey, horrible, moss covered military installation that uses mugs as currency that was established by Monarchial order as a training facility and gathering point for this particular dwarven nation's army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 25, 2012, 06:55:01 am
The Conversation skids along the ground on its head, shattering the skull and tearing the brain!
The Conversation has been struck down!
Fun with colors. If you can read this, you just suddenly realized there may be hidden messages in ALL my posts. Good luck finding them all.

Nah, I think everyone's just busy with other things at the moment.

Also, I started counting the various journal entries and stories. There's over a hundred. Each at least a paragraph or two long, some as long as ten-fifteen pages. We've literally got enough fluff going in Talvieno's post to write a damn book.
Yep, I was offline at the time.
Also, thanks to the above comment, I compiled all our fanfic work into a mighty Text Document of Doom so I could get a good word count on it with http://www.javascriptkit.com/script/script2/countwords.shtml (http://www.javascriptkit.com/script/script2/countwords.shtml).
As of now, Spearbreakers fanfic contains a total of 120382 words.
This is roughly equivalent to 1.2 full-length novels.


___

Welcome to the chaos, Draconik! :D Glad to have you here, really enjoyed your story post. I'll get it up on the front page as soon as I can. And yeah, I'd figured Parasol was kind of evil, but not quite like that. lol

Ok, just saying again. Everoc is not the whole world, but one area of it (for our purposes the eastern hemisphere's main continnent.) The place we are, is not connected to Everoc aside from sharing the same boulder whipping through space.
I didn't quite get that until now, sorry. But this boulder whipping through space... Is it named? In science fiction, it's common for the planet to share the name as the largest continent...  ;D

And most importantly:
I'm sure you all were expecting an update today, but ... uh, sorry ...
Nooooooooooo!!! Life just isn't worth living anymore!!!  :'(
(seriously though, I've had the programming distraction problem, too. too often. No biggie, just glad you had fun with it.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 07:04:39 am
I think it's been made clear with my timewar bits (if not sorry) the continnent we're on is much larger. Never really thought of a name though...

Also: Holy shit we've collectivly wrtten pretty much a book and a half? DAYUM.


 This page  had the biggest impact on my blatent disregard of logic. The first secret is a tale we all know..... And had a direct hand in brining this mess to life. (http://1d4chan.org/wiki/Secrets_of_Everoc)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 25, 2012, 07:54:24 am
I think that I should like to write a little story about Spearbreakers. If anyone would like me to, feel free to ask!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 07:57:35 am
Don't need our permission. Go for it!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 08:38:24 am
Mr Frog! The peoples are demanding Rose be related! We must bow to their wishes! You must contact me! (obscure star wars reference)

Rose's Journal:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:49:31 am
Lolvely journal. Seems like quite the inquisitive type.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:59:20 am
Thanks~ If you guys use her, be sure to mention how not-drunk she is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 25, 2012, 10:21:06 am
Jumping on for just a sec to post this (yay, it's finished, but I don't like it (especially not the Talvi part)). And yes, Reudh, by all means, write something if you'd like! :) It'd definitely be welcome.


V's Journal, Entry 15

Spoiler (click to show/hide)

I'll be reading your post soon(ish), Xahnel - I'm a bit pressed for time at the moment. :P Glad you have it up!

On a semi-related note, who here listens to music while they're writing? I haven't really tried it until today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 11:49:21 am
Go for it Reudh, it's always nice to have something new to add to the continuity. :)

Also, Talvieno, you still got it. :) I'm liking how the story progresses even now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 12:01:46 pm
I always listen to music when i do practically anything. Case in point, i'm building a carnival in minecraft, so i listen to carnival night zone from sonic 3.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 02:34:42 pm
to answer the question of a group being non-evil, i believe Stone INC is, excepting the twin facts that they had, once, supplied both Parasol and Ballpoint. the other being that they are NOT from around here.


Rose sounds like FUN.

AND IF THE IMPOSER DIES I HAVE A STORY IDEA! SO "ASEAHERU, ARMY DWARF" IS THE NEW EXPENDABLE PERSON.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 02:44:00 pm
Heh, thanks. She's supposed to be something at the level of memetic badass.

For a sampling of the music what inspires me, google the overclocked remix "project choas", which is an amazing remix of the soundtrack of sonic 3 and knuckles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 02:44:49 pm
MINECRAFT
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 03:30:38 pm
MINECRAFT

INDEED. So, splint, anything noteworthy? Like, say... An explosion?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 03:51:32 pm
boom?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 04:01:14 pm
boom?
Spoiler (click to show/hide)

You still typo-ed. ;P

Wonder when Frog will get back on...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 04:55:02 pm
The continuity is just getting more and more confusing isn't it?
But don't worry, I just invented the perfect fix!  The new magma-powered cat!  Like a normal cat, but powered by magma!
How does that work?  I have no idea!  But who cares?  Get yours today!

Disclaimer: the magma-powered cat may spontaneously explode, setting everything on fire in a radius of 2.9 squares.  I am not responsible for anything involving the magma-powered cat.  limit 12 per customer.

As you can see, when I enter !!SCIENCE!! mode, things like logic, common sense, and practicality go strait out the window.  But hey, isn't it the same thing with these forums as a whole?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 05:19:23 pm
Do you provide free samples to Spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 05:25:20 pm
Do you provide free samples to Spawn?

Of course not!  These are currently too expensive to just give away (think around the price of ,say, a tame dragon).  Plus, they would probably just eat or kill them.

Also, coming soon!  The nuclear-powered cavy and laser-powered emu!

edit: Also, wasn't it long established that spawn don't really die from being on fire?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 05:40:50 pm
Haven't you heard of !!LULZ!!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 05:42:57 pm
And !!FPS DEATH!! ? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 05:49:04 pm
Unfortunately, the price estimate listed above is at a mere 1% profit margin compared to the cost of creating the cats, and i had to take out the whole reproduction thing to appease moral guardians, so I can't breed them to lower the price.  Also, I think any !!LULZ!! value would be lost when you find the spawn attacking your fortress to be spreading even more devastation from being on fire.
ninja'd
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 05:59:19 pm
These reasons are why the lulz are on fire. Like the science. And the dwarven physics.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 06:06:30 pm
Still, the fact is, I cannot afford to just give them away.  I would go from flat broke to needing to sell souls just to get out of debt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 06:10:14 pm
Mmm... Soulburgers... Maybe we could use THOSE to make the necros be nice. Too bad they aren't recruitable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 06:15:57 pm
Not to be a dick, but we've had about twenty posts now with approximately two that had meaningful content. Let's not get back into the chatroom thing, okay?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 06:21:21 pm
Not to be a dick, but we've had about twenty posts now with approximately two that had meaningful content. Let's not get back into the chatroom thing, okay?

Hey, my magma-powered cats showed they worked at fixing the problem of what passes for continuity didn't they?  Everyone was so distracted that they didn't pay any attention to that tangled mess and worry about it at all. ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 06:36:04 pm
Talvieno the Chronicler sorted through our continuity and got most of it figured out, timeline-wise. There are a few things that don't quite match up story to story, but since our various stories run the gamut from journal entries in first person limited, narratives in third person limited, and third person omniscient, we can go ahead and chalk those minor errors up to character's misremembering or not seeing things in enough detail at the time. The continuity isn't actually that confusing if you go through it all, it's just slightly uncertain how it all started because Syrupleaf had the world end coated in a nice layer of cooling obsidian, and it magically is not obsidianized in our canon.
My point stands though. :) I'd love it if you had a journal entry to post or a picture to throw up, but when things devolve into random banter about things only very slightly connected to the fortress, we start to drive away people like Mr Frog, who isn't into the whole 'being sociable' thing. Feel free to post, but try to have some content in your post please.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 06:46:38 pm
Actually, i have a question. Would it be possible to, ahem, "recruit" a necromancer, give him corpses to work on, and use the zombies in a surprise zergrush? By which i mean lock them in a room near the entrance that is only connected via a collapsable tunnel and then shout surprise at goblins/ spawn/other necros?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 06:48:45 pm
Actually, i have a question. Would it be possible to, ahem, "recruit" a necromancer, give him corpses to work on, and use the zombies in a surprise zergrush? By which i mean lock them in a room near the entrance that is only connected via a collapsable tunnel and then shout surprise at goblins/ spawn/other necros?

For use against goblins and spawn, yes. In fact, most of the victories Spearbreakers has won to date are thanks to the undead wiping out a siege, or vice versa, and then the militia swarms out and ganks the survivors. But trying to use undead against undead is like fighting fire by throwing grease at it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 06:59:44 pm
So necros are tameable? And the zombies they raise, they don't register as hostile to the fortress?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 25, 2012, 07:00:28 pm
So necros are tameable? And the zombies they raise, they don't register as hostile to the fortress?

Untameable. ALL ZOMBIES, ALL ZOMBIES are hostile to EVERYTHING but their master, mummies and vampires.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 07:04:41 pm
Oh sorry, didn't think of that.  That reminds me, I do have a story to tell. please note that none of the characters in it are me however.

Spoiler (click to show/hide)

Well, what do you think?
ninja'd 4 times
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 07:08:55 pm
Damn... Make them tameable! >:O Want loyal zombie zergrush army!

Meh... Might as well ask for tameable spawn.

-looks hopefully at the modding team-

EDIT: Actually... Even if this did work, how could you control the zombies? If you control their master, will they listen to you? Or do they just kind bunch up around him unless there are enemies?

Also, corianinja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 25, 2012, 07:12:09 pm
Damn... Make them tameable! >:O Want loyal zombie zergrush army!

Meh... Might as well ask for tameable spawn.

-looks hopefully at the modding team-

They come has invaders, you CAN tame them (with modding). But they will attack you, and they will not defend themselves/if they do, loyalty cascade.

And even then, zombies will NEVER, EVER be loyal. They are [OPPOSED_TO_LIFE]. So are spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 07:25:01 pm
oh.

the tavi has no explanation for stone inc poping-up thru there spacehole.
thats what i call it. a SPACEHOLE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 07:28:56 pm
@Xaxah:

Unfortunately, taming zombies is literally flat-out impossible, as their behaviour is caused by the OPPOSED_TO_LIFE tag, which makes them automatically-hostile to all living organisms and completely-indifferent to anything that isn't both of those things. Unfortunately, removing the tag results in the zombie not really being as mindlessly-hostile as it should, so that doesn't really work.

@Hansie:

I'm usually fine to just skim the useless posts unless it gets to the point where we have pages and pages and pages of crap to sort through. Thank you for playing referee for me, though.


Anyways, my next update is complete! The world can start turning again!


E: Fixed missing comma, corrected incorrect past participle, changed 'voyeuse' to the more-general-purpose 'voyeur'.

EE: Removed reference to hidden weaponry, as I am 99% sure that there is absolutely no way Frog could have kept it hidden from surveillance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 07:38:06 pm
 :D ;D :D :D :D :D :D :D :D :D :D
Yays.(if you don't know what to, then you are a necromancer going willingly to Spearbreakers. I.E. a retarded idiotic gremlin. nevermind, that was a insult to retarded idiotic gremlins. YOU KNOW WHAT YOU ARE!)

which was evil first, Parasol or Ballpoint? also, which is worse?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 07:40:53 pm
Yay, a frog update!
Methinks Johnny is a Shipper on Deck. ;D
So, Mr Frog, since we are both on, shall we discuss Rose's possible relation?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 07:58:57 pm
I think this has been discussed. Neither Parasol or Ballpoint are exactly evil per se. They are more like vast, uncaring corporations that have inscrutable goals set by incompetent leaders for highly deadly and competent operatives to carry out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 08:10:53 pm
well who is worse and who was uncaring first?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 08:13:00 pm
Dang it, he logged out...

I would say parasol was first, ballpoint was worst.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 25, 2012, 08:23:54 pm
hmmmmm.
ok, that sort of makes sence...

heres a idea: Stone and Ballpoint teamup agenst Parasol but then Ballpoint goes crazy or something. so you have Stone fighting Parasol, Parasol fighting both and Stone thinking about fighting Ballpoint. where Eris comes in here i have no idea. uneasy temporarily ally with Stone INC possibly?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 08:28:56 pm
Um... May i has a quick refresher on which mysterious multidimensional company is doing what, so i know where Rose might fall?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 08:50:55 pm
Sigh.
Parasol is responsible for the Syrupleaf Incident.
Ballpoint is formerly Mr Frog's parent company, responsible for upgrading and re-releasing the spawn into the world of Spearbreakers.
Eris is Joseph's company. They are inscrutable, with unknown goals, power, and numbers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:03:14 pm
Ninja'd three times, and I can't find the right words to describe my plans with the Timewar, though it involves a previously mentioned massive threeway seige.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:04:56 pm
Is epicness a good word for it

Thanks, hans. I get confused easily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:19:27 pm
I do have a few ideas though.

Ballpoint: Near monopoly on larger aircraft and combat aircraft. Moderate number of hypercompetant Security Contractors. Advanced weaponry based off magnetic accelerator technology.

Parasol: Large numbers of "unaffiliated" PMC forces, masking thier involvment in most matters. Does posses heavy armor to make up for thier lack of airpower. Has advanced weaponry (LASER and Mag-Cel)

Eris: Large numbers of fanatically loyal infantry forces and large numbers of medium armor(IFVs/APCs) equipped to fight both heavy armor and airpower. Like Parasol and Ballpoint, they posses magnetic accelerator weapons.

Stone INC: Limited numbers of thier own Contractors. Deploying forces to the city to protect company investments. Again, posses advanced weapon systems, though thiers is of thier own make.

Sewaturet: Global Coalition capitol. Controls the largest highways in the thier part of the world, requiring ground-restricted forces to take the city to do anything else. Compared to most coporate forces, thier equiment is outdated, but have large numbers of Self-Propelled artillary units and numerous small attack aircraft/dropships. Uses outdated propellant driven projectile weapons, except on thier heavy armor units.

These factors will lead to a class 5 clusterfuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:24:20 pm
You forgot spearbreakers, and our magical spell to summon Godzilla and Mothra AND Mecha Godzilla to stomp all over our other enemies then kick each other around, then get pointysticked to death by Fischer, AKA Superdorf.

EDIT: Seriously, Splint, i cannot believe you forgot the number one mathematical rule of Spearbreakers: +1 mug for all equations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:25:49 pm
Spearbreakers has long been destroyed/abandoned by this point in time. It considered a dingey depressing blight on the surface of the world.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 09:30:31 pm
Spearbreakers is by definition doomed to failure and destruction at the hands of our enemies. This is Dwarf Fortress. You do not win. You do not conquer. You survive, for a time. Perhaps you even build a mighty fortress, untouched by the blades of your foes, unconquerable and invulnerable. Even then the FPS death is always slowly creeping toward you, carried on the backs of cats and stones and blood smears, biding it's time.
Losing is fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:36:48 pm
HERESY! ELF! Spearbreakers shall never fall! Because unlike other forts, we aren't doing stupid things that practically require Critical Existance Failure.

Like lava cannons.

Or mega projects.

Or forgetting which lever does what.

Or unlocking the clown car.

Or allowing animals to breed uncontrollably.

Or not cleaning up after ourselves.

Zap Branigan ran our fort, and it survived. Sounds like a good bet to me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:40:19 pm
We haven't done any megaprojects because the spawn would keep killing workers. I mean the closest I've done is my overland stature garden and that's only taking a long time because FPS is still on the slow side (and someone I assigned to make some glass blocks hasn't.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 09:41:36 pm
HERESY! ELF! Spearbreakers shall never fall! Because unlike other forts, we aren't doing stupid things that practically require Critical Existance Failure.

Like lava cannons.

Or mega projects.

Or forgetting which lever does what.

Or unlocking the clown car.


Or allowing animals to breed uncontrollably.

Or not cleaning up after ourselves.

Zap Branigan ran our fort, and it survived. Sounds like a good bet to me.


...
We have a megaproject dodge-trap hallway that consists of roughly a thousand upright iron spikes linked to a single lever.
As of this moment, Splint is probably the only person who knows what ANY of the levers do, much less all of them.
It was fully within the plan to unlock the clown car within the next five-ish year/turns.
Splint spent the first half of his turn trying to clean up the gigantic fucking mess right outside the doorway, mostly consisting of corpses, undead corpses, and the gear those corpses dropped, as well as gear our fallen dwarves had left outside.

And I like elves and heresy. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:42:56 pm
Now that I think of it, the spikewalk does count as a megaproject. And a utilitarian one at that! Cause that took what, the better part of someone's turn to build?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:50:45 pm
The spike trap has a use, unlike most megaprojects, therefore was worth the risk. Besides, i wouldn't qualify useful things as megaprojects, because the ones i've seen are overcomplicated and broken, or a giant blue middle finger.

Both Splints are happy to remind you what the levers they know do, and as for the mystery ones, i'm more than happy to look em up.

We haven't done it yet, so it counts as not doing the stupid.

No other fort i've read about bothered to make the attempt to clean.

I like certain elves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 09:52:41 pm
Now that I think of it, the spikewalk does count as a megaproject. And a utilitarian one at that! Cause that took what, the better part of someone's turn to build?


I believe it was either Talvieno or Draignean, but my memory has been seriously negatively affected by sobriety.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 25, 2012, 09:53:21 pm
Now that I think of it, the spikewalk does count as a megaproject. And a utilitarian one at that! Cause that took what, the better part of someone's turn to build?


I believe it was either Talvieno or Draignean, but my memory has been seriously negatively affected by sobriety.

I'll take the mission of finding the turn it was made. I'll get my scuba diving equipment.

And elves are my favorite trading partners.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 09:54:25 pm
I need to test a few to see if my memory is any good. And I need to find them.  Honestly the only reson I restored functionality to the old entry was because I don't know where the levers are (or more likely, I looked right at the damn things and din't see them.)

I don't like elves for the sole reason that I don't make bins very often anymore. They often provide a yearly import of much needed cloth though so normally I let them live.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 09:57:51 pm
It was finished in draig's turn. He tried to use it on the spawn, combined with dodging mechanics. Needless to say, they didn't dodge. So, either it was started the turn before, or he did the whole thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 10:14:53 pm
With my superior powers of observation, I detect that Hansie is slightly pissed-off today.

@Xahnel:

At this point, the only thing I've really solidly decided is that if you put any more time travel in the plot then there already is, I will track down every single person who ever posted in this thread and leave a decapitated baby doll on their doorstep. Aside from that, I'm fine with most anything you could do. Just don't expect me to get too involved, as I generally tend to lag a bit behind in terms of story updates, which makes reaction journals difficult.

Incidentally, I noticed a plot hole in my previous update that one could drive a truck through. Can anyone else spot it? (Yes, I will be posting a revised version later.)

E: @Splint:

Sorry to deflate your boner, but Eris is an underground entity that operates covertly. Full-scale armies and overt aggression are both beyond their means and easily-noticeable. Actually, you didn't actually *state* that they had an army, so... derp.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 10:23:27 pm
ANd so that is completly ruined. Damn.

I'd go through with it but without Eris involved directly in the battle it kind wrecks what I had in mind. guess that's gonnaneed to be rworked or left to die. Knowing me probably the latter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 10:26:03 pm
@Mr Frog: I believe the plot hole is that Dorf!Frog gave Silena the day off, while Joseph was watching. I doubt Joseph would approve of this course of action. Also, perhaps the whole 'finding gadgets in the laundry' thing. I would assume Silena isn't immune to the eyes everywhere either, being the only being in close contact with a defecting agent who is both incredibly intelligent, and possessing of the means to create chemicals that can affect judgement.
And your powers of observation must be great indeed.

Tinychat, anyone? I'm going to be playing videos there if anyone needs me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 10:30:24 pm
Sweet, thanks Mr Frog. If you don't want me adding anything NEW, and everyone seems to like the idea of them being related... Well, option two of my three option idea covers that nicely.
Recap: she is his unknown and unknowing daughter cause of a beaurocratic paperwork screw up during initial recon, and a one night stand caused by boredom.
I suppose if you are just saying "go with what floats your boat" then i'll take door number 2.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 25, 2012, 10:33:46 pm
I have no idea what could be the plothole.  As for utility and practicality disqualifying something from being a megaproject, wouldn't Boatmurder's project: FtW be a counter-example?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 10:37:36 pm
I have no idea what could be the plothole.  As for utility and practicality disqualifying something from being a megaproject, wouldn't Boatmurder's project: FtW be a counter-example?
Mysterious lava leakage ended boatmurdered, so no, not really.
EDIT: Just realized; Rose being related won't have much story relevance unless Mr Frog does a DNA test. He prolly will, but til then, she's the minor newbie character.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 10:44:45 pm
@Splint:

Simple. Eris works covertly to ensure that both entities take maximum damage with a minimum chance of recovery. They do have highly-trained combatants at their disposal, just not enough to comprise a full army. They're a dagger, not a cannon.

@Hansie:

Well, the big tip-off for me was the
Quote from: Hansie
Sigh.
which is pretty much Internet-speak for "I hate you and your entire goddamn family and if you'd be so kind as to remove yourself from existence I'd be eternally-grateful".

The plothole in question was that there'd be no way Mr Frog could have had the secret pockets inside his suits. He only had the one suit on him when he came to Eris, the rest being ordered/stolen from one of Eris's suppliers and delivered to the site -- so only the one suit could have had hidden pockets. Furthermore, there's no way he could have added the pockets afterwards with surveillance as it is -- his other seemingly-odd actions aren't terribly suggestive in and of themselves, but if some surveillance goon saw him sewing hidden compartments into his clothing, security would be all over him in an instant.

E: Joseph's pretty laid-back, so I doubt he'd really raise a fuss if Mr Frog gave his terminally-tired  aide a day off.

@Xahnel:

The thing about them not knowing each other, though, is that it makes the fact that they're related pretty much inconsequential for most intents and purposes. I guess it's okay to have little details like that, but the thought of having an established detail that doesn't actually serve a purpose really razzes me for some reason (though not enough to really make it a 'no').
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 10:51:06 pm
Nope, you forget the part where both clone frog and dorf frog find out. So, it'll happen twice, and Rose will at that point pull a weapon or five and become VERY involved in his life. Rose takes the angry red head stereotype and multiplies it by semi automatic shotgun. Them not knowing each other is just me acknowledging the whole "family member he's never once thought of or mentioned ever" thing you pointed out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 10:54:59 pm
@Xahnel:

How would they find out? They don't know each other. There's nothing particularly special linking them besides species -- they likely look nothing alike, for one. What would motivate them to look in to something like that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 11:03:49 pm
Mr Frog strikes me as the paranoid type. Imagine this: he knows he's the only member of his species on the plane. Suddenly, someone else who doesn't quite seem to be a dwarf shows up out of nowhere. Is it a stretch for him to wonder if ballpoint sent someone to check up on him, perhaps cause they've stopped trusting him, and want someone they know to be loyal to watch him? After all, he has turned against them. Therefore, he'd want to check to make sure. Kidnapping ensues, since he seems to like doing that.
EDIT: I forgot to add his logic for  kidnapping: if she is ballpoint, she won't tell anyone, and he can easily bs his way through a loyalty check, and if she isn't, no one will care, since she's the newest member of the fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 11:06:55 pm
I can't organize my thoughts today for some reason. Been trying unsuccessfully to rationalize what I was thinking and haven't succeeded. On a different note, we got more migrants it aseems. there was a stupid glitched trader blocking the flow of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 11:13:51 pm
Sweet~ More migrants. Should i edit my journal to allow them to live? Or are you treating them as a seperate group?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 11:14:12 pm
@Splint:

Ah, so that's the mystery of the absentee migrants solved, at least.

@Xaxah:

Where would he draw the conclusion that they're possibly related, though? I can't think of any way for it to come out on its own, he likely wouldn't bother checking unless he had a reasonable suspicion, and I don't get how he'd think they might be related just because they work(ed) for the same company and are of the same species.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 11:21:43 pm
Simplest way to check species is a DNA test. For him, anyways. I wouldn't have a problem believing his iPad thing can do that, since it is a scientific device for someone who is at least partially a biological scientist. As well, he wouldn't have any other DNA from other members of his species, so he would use his own for the compare. The computer would throw up a positive match, and then it would point out the similarities. This would show a fifty percent match with his own PERSONAL strand, as well as a match in species.

If you can't tell, i'm totally winging this conversation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 25, 2012, 11:26:35 pm
Indeed. /teal'c imitation
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 11:31:26 pm
Indeed. /teal'c imitation
Teal'c is cool, but his indeed doesn't stand up to the minecrafting time lord, KurtJMac.

IIIIIIIIIIIIIIIIINDEEEEEEEEEEEEEEEEEEEED.
-bark-
Wolfie stamp of approval.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 25, 2012, 11:34:57 pm
I am greatly annoyed that my dwarf can't lead a squad -_-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 25, 2012, 11:38:01 pm
@Xahnel:

That's plausible, but depending on how distantly-related they are, a DNA test may not pick up any significant similarity (or at least any that wouldn't happen by chance between completely-unrelated individuals). mDNA is a possibility, though in that case all of their family links must be mother-to-daughter all the way down to them.

Even if they were related, though... what of it? Mr Frog is then the creepy guy who happens to be Rose's third-cousin-twice-removed or whatever. Again -- nothing wrong with that, I just don't see it being of much consequence.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 25, 2012, 11:39:35 pm
You know, I got lost in the whole sidestories. So I will just leave this here.


We use pikes, not spears. Why are we called Spearbreakers then you ask? Because we broke all the spears and had to use pikes instead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 25, 2012, 11:44:22 pm
@splint: that's cause he's a baron, right?

@Mr Frog: did you... Actually read what explanation i chose? Daughter, Mr Frog. From a one night stand that happened years ago on this plain. During the earliest research phases of the HS2 project. He went further back than he was supposed to, cause a clerk put in the wrong date. He decided it didn't matter, and was trivial, and did his recon anyways. Got bored one night, while an attractive female was handy. Promptly forgot her as another trivial meaningless detail.

EDIT: Look, we can go back and forth on this all night. Here's the root question. Do you, or do you not, want this specific storyline? If not, i can use my original idea of having her just be half human. If you do want to give this story a go, then help me make it. I can't think of every detail.

EDIT 2: As for this probably being not very important, i have one name for you. Johnathan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 26, 2012, 02:09:47 am
@Xahnel:

I was working under the assumption that she was a distant relative... I'm guessing that you told me differently at some point and I flat-out failed to make the connection. It wouldn't be the first time that's happened.

I have several problems with the plot as you describe it... the part where he gets sent to the wrong place seems pretty contrived, and the idea of Mr Frog casually banging someone just 'cuz she's there strikes me as a bit disconcerting; I'd already figured him to be a bit of a swinger when he was younger, though, so I'm not sure how much of that response is knee-jerk. It does seem out of character for him; I've been writing him as pretty much completely-asexual at the point in time the story takes place in, so it's jarring to think of him in that light.

What I've been trying to do up to this point is help develop the idea to the point where it works for both of us, but if you're sick of it and just want a flat yes or no, then I'm going to have to say no at the moment. I may change my mind after I've warmed up to the idea, but it's just too weird for me right now and so many little things just don't seem right.

You seem uncharacteristically-frustrated; I'm sorry if I was being obstructive or condescending. I have a fairly-significant emotional investment in the subject at hand, so I may have gotten overly-possessive without realizing it.

E: Erm... who's Johnathan? Is he mentioned in your journal? I'm not caught up yet (I tend to read them all in bursts).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 26, 2012, 06:16:55 am
Shoot, you guys - five pages in one night that I don't really have time to read at the moment. :(  Noting that we're trying to figure out Parasol/Ballpoint, I'm going to post what I wrote down in a notebook last night for my own reference.

Parasol Corps:
Spoiler (click to show/hide)

Ballpoint Tech:
Spoiler (click to show/hide)
Just my thoughts on everything. I may have missed a page farther back where people decided unanimously on what everything was, and if so... whoops. :P

@Splint: Normally I'd be all for aerial technology (more for it than most things, I came close to being a pilot, and have semi-passable knowledge on flying helicopters), but both of them become undefeatable if Spearbreakers was ever to come out of its shell and attempt to combat the companies.

EDIT: As far as I see it,
Quote
Eris is an underground entity that operates covertly.
this sums Eris up perfectly, but I'd add that they accomplish their means through manipulation. Kind of like ninjas that like getting into your head and using you as a puppet to take down your own allies, and get you killed in the process - all without being noticed. In my opinion, that's freaky scary to have to go up against. I'd rather see my foe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 26, 2012, 06:32:35 am
Hey, it's adapt or die as far as air power goes. If you can't build your own aircraft to fight the enemy's aircraft, you give the grunts the tools to fight back with (case in point, the moghopper transport the contractors used was pretty much forced to withdraw because of the weapons the ground bound IFVs from Eris had.)

As far as the dwarves from spearbreakers fighting these companies, all they'd need to do is get a hold of the weapons and make sure they're facing the right way to fight back against airpower. I never said anyone had things like jet fighters. It's more VTOL low altitude gunships and the like. Besides, what dwarf in thier right mind would trust anything that requires internal moving parts and suction? Only humans would make something that rediculous! (I like to imagine just making the engines for such a thing would result in many MANY worker getting killed, since this is DF. Hence why nobody wants to try it.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 26, 2012, 07:48:44 am
I liked the write up of Parasol favoring !!Science!! and !!Science!! based weapons, will try and add that into my next bit of prolouge.  However just got done with a 14 hour shift, time for sleeping.

E: I am my own worse Grammar Nazi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 26, 2012, 07:53:49 am
E: I am my own worse Grammar Nazi.

Or not.... LOL
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 08:12:34 am
Sorry about getting the name wrong, i was trying to point out what you did with Talvi's imaginary friend. Sorry i also got cranky. I'm waking up early for this thread, and it has an effect on late night me.

Now, i wasn't saying "yes or no, pick now". I was saying if you definitively did not want this story line, i'd drop it, but if you were still open to the idea, please help me develop it. I enjoy being detailed, but i like it more when i'm not the only one making story stuff. Half of the questions you asked were things i hadn't considered at all and had to scramble to come up with. I just would prefer it if you would help me make this as bulletproof as you like things to be, since you say you can still be sold on the idea.

EDIT: This might be the only plotpoint that's truly proofed against Mr Frog's bullets.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 26, 2012, 04:07:23 pm
And Now time for more Prolouge.
Spoiler (click to show/hide)

Draco's Belongings
Spoiler (click to show/hide)


Now its time for another fourteen hour work day, ...joy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 07:07:15 pm
No replies to a story post for three hours? For shame. It's good Sankis. About time we had DIRECT Parasol involvement.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 26, 2012, 07:08:24 pm
Stone INC is a oxymoron. it is a large company that trys to be nice, has advanced technology that makes NASA look like a bunch of cavemen, can fly by manipulating gravity and have very limited material. they are fort builders and defenders. most of there guff is in turrets or has almost no ammo. so attacking is a piece of shit and defending is okish. also, SPACE. they developed there own portal that that requires SPACE. so, if they do attack, expect blocks of ships flying from SPACE, landing troops with insanely powerful weapons(i.e. micro missiles aimed at obsidian hearts.) but they are relativity nice. just dont piss them off.


basically, dont mess or your DEAD.
ninjaed
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 26, 2012, 08:43:37 pm
Contentless bump. :/ Maybe I'll do write up an update here in awhile.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 09:03:42 pm
I've noticed the low activity too... Splint, anything exciting happen that isn't top secret?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 26, 2012, 09:05:56 pm
I've noticed the low activity too... Splint, anything exciting happen that isn't top secret?

His sleeping has become sporadic apparently. Hes probably fast asleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 26, 2012, 09:08:11 pm
@Talvi:

I imagined them more as being incredibly-hardcore gremlins -- you don't actually see them at work, but you know something's up because everything just starts going wrong -- important people mysteriously vanish and critical equipment consistently fails at the worst possible times.


@Xahnel:

Joseph wasn't produced as a result of an established character knocking someone up under logically-dubious circumstances. I definitely recall Talvieno being all 'O_o' when it became clear that I was making Joseph into an actual Thing, and I certainly should have taken it up with him before commandeering his plot element like that (though, in my defense, it was a very minor element I was hijacking -- more of a running gag than anything else).

Punching holes in your proposed plots and forcing you to come up with something more airtight if needed is exactly how I'm trying to help you. If I spot a problem with something, I'm not going to ignore it; it's against my ethical code. It's better to make sure that the backstory is as free of inconsistencies as possible before writing a story based on it, because otherwise you risk basing important elements on details that in retrospect could not possibly have come into effect, which can kill a story's believability.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 10:01:50 pm
Mr frog, that's fine. I don't mind being asked questions to tighten up the story. I just wish you would help me come up with a few of the explanations.

As for the dubious circumstances, i think that some bored uncaring secretary wouldn't notice pressing the wrong keys on a numberpad when setting up the mission file stuff. Typos happen all the time in business circumstances, and in fact, the most likely one to make them is the one who is so positive they did it right they don't double check (i'm sure you've met this person once or twice, i know i have).

You also did say you were considering having him be... Wilder in his past (wilder being a relative term) and with the fact the contraceptives hadn't been invented on this plain yet... Well, is it so unbelievable that he would use a convienent female for entertainment, then discard her without a thought?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 26, 2012, 10:41:34 pm
If I'd come up with some way for it to work and not be both contrived and potentially-character-breaking, I'd have posted it; I was hoping that you'd come up with something. If you don't have any ideas either, then I'm going to have to nix it, simply because it doesn't look like it's ever going to be to my liking.

I don't think he'd have done the deed at all if contraceptives weren't an option. He does care about the consequences of his actions on others; he's simply willing to put them aside if the need was great enough, and I don't think he'd judge saddling someone with an unwanted child in a society that would quite possibly make her a victim because of it would be worth a single night of fun. I also think he'd have settled down a bit by the time he was with Ballpoint.

I'd rather just drop this, because it isn't going anywhere and it doesn't look like that'll change anytime soon. And because puzzling out my character's possible sexual history is deeply-disquieting on several levels (there, I said it).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 26, 2012, 10:45:43 pm
And because puzzling out my character's possible sexual history is deeply-disquieting on several levels (there, I said it).


And it is so siggable. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 10:51:30 pm
IT. IS. DECIDED!
Resembalence is incidental.
Time to plot!
Wonder who will piss her off first...?
Maybe Zap Branidorf will.
Scratch that, definitely. He will definitely piss her off. Her reaction will become apparent when i find out if she is armed yet.
Anyone else think Braig is a flirt like his (for lack of a better term) base?

I may have his name wrong from thinking of him as Zap for so long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 26, 2012, 11:23:50 pm
I do think it'd be a good idea to leave the question of whether they're related more-or-less open in case I have any ideas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 26, 2012, 11:55:16 pm
 It is NOT decided!

I suppose i'll leave it up to you, then, Mr Frog. At this point i'm just honored you're still pondering what i'm pondering. Should you decide to include her in the plot (should anyone include her in anything) it will only make me happy.

... If you guys make the mugrifle available in this version of Spearbreakers, she'll take hers and make it a Mug Shard Shotgun. It'll be like shredder rounds made of mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 27, 2012, 12:04:22 am
I don't think the mugrifle will make it into this version, as that would require after-the-fact modding, and from what I gather, after-the-fact is much more time consuming and prone to error than normal modding.

And it is entirely possible Rose could have a cameo in pretty much any story, but anything more than a cameo would have to arise from converging plotlines in a way that makes awesome +1 Mug logic. So, plan out your story independant of anyone else's and perhaps it will become apparent at some point that someone else's and your story would go really great if they got all mixed up. That's what happened with Urist and Vanya at least. :) It's much harder to plan a story to connect with another story from the beginning, and it ends up seeming contrived. I'm looking forward to a Rose update though, I'd like to see what you do with your character. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 12:12:08 am
Rose begins beating Xahnel's Muse with a PVC pipe hammer!
Xahnel's Muse cowers, and begins thinking of a plot!
... She's very... Efficient... >.>;

EDIT: Hammer based efficiency already paying off, thought of two plot points.both require me being informed before an overseer update, though. One regards martial trance, the other death and redorf. Like i said, the shadow is only her specific craziness
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 27, 2012, 12:34:12 am
inorder to take away from the convoluted mess, I'm going to try to write a journel for my dorf. dont expect much though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 03:04:05 am
25th Hematite, 207.

Seems I was off on the migrants. Several unfamiliar dwarves shuffeled into the messhall earlier today while I was figuring out the levers (Mitch said he left notes on them. The fucking notes are wrapped around the levers with some combination of old food, booze, blood and vomit.) I went through them, and met two bruly dwarfs, a former trader and a dyer. Their names were appropriatly Thumper and Crusher. As I figure I need to lose some wieght, I figure there is no better way that to finally grab a hammer and start training.The two dwarves will be my bodyguards. And as I plan on training the old fashioned way, it may take some time before I'm skilled enough to join the real soldiers on the battle lines.

Our population currently sits at 103.

[Fucking ravens are murder on FPS. Plus some idiot left thier old coat and shit in the garbage closet so everyone's complaining about the stink. Oh, and I'll come clean now, I used DFhack's Fixmigrant tweak to fix several bugged migrant-traders.]

27th Hematite, 207

I've begun minor renovation projects around the fortress, and in some of the fortifications I've begun thickening the walls and two towers were slightly enlarged.

28th hematite, 207.

I and my guards are running solo drills almost constantly in my quarters And I have moved second squad out to the newest barracks.
 I've also decided to give my honorguards thier own slightly larger accomodations from the rank and file. I've also ordered a steel sarcophogus made fo Fisher, as we found a magnetite cluster for her tomb.

2nd Malachite, 207.

I am concerned for our youths....

(http://i49.tinypic.com/2agw48l.png)

Oh well. A war trophy is a war trophy. Better than some ratty old worn out pig tail fiber thing anyway.

24th Malachite, 207.

So little happened this month it wasn't even funny. A continuing flood of masterwork items, but I noticed something.

(http://i50.tinypic.com/1z3nt6f.png)

The blood plain.... it seems to finally drying up and crumbling into the soil! I.... I don't know what to make of that. I've also begun constrction of the mill. It'll be wind powered, since we lack a proper river.

27th Malachite, 207.

Seems I spoke too soon. Three days later and that horrid blood rain picked up again.

(http://i49.tinypic.com/260fryo.png)

I wouldn't care so much if it didn't reek like a badly cooked bit of meat.

28th Malachite, 207.

The FROGs on the walls are done. Nothing else of not happened really. Although I noticed many of our old pitchblende stones were used to make cabinets and mugs. I'm somewhat annoyed, but I and my guards have our hammers, so all is well. I've had uniforms commissioned for the three of us as well, made from iron with wooden shields in honor of my Namesake's mighty human armies.

5th Galeena, 207.

Took the better part of summer, but the walls and towers are almost finished. Nothing more to report on.

8th Galena, 207.

Mill's finished. Having a mess of idle workers is actually proving beneficial.

12th Galena, 207.

Seems our elevation has attracted the human merchant-nobility! A guild representative was seen among the caravan coming in! I have 1st Squad on high alert, as the enemy enjoys attacking around caravan season. Also, it seems that snatcher may have been alone in thier effort at the earlier part of Summer.

(http://i50.tinypic.com/2iaag6h.png)

Things seem to finally be looking up.... No necromancers, only a spring goblin ambush.... Perhaps we can finally get that army built following my reign?

[Sorry for so few pics. just nothing happend really worth noting.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 27, 2012, 03:13:59 am
The blood plain DRIED UP? Its a sign that the worst is over for now.

Armok is pleased. Make madness & gore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 27, 2012, 03:26:42 am
Told you your turn would be a breeze ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 27, 2012, 07:41:12 am
Yay update! And Xahnel, best travel entry ever (said I'd read it, didn't I?). Bravo. :) Still haven't read Mr Frog's, though. And Splint's update moved fast through the months this time. o.O

EDIT: Oh, and second post is updated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 27, 2012, 08:05:09 am
Maybe the gobbos are staying away in fear of the necros, not aware that you killed all of them at the moment?  Just throwing out random ideas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kingfisher1112 on July 27, 2012, 08:38:43 am
Sign me up for a dorfing.
Name: Kingfisher
Job: Medical Staff
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 08:52:13 am
Can do Kingfisher. Can't promis medical, but we've quite a few unrandomized dorfs now, so you'll get one. Oh and Draconik has been dorf'd.

The update went fast or seemed to because literally nothing happened except my smaller projects being worked on. And to clarify, I don't like block roads on the surface. Looks too much like a floor. Plus we have more damn raw stone than we could ever hope to get rid of. Hell I think Loud Whispers and three ofther dorfs have been working on mugs nonstop, and I've set two mason shops to make blocks endlessly; I still ran out of blocks.

Current renovation projects are making paved block roads on all the main paths in the dirt levels. Two new spacious barracks have been complete, complete with sleeping and eating facilities, and a lovely statue garden, with iron, shale, and an electrum statue, as well as using up the last of the spare chairs making pointless little spots of chiars gathered around tables in the garden watch tower. Most of the work I've done took the better part of Spring and Summer, though the mill was built suprisingly quickly. It's windpowered, with featherwood mills.

Also, due to our massive kaolitinite reserves, we will have porcelien bricks galore, and porcelien statues if it pleases you guys. Can make ash to make some lovely glazed porcelien statuary.  I'm also spoiling my personal guards. Gave them rooms with iron plated floors with porcielien flooring in the woorways.... Don't stare at me like that we have several meteric fucktons of iron. Oh and adamantine production is going well. Well over 99, but I may save some strands to make adamantine claoks and hoods for myself, my guards, and our champion.

Any projects you guys want me to work on? Keep in mind I'll be hellbent on finishing them so make them reasonable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 27, 2012, 10:25:10 am
You are aware that Adamantine lowers the survival chances of you and your guard considerably if it is not in the form of usefull armor? so see to it that the military si equipped first or you may well be the subject or a putch during a later overseer's reign #_#, or you may find your room connected to ashabars by mysterious circumstance :-D, just to test how well that adamantine cloak hold's up to wear :-)

Seriously though do not make adamantine clothing, it degrades and is a waste of adamantine
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 10:38:04 am
I never said it was for a useful purpose, did I. My guards and I won't even be wearing the best armor in terms of materials. Iron and wood shields with pitchblende hammers. And beside, I thought you guys would be better than that. There's no mysterious circumstances here. I'll make plenty of black bronze to meet any stupid demands relating to the metal I may make. I really don't want to add in the whole ban on "accidents" like I was thinking I'd need to. It stagnates advancement because we won't get a replacment baron nor can we assign a new one.

And come on, this is probably the first fivilous thing I've ever done with adamantine. Ever. Most of my use of it has been limited to nonexistent due to paranoia. hell I've only ever actually made four things in my entire time playing DF out of adamantine and those were some longswords for human soldiers.

We have tons of the crap and they'll still have thier basic cloaks and hoods. It's mostly just a status thing, as I've rarely had the stuff in such quanities I can be allowed to waste  16ish units of it. Besides, I'm sure one of us has an even stupider idea involving making an adamantine boner on our front lawn/in hell or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 27, 2012, 11:38:32 am
Besides, I'm sure one of us has an even stupider idea involving making an adamantine boner on our front lawn/in hell or something.

You do realize that just because you said this, some future overseer is likely to do just that, right?

Still waiting on news of what you made my dwarf be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 11:55:55 am
Infantrydorf. An unclaimed pikedorf to be specific.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 27, 2012, 12:17:44 pm
Besides, I'm sure one of us has an even stupider idea involving making an adamantine boner on our front lawn/in hell or something.

You do realize that just because you said this, some future overseer is likely to do just that, right?

Still waiting on news of what you made my dwarf be.


Well, I hadn't planned on an adamantine boner, but now that you mention it... :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 12:35:15 pm
Now see, the several dozen/hundred units that'd probably need is a complete and total waste. So 16 being sacrified for bitchin' cloaks and hoods should sound far more reasonable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on July 27, 2012, 12:38:32 pm
Let's see...

Good updates, Splint :) It's good to see that for once, things seem to be calm - although I doubt it'll stay that way for very long.

I can't see anyone having any issue with using the fixmigrant tweak in DFHack either, since that is a fairly irritating bug.

To be honest, using adamantine for cloaks, or a giant middle finger, or a boner, it doesn't really matter - it's for shits and giggles anyway, so hell. Go for it. I doubt we can get any more screwed than we already are :p


Slightly off topic, but... I watched the new version of "The Thing" yesterday. I won't try to explain the movie, since I suck at explaining things, but I noticed something fairly amusing while I was watching it.

One of the... forms the monster/alien/thing took resembled (at least vaguely) a holistic spawn. Ring of teeth exploded out of the chest (entire chest was a mouth, basically), massive claws for hands, etc. It wasn't exactly right, but the similarity amused me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 12:41:22 pm
Maybe I'll try to build a giant iron fist with copper fingers flipping the bird...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 27, 2012, 01:45:44 pm
Infantrydorf. An unclaimed pikedorf to be specific.

Fair enough, here's to the hope of a long life and/or glorious death.

Well, I hadn't planned on an adamantine boner, but now that you mention it... :P

Thank you, Hans, for proving my point. (note heavy sarcasm, said as dryly as possible)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 01:57:00 pm
I am happy. Anyone care to guess why?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 27, 2012, 02:01:15 pm
new dilbert episodes?
a new Master and Commander movie?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 02:10:25 pm
Nope. I've written part of a rose post, an i think it's coming out good. I am also happy that i have written the apparent best arrival journal ever. But the thing that is truly making me giddy as a schoolgirl involves minecraft, !!SCIENCE!!, and Slenderman.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 27, 2012, 02:17:59 pm
slendermen=EEP
minecraft is good, huh?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 02:30:10 pm
I just spent half an hour performing experiments on him. Lava, drowning, suffication, explosions, the usual. Needless to say, didn't end well for him. I plan to expose him to a full battery of harmful scientific apparati tomorrow.

EDIT: Might post the results on youtube.

EDIT 2: In the style of a nature documentary. With a british accent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 27, 2012, 03:37:04 pm
Quote
I'm sure one of us has an even stupider idea involving making an adamantine boner on our front lawn
Aw, now I have to come up with a new plan.        edit: Missed Hanslanda's post saying the same thing. lol   oh well.

Btw, Splint, not sure if you missed it, but...
Might you sign me up for a second turn? I think I could manage a month a day, and I really want to get back into the action. Assuming Spearbreakers survives and Godzilla or Mothra don't come back looking for revenge, of course.
This is also assuming that turn registration hasn't closed. :P

@Jack Magnus, I agree with everything you said. Minus the part about The Thing... now I want to watch that movie.

@ Xahnel: Coincidentally, I sent this link (http://slendergame.com/) to someone recently. I'm a bit of a fan of slenderman... largely because it's the only thing that's creeped me out since I was in third grade... and only for one night. After that, nothing. Watched Marble Hornets, nothing. Played the game at that link... nothing. :( I greatly enjoy being creeped out/scared, but it doesn't happen much. Still, +1 for mentioning slenderman, though I think I'd rather meet him than a single spawn, even if they have been demoted to extras. Largely because I don't have adamantine armor.

edit II: Aseaheru, minecraft's enderman is from slenderman, yes, but I frankly never found it scary. :P More... cute-ish. Minecraft is fun, and I found DF thanks to it, but I haven't really gone back to it since I found DF (except to walk through my forts with DFHack's DF2Minecraft (which is nonexistant now)).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 04:21:51 pm
Splint, what's Rose assigned as? If a soldier, who is in her squad?

EDIT: Well, then you might be interested to hear about the df mod for minecraft.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 06:02:15 pm
@ Xahnel - I haven't actually found a good dorf yet. Since most of the fortress guard double as hammerlords, she may well end up in the guard.

@ Talvieno - I've had alot on my plate, sorry. Sure I'll sign you on for another turn (if we make it that far, I think we'll have outlived many of the non battlefailed series forts.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 06:12:46 pm
Hammer guard is fine, splint. She would prefer to be in the confines of the fort to fight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 06:21:11 pm
betwwen schoolwork and testing how well player controlled humies can survive in a cold biome, updates may be sparse over the next couple days. Just a heads up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 06:29:13 pm
That's fine, you've given us three in a few days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 27, 2012, 06:33:54 pm
ugh. now i have to look for a scanner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 11:01:10 pm
I'm bored. So, a preview!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 27, 2012, 11:34:45 pm
100 proof is 50%..........  :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 27, 2012, 11:36:14 pm
And this is a world where if something were 99% alcohol, a dwarf will slug it down and ask for another.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 27, 2012, 11:40:19 pm
And this is a world where if something were 99% alcohol, a dwarf will slug it down and ask for another.

This is 99% alcoholic poison! It is poisonous, deadly, should never be drunk and 99% alcoholic!

Dwarven civilization as we know it has ended...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 27, 2012, 11:43:36 pm
Two hundred proof just doesn't have the same ring.

TROPE: artistic license: alcohol

;P

Honestly, though, i had no idea. I don't drink at all.

2X NINJA.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 27, 2012, 11:59:40 pm
@PBT: That isn't that bad. 80 proof is about normal for hard liquor, and Everclear is 195 proof. Everclear has a warning on the bottle telling you not to drink anything larger than a shot, that you're supposed to sip it slowly over the course of an hour or so (the shot) and that if you drink more than a shot, you are seriously risking death or severe alcohol poisoning.

Two hundred proof just doesn't have the same ring.

TROPE: artistic license: alcohol

;P

Honestly, though, i had no idea. I don't drink at all.

2X NINJA.

Don't start, drinking is highly expensive and extremely detrimental to your health. Naturally, it is also incredibly fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 28, 2012, 12:05:36 am
Still don't think that'd stop a dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 28, 2012, 12:08:50 am
Not at all. I strongly suspect dwarven alcohol has a purity higher than one hundred percent. Something like three hundred proof, which is 150% alcohol. It would explain the whole 'wall myself in' thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 12:17:42 am
Since rose hasn't been assigned, she's treated as having been hauling. This is amazingly boring to rose. Rose doesn't like being bored. So, on Galeena the 15th, she will start smacking dorf!Splint once a day until he gives her a job or locks her up.

I do believe i mentioned multiplying angry red head by semi automatic shotty?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 28, 2012, 12:31:29 am
Especially if you have access to ethanol absolute (pure) in the flamables cabinet :-P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 28, 2012, 12:33:38 am
Since rose hasn't been assigned, she's treated as having been hauling. This is amazingly boring to rose. Rose doesn't like being bored. So, on Galeena the 15th, she will start smacking dorf!Splint once a day until he gives her a job or locks her up.

I do believe i mentioned multiplying angry red head by semi automatic shotty?

Indeed you did. Don't worry, she'll be assigned eventually.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 12:43:06 am
Lol. Until then... SMACK.
Wonder how dorf!Splint will react?
As a reminder, hammer, and/or mechanical.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 28, 2012, 03:24:46 am
Now for the !!FUN!! and the !!SCIENCE!! to Begin!

Also did the Math and found out just how tall I made my guy
Spoiler (click to show/hide)

Draconik's Introduction to Spearbreakers
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Parasol Database entries
Spoiler (click to show/hide)

Made the Entires abit shorter and adding DB Entries to explain storyline.  The Stage is Now Set, the Players are assembling, Now is the Time to get Spearbreakers into the  Hall of Legends.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 28, 2012, 03:36:49 am
And vampires on this landmass are now few and far between good sir. You can thank the now defunct Global Coalition for that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 28, 2012, 04:19:03 am
True that was more for explaining how "vampires" came about between Syrupleaf and Spearbreakers and a bit of fluff.
Now back to science.
*begins work on a unknown project*
*Has claimed the garbage dump*
*claims following items: Stone bricks, Pitchblende Mug, Spawn Teeth*
*Begins his project*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 28, 2012, 05:01:53 am
True that was more for explaining how "vampires" came about between Syrupleaf and Spearbreakers and a bit of fluff.
Now back to science.
*begins work on a unknown project*
*Has claimed the garbage dump*
*claims following items: Stone bricks, Pitchblende Mug, Spawn Teeth*
*Begins his project*

Sounds interesting, the teeth have me guessing you're making some sort of weapon?  In comparison, my current science work is trying to find where the morality gland is located in the human body in the hope of transplanting them into lawyers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 28, 2012, 05:59:38 am
*pauses project*
base of the skull just after the old brain but not quite at the spinal cord, and don't bother transplanting into anyone in the fields Law, government or upper levels of management are either fatal due to depression or they go stark raving mad and try and use their "logic" to try and fix the world.
And +1 Internet cookies, it's a weapon but  the teeth are for containment.
*Resumes Project*
*Gathers two buckets of water*
*Gathers one glass dish*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 28, 2012, 06:08:17 am
cookies are disabled on my browser :-C can i ave gummibears instead?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 28, 2012, 07:00:03 am
*pauses project*
base of the skull just after the old brain but not quite at the spinal cord, and don't bother transplanting into anyone in the fields Law, government or upper levels of management are either fatal due to depression or they go stark raving mad and try and use their "logic" to try and fix the world.
And +1 Internet cookies, it's a weapon but  the teeth are for containment.
*Resumes Project*
*Gathers two buckets of water*
*Gathers one glass dish*

In other words the positions to fix the world and the morals to do so are mutually exclusive?  That explains a lot.

While my guess was accurate, you left me clueless on anything more specific if the teeth aren't meant to be the weapon part.  Will have to wait till your done I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 28, 2012, 08:17:40 am
Hooray for !!SCIENCE!!. :) But, um... Draconik, 105k means your character is around ten feet tall. :P "fat" is taken into account elsewhere.
And it's fine if you're a bit slow with the updates, Splint (provided you're not as slow as certain previous overseers). It'll give us fanfic authors more time. :)

V's Journal pt. 16
Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 28, 2012, 08:21:46 am
well.. this is a lot to go trough..I`m back
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 11:18:03 am
Next installment!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 28, 2012, 04:06:04 pm
Not at all. I strongly suspect dwarven alcohol has a purity higher than one hundred percent. Something like three hundred proof, which is 150% alcohol.

Technically possible. Same principle as quantum stockpile.

Edited previous story post to reflect the fact that there is frankly no way in hell Frog could have actually kept his gadgets concealed for any length of time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 28, 2012, 04:43:52 pm
@ Talvieno -  I feel like my contractors need attention during this excursion, perhaps coinciding with thier own jump to make thier little delivery? Nah I'm kidding. But the place reminded me of the delivery being made.

@ Xahnel - You sir made me laugh. +5 internets. I guess I could use one more guard. How's a depleted uranium hammer sound?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 05:08:33 pm
Aw, thanks, Splint!
n.n;
Sounds good to me.
WATCH OUT SPEARBREAKERS, ROSE IS ARMED.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 28, 2012, 05:27:26 pm
Welcome back, Bukitodinos. :)

@Splint: Actually, if you aren't totally kidding, I have some plot points I might PM you - possible Bugi cameo in Vanya's next entry. I was going to leave it out since I'm not totally sure of her character (besides badass), but since you've brought it up... Anyway, interested?

@Mr Frog: Lol, yeah, I did notice that. Wasn't anything big, though. I would've blamed it on Joseph getting careless. He is human, after all...   ...isn't he?  :o *shifty eyes*

@Xahnel: Haven't read your post yet, but I'm about to.

EDIT: Bahahaha, loved Draignean in your post.  :D And Rose's character is awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 28, 2012, 05:35:27 pm
'Course I'm interested. I'll also be happy to share Bugi's character as i interpreted it from her military career at Shockedtowns, which cluded walking around with an arrow in her shoulder for three years.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 28, 2012, 05:57:18 pm
Awesome, glad to hear it. :) PM sent. And yes, a rundown on Bugi's character would be helpful (though I doubt she still has an arrow stuck in her shoulder).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 06:09:48 pm
@talvieno: thanks. I'm never sure whether or not the things i say will be enjoyable for anyone but me.

EDIT: For example, i just resprited Rose as a mermaid. This joins about four other remakes of her that i have no idea if anyone besides me would like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 28, 2012, 07:05:54 pm
@talvieno: thanks. I'm never sure whether or not the things i say will be enjoyable for anyone but me.
Same with what I post. Often I'm not sure if other people find it enjoyable as well, or just a chore to read.

Rose as a mermaid? Do we get to harvest the bones of her kids? :D   (and yeah, I wouldn't mind seeing it - you're a pretty good sprite artist, from what I've seen.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 07:10:50 pm
Sure. There are five rose alts in total. Also, she says if you tried anything like that, she'd shoot you.
EDIT: Though if you want to see the picture anytime before ten o' clock monday morning, i'll need an email or cell number to send them to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 28, 2012, 08:56:07 pm
you sir, write condensed awesomesause.



Stone INC dosent have AI in computers, it has AI in robots AND computers. however its R&D is still working on combat robots that are compact and small. think WALL-E with pulse cannon. i have a image of one but i STILL HAVE NO &^$@(*! SCANNER!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 28, 2012, 09:00:17 pm
 Man, i never realized people liked my writing so much. Almost makes me want to post the thirteen fanfics i got going...

EDIT: Take pictures with your cell phone. Put the images under a bright light, and just adjust the angle til you got it.

EDIT 2: I'm reading a comedy book from Jerry Seinfeld, and he's talking about punishment for traffic infractions. I just love this quote.

Quote
Maybe the punishment should be instead of traffic school, or traffic court, just traffic. They sentence you to one hundre hours of traffic. They assign like five people to drive all around you at five miles an hour wherever you go. You're on your way to Vegas, there isn't a car in sight. "Come on, move it!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 28, 2012, 10:00:14 pm
the journal that is completely devoid of any timeline crap, just the rambling of a dwarf.
Spoiler (click to show/hide)
all disapproving comments are welcome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 28, 2012, 11:08:48 pm
*Has Completed his project*
*Draconik Parasol Scientist has created a Bio-Mass Storage Unit*
Spoiler (click to show/hide)

Parasol Weapons Archive
Bio-Mass:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 29, 2012, 01:06:40 am
XAHNEL XAHNEL I THOUGHT OF SOMETHING

Rose is a {investigative journalist/private detective, pick one} who's been (somewhat-unwisely) looking into Ballpoint's suspicious activities, among them being the mysterious 'reassignment' of one of their top researchers to an undisclosed location. At some point, one of the following happens:
So... thoughts? Love it? Hate it? Already thought of it? Love it but it's too late to work in so sorry?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 01:10:43 am
Good updates everyone. :) 

Speaking of which, let's expand on Mystery Character from the original Urist saga a wee bit. I'll begin with this.

Nomen erat Iohanne
Spoiler (click to show/hide)


Ninja'd. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 29, 2012, 01:15:48 am
Out of curiosity, who's the Mystery Character again? It's been so long that I can't remember :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 01:17:22 am
I like it, Mr Frog. Never too late. Now, to deal with the contrivance, you forget Rose's trump: her shadow creature. (his name is halen. Which is where Xahnel comes from. Halen plus x) He seeks to protect her as best as he can, which isn't much in the ballpoint universe. She starts snooping, gets caught, and her memory replaced. Cause Ballpoint can totally do that. Halen can't stop this, but he can get her to a safe point: spearbreakers, which has (he thinks) a way back home. He screws with the gateway device, changing the coords, and they end up in the same 'verse as dorf!Frog.

EDIT: In case you are wondering, i've role played with Rose and Halen for years, which may be why I write them so well. When Halen becomes active, i'll be using a narrative style, rather than Rose's journal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 01:22:22 am
He's the guy that choked dorf!Frog in the last chapter of the Urist saga. Also, the one Urist choked earlier on. The one you didn't like the exposition of. :) Crazy McWorldEnder.
The one I never explained why he was doing what he was doing, what he was doing, or even why he was there. It really irked me that that plotpoint was just... Hanging, unanswered. So, I'm going to explain part of it, so he's not just some crazy fucker with access to powerful chemicals. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 29, 2012, 01:30:17 am
Mmmm... I still haven't read through everything, so I'm not sure exactly what Halen is. Is he an actual person whose identity is undisclosed, or is he some type of familiar/fairy godthingy that follows Rose around and makes sure everything goes her way? Because I may have to bite you slightly if it's the latter.

Memory loss isn't really necessary, depending on the contents of her journal; she could have simply not mentioned her true intentions. I really don't like how Halen's apparently-intentionally sending his/her amnesia'd friend to Spearbreakers, when literally anywhere else would be an option (wormholes are pretty versatile); I'm not sure how crazy one would have to be to consider Spearbreakers "safe".

It is technically possible to go back and edit out anything that would contradict her being not of this world, if that's an issue. Probably wouldn't even need to be that major; just a quick pass-over to weed out contradictions.

@Hansie:

Thought so :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 01:53:55 am
You aren't supposed to be sure what halen is by reading, unless you google him. ;P
Halen, in his original context, is a Neoshadow, an advanced Heartless. See Kingdom Hearts 2 for details. In this context, he is something along the lines of a FB, only very weak. He hides in Rose's shadow, doesn't have much physical presence, and mostly does recon for Rose. He is reliant on her to live, because he can't live in an unwilling host. They have a mental link, which is stronger for Rose than it is for Halen. Not much in the brain's category, Halen. He can influence her thoughts slightly, and can help her with simple tasks, like making the floor frictionless so she can drag things, grabbing ankles to trip people, and performing physical tasks that don't require much strength, like pressing computer keys. His most important ability is stealth. So, no, he's not godmode. Not til the RNG allows for it. (starts with an m and ends with trance.) He wouldn't be able to fight ballpoint directly when they catch rose, but he knows where frog went, because rose made sure he would remember. She does that with important, but simple, facts. So, say she found out the where and when, and was looking for the why, when she got clubbed with a forget-me-stick, and tossed in a wormhole. All halen could do was make sure the place they were sent was someplace they could come back from.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 29, 2012, 02:13:42 am
...I'm not sure how I feel about all that. I'm making an effort not to jump down your throat after I made you snap earlier, and you're right about Halen not really being a raging haxbeast like most fairy godthingies (I'm sorry, but he does fall into that category), but many parts about that strike me as extremely-silly, particularly how no being of that sort has ever appeared in over a novel's worth of fiction -- one would think that we'd have seen other people with similar bonds to Heartless, especially as it seems like an extremely-useful thing to have (for the sake of argument, I'm ignoring the fact that I'm pretty sure Heartless are never ever that docile).

It's not worth me getting vicious with you like I did earlier, but I do respectfully request that this incarnation of Rose be Halen-less.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 03:18:20 am
She could just be, you know, crazy. not in a nonfunctional way but still. I think it'd fall under a form of Schtzophrenia.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 06:24:40 am
@Hanslanda: Excellent update. :) I hadn't really thought about it before, but you're right - transdimensional travel could possibly cost a lot in the scheme of things... if you assume that you'd travel through dimensions in the same way you travel through XYZ space, it wouldn't be much, but if you assume the difficulty increases exponentially depending on which dimension you're headed to, that makes things a lot more difficult...

I'm guessing the only reliable method to get that kind of power would be direct matter-to-energy conversion. Even a mug has incredible energy potential, if you think about it using Einstein's E=mc2. Dropping a mug into one end of the machine to convert it to energy would produce enough power to... well, let's see (doing the math as I go along).
A paperclip converted into energy releases (as far as I know) 170 terajoules of energy... Paperclips weigh about one gram, and mugs probably weigh around 350 or so on average, if the internets can be trusted. This would be around 60000 terajoules of energy, which is 1050 times as powerful as the Hiroshima bomb. You could breach HFS with a blast that large. I'd say that's probably more than sufficient to send you to another dimension if you possess the technology for it.

This is Spearbreakers, where all your base are belong to us. Because atomic mugs.



Xahnel: I'm not sure I'm all for the Halen thing... Largely because I'm not a Kingdom Hearts fan and really don't have much of an idea what it is besides the fact that it (possibly?) combines Final Fantasy (?) and Disney (?), neither of which I really follow. Thus, I've never even heard of a Heartless and wouldn't know how to write about it, and it's likely(?) a lot of other people wouldn't, either... However, if you want to say Rose believes she has something in her shadow, that's totally fine by me. I did make Talvi believe she was a cavy, after all... and later made it so she actually was part cavy. Mr Frog's fault.
Actually, if you could come up with a way to explain it that makes sense in the DF universe (some kind of unknown, invisible monster), that'd work...

EDIT:
@Illasram: Nice bit of philosophical thinking there... I actually never thought about that age old question - which came first, the iron or the pick? :P In the real world you would've had to find some loose ore, or smash it off with something, but in Dwarf Fortress, it shouldn't be possible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on July 29, 2012, 06:54:15 am
You aren't supposed to be sure what halen is by reading, unless you google him. ;P
Halen, in his original context, is a Neoshadow, an advanced Heartless. See Kingdom Hearts 2 for details. In this context, he is something along the lines of a FB, only very weak. He hides in Rose's shadow, doesn't have much physical presence, and mostly does recon for Rose. He is reliant on her to live, because he can't live in an unwilling host. They have a mental link, which is stronger for Rose than it is for Halen. Not much in the brain's category, Halen. He can influence her thoughts slightly, and can help her with simple tasks, like making the floor frictionless so she can drag things, grabbing ankles to trip people, and performing physical tasks that don't require much strength, like pressing computer keys. His most important ability is stealth. So, no, he's not godmode. Not til the RNG allows for it. (starts with an m and ends with trance.) He wouldn't be able to fight ballpoint directly when they catch rose, but he knows where frog went, because rose made sure he would remember. She does that with important, but simple, facts. So, say she found out the where and when, and was looking for the why, when she got clubbed with a forget-me-stick, and tossed in a wormhole. All halen could do was make sure the place they were sent was someplace they could come back from.

I remember these. (I have 358/2 Days as my lone KH game.)

Neoshadows are capable of stealth. They can disappear and appear again. They have sharp claws and are able to cause a shockwave that causes damage if they come out of a shadow in a particular way.

And Halen. Ah, so you're Halen's Nobody. Xahnel - X = Ahnel. Rearrange that and you get Halen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 08:05:02 am
Mr Frog, I respect you, but a Halen free Rose is just about the one thing you coulda asked for that won't happen. He is not a Heartless here, he's basically a symbiotic creature that cannot survive alone unless he hides in a cave and never goes anywhere, and in fact that's where rose found him. I mean, in a game with creatures made out of fire, barf, and fog, you want Rose to not have a creature that has been her partner since her character was created. I understand why, as the potential for abuse is major, but I've been a writer and role player for eight years, and I know how to never tap the abuse potential.

I would also like to point out he really and truly is about as smart as a dumb monkey. He relies heavily on Rose to do his thinking for him. If you guys want me to, I'll write up Rose's meeting with Halen.

Finally, i have a damn fine explanation for why original!Halen is tame. I'll link the profile when i get to the library tomorrow.

EDIT: All i ask is you guys trust me a little. I'm a profesional. In this world of interdimesional companies, cavy girls, Frog replicas, zap branigan, spawn of a demon goddess, blood rain, and quantum beer in quantum mugs, all i want is a chance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 08:11:17 am
Since we have eldritch infectious abominations and zombies, I think counting Halen as some kind of wierd Forgotten Beast would fit. Afterall, there's a whole mess of demons and creatures composed of week or illogical materials.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 08:19:02 am
Also:
Xahnel pokes a vomit colosus.
The vomit colosu explodes into ludicrous gibs!
The world is showerd in vomit!
Xahnel becomes nauseus.
The vomit colosus has been struck down!

Vomit colosus, great name for a band.

Thanks Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 08:39:58 am
Actually that does sound like a good band name. Glad I'm not the musicy type myself.

And thanks for what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 09:28:21 am
Back on for just a sec to check Hanslanda's "Debriefing" post.


@ Xahnel: Disney in Dwarf Fortress I'm kind of against, but symbiotic creature composed of shadows I think I can do... Sounds Dwarf-Fortressy enough:
"The symbiotic creature Halen has come! It is composed of shadow and appears to be relatively small! Beware its slipperiness! Soon you shall know why you fear the day!" (I think I mixed up a few templates there)

Sure. If that's how you're going to do it, I'm for it. I kind of misunderstood what you were saying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 09:36:45 am
@splint: for the support.
@talvieno: love the description~
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 10:32:16 am
Would you guys prefer an iron FUCK YOU fist on our front lawn, or a copper one? Either way it gets a porcelien wristband.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 29, 2012, 10:36:17 am
iron is dorfy...

but copper is cheap...

IRON IT IS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 10:39:20 am
We have fuckloads of both, that's why I asked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 29, 2012, 10:42:36 am
iron with copper highlights.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 10:47:06 am
it's a fist. how the hell do you highlight a fist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: llasram on July 29, 2012, 11:05:50 am
idk, put copper around the edges? i realized it was sorta stupid after i walked away to eat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 11:18:37 am
What would be epic: a circular wall, with a fuck you fist at each cardinal direction, and watch towers at each halfway point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 11:22:09 am
Current layout doesn't really permit it. Though it would be awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 11:39:00 am
I'd have to go by the minecraft rule of life: if there is no room, make some. Preferably with explosives. Any way to build a tree farm, by the way?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 11:45:19 am
I believe we already have one. And it's not that we don't have room, it's just.... the walls not really circular, nor is such a layout needed. Not even for something stupid and pointless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 11:51:29 am
What farms do we have?

Also, how does farming work? I looked at the wiki, but i am confused.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 12:12:07 pm
It's more fun to figure out on your own, though you can ask in the gameplay questions section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 12:40:40 pm
Lol, do you mean Fun? So, Rose is on the Overseer's Guard now? How many time did dorf!Splint get smacked?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 12:44:37 pm
Currently pausing on an update to watch the caravan guards, 2nd squad and the spawn fight. One spawn down. three or more dwarves may end up dead soon, as several civies got caught out while building the  foundation of the Fist of RAEG (pretty pretty porcelien.)

EDIT: What the fuck do we feed our soldiers? One of them just got his arm busted and shrugged it off as a minor inconvienience. He actually was dual wielding axes and shields and used his other axe to bisect the spawn that broke his arm.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 01:04:29 pm
Brooklyn rage!

So, the moment you open up to do something, the spawn invade.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 29, 2012, 01:12:57 pm
I was expecting them or goblins to be honest. Ambushes prefer to cause trouble around caravan time. Some spawn came in through the wagon tunnel. They didn't do very well up against nearly all of 1st Squad (Fischer was assisting second squad at the time.)

I've also seen the effectivness of the axe on them, and do not approve. If there weren't already so many fucking axedorfs I'd have thier axes melted down. That's partially negating the challenge the spawn were supposed to pose. Seriosuly. No more axedwarves and any other chopping weapons shall be limited to three dwarves of that weapon in a single three dwarf squad. They're making this too easy. (the fucking pragmatist in me won't let me decommision them since they got danger roomed up to such high effectivness.)

EDIT: Don't care what you people say, I genned a new world for human survival testing in cold climates for the game I'm planning, and got a world named "The Continents of War" That is a fucking badass world by default right there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 01:27:27 pm
I'll sprite up some cold weather gear for rose.

Replaying the original halo, and i am in the library. I just keep thinking to myself, "how hard would this be to build in minecraft? Never mind being swarmed on all sides by the Flood, I've got a shiny blue thing to look at!" now, if only i could make torches and glowstone give off a blue light... It's possible, i know that much.

EDIT: The reason they are so good is because of the danger room. They get strong in there, and they kick ass outside. Put the axedwarves on regular training (or no training, only gaining experience on the battle field) and they won't be as effective.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on July 29, 2012, 05:53:26 pm
If I recall, my dorf was/is an axelord, right?

Due to my lack of experience with DF military at all, I'm unsure if this is possible - but if you can remove his axe and instead reassign him to any other squad with a different weapon, that's fine with me. Assuming he didn't already become attached to his axe or something. And also assuming he didn't get eaten by a spawn already >.>

That being said, I decided to switch my character in Skyrim over to a war axe. Haven't looked back since, beheading bandits amuses me too much. Plus, a war axe looks more badass than a mace, imo.

I suppose axedorfs being somewhat effective against spawn isn't too surprising - I'm assuming a spawn missing one or more limbs wouldn't be quite as dangerous (or at least, as mobile) as one with all of it's limbs attached. Although, considering the remark about bisecting a spawn tells me that they're just way too damn strong...

I get the feeling that in "Spearbreakers II" or whatever you end up naming it (I think you guys said you'd be continuing with a new fort after this one, anyway), if the spawn are also in that one, they may be buffed up even more than they are now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 29, 2012, 06:50:12 pm
im not going to be posting anything DORF!bukit wise for a few days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 07:26:18 pm
Seconding Xahnel's idea... Turn it into a watchtower if possible. Killing enemies from within a giant "eff you" sign seems... awesome.

@Jack Magnus: You can force dwarves to carry certain weapons, yes, so long as he's not attached.

I lost my skyrim character (Vanya, lol) when my hard drive crashed, but she actually went from maces to axes too. She was a battle-oriented mage - cast with one hand, strike with the other. Axes definitely look more badass.

Contrary to what you'd think, Spawn are almost just as mobile even when missing all their limbs. We theorize they're coiling themselves and springing forwards using the gaping mouths in their chests, kind of in the same way as uberpowered windup-teeth. :P Scary, I know, but yeah.

I hope there's a Spearbreakers II, but that may be a while off. And I'd definitely vote for their being more buffed up. Also, manamaids.

@bukit: sorry to hear that, hope everything's all right. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on July 29, 2012, 07:32:49 pm
yeah, its just that im writhing something else and don't have time for a post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 07:52:02 pm
@Talvieno: that's a far better idea than mine. I second Tavlieno's idea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on July 29, 2012, 07:55:43 pm
@Talvieno: Either the Spawn do that, or they scuttle along the floor like a macabre centipede, using their teeth as legs. Either way works :p

I personally only have the 360 version of Skyrim, so I hopefully won't be losing my save file anytime soon. Unfortunately, due to that and the fact I have dialup, I can't get patches, which kinda sucks, but it's tolerable as is.

I've never been able to really get into magic that much, beyond occasionally healing... the most I tended to do was lay traps with the rune spells and use throw voice to lure things onto them, which amused me greatly. Maybe I'll be able to do more with it this time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 08:13:44 pm
Real pros skill up Heavy Armor, Single Handed- Axe, Block, Enchanting, and Smithing, like me. :P My character is pretty much functionally invulnerable due to skill with his armor and shield, and how buff he enchanted/smithed his armor/shield to be. Note to self, get new 360.

Another update within the next few days, I am sensing. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 08:25:46 pm
heres a question:
how much power might be produced in a fusion reactor, like ones used in space?
how many of those might be in a city-sized spacestation?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 08:27:49 pm
A single fusion reactor can run a minor city, so, to run a space city, four or five.

EDIT: As for balance in games, I run blitz turtling. I'll take as long as i need to build up ro the point where i can near instant win. Disadvantage, people who agressively blitz can beat me if i don't have a way of gathering my power. Take Dungeon Keeper. I will lock everyone up tight and take an hour getting all of my creatures as maxed as possible, making sure to balance my team for the job at hand.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 08:29:45 pm
ok, howbout a mobile spaceborn city with about a million people liviong on it fulltime and another few thousand popingup reguraly? note that has to power spacecraft while they are docked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 08:40:45 pm
A nuclear powered aircraft carrier carries ten thousand people and uses a single small nuclear reactor. To power a very large spacestation, you might need two big ones depending on what kind of tech level we're talking about. Seeing as how nobody has space ships, we can only guess and do math as to what kind of reactors would be needed.

Also, a single land-based nuclear facility can power half a state, which is significantly more than just a million. Just for note. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 08:44:55 pm
Depends on the power setup. If sections of the city shut down during certain time periods (commercial district, say) then you need fewer generators. The real question is the batteries. If you don't run the whole city the whole time, then extra power should be stored. A good battery supply will further reduce the need. Five should be plenty, with a backup in case a main breaks down.

To supply ships with power (which a space station shouldn't, unless the tech level is america 2012) you would require an extra one, generating power for batteries, which can then supply the ships. This extra one wouldn't need to be as big, or put out nearly as much power as the main ones, as there shouldn't be more than two or three ships docked at any single point in time.

@Hanslanda: i'm working the assumption that cargo shipping across the vastness of space is quite expensive, so hauling the big ones wouldn't be economical for the power needed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 08:48:29 pm
whole thing is going all the time, limated batterys, people are in space, but its limated, think fusion powered ships with a bit of advanced AI, statis, and lasers being limated to dealing with asteroids.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 08:57:18 pm
If the whole station is going all the time, the little ones are preferable. That way, things still work if you lose one. Check the last page, i posted at the bottom while you were writing, i think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 09:05:59 pm
i saw, i just wanted to elaborate.
anyways, the ancer is equal to the quanaty of power produced by a vacume generator, sole owner is Stone INC, and is equal to the amount  of power used by a Stone INC wormhole enlarger. baisacly, a device that makes wormholes larg enough for a spaceship or a spacestation to travel thru. howerver this device screwes with steel plate hules so all Stone INC ships are made of ceramics. the low quality of spelling is due to lack of google crome and the fact thet I CANT SPELL WORTH BEENS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 09:11:10 pm
Sorry to go all science police on you, but true controlled nuclear fusion hasn't even been achieved yet... Right now we only have nuclear fission, which is quite a bit weaker than fusion is supposed to be. The only fusion devices we've ever created are hydrogen bombs, and after 60 years of design improvements developed from previous experiments, scientists are still in the process of producing enough energy to ignite the reaction.

Basically, you've got to have a huge atomic fireball just to jumpstart the process. Fusion isn't a likely candidate for powering ships anytime in the near future.

I'd go with smaller fusion reactors, and as Xahnel said, multiple. But I can't imagine how a few small reactors couldn't power a space station. A single spaceship should only take one or two.


Also, lasers aren't a good weapon against asteroids... Most lasers can't even cut wood, and those that can cut through metal (like asteroids) at a decent speed take ridiculously insane amounts of power to operate... I'd go with missiles, or avoiding asteroids altogether - and this is easily done. Contrary to what movies would have you believe (Star Wars comes to mind), asteroid belts are incredibly thin. Actually, if one was sighted on a trip through the Solar System's belt, it would bring all the passengers flocking to the windows, taking pictures. Space is huge, and asteroids are few and far between. Remember, you're stretching the mass of a single planet all the way around the sun in a huge torus. Here's a pic for clarification:
Spoiler (click to show/hide)
Imagine Earth's mass in that pic split up and stretched all the way around the sun. Then look at it again and realize that the pic isn't even close to scale. In reality, the Earth ought to be a little speck in that picture, smaller than they have the moon drawn. Really, you'd be lucky if you ever saw an asteroid by accident.


science and astronomy is kind of my thing. :P sorry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 09:14:09 pm
mining. also, i never said near future did i? i meant about 100 year in the futuer or so. NO CROME! WHYYYYY?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 09:16:43 pm
I consider 100 years to be the near future... And if you want, I could spell check your posts for you, but you'd have to allow six to eight weeks for shipping and handling. :P No, really, it'd get annoying for you after just a few posts.

edit: 500 years might do it, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 09:20:55 pm
i got chrome now. computer dident have it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 09:24:52 pm
Use word to write your posts if spelling is a concern. Talvieno is quite correct on both the lazor and SPACEROCKS points. Lasers used to cut through things require redonculus amounts of power. And asteroids are quite rare, even in belts. The Oort cloud, on the other hand, is more densely populated, so is good for mining. However, you want to be careful mining with lasers, as they generate heat in the near absolute zero environment of space, and that could fracture asteroids, which aren't that well built. The stone isn't very heavy on most, since they are mostly condensed over eons from clouds of dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 09:28:02 pm
nonononononono, the lazer is for ANY random crap heading for the ship, the space city thing mines them, i guess they land people to do it. the reason i asked is because i was trying to figureout the amount of power a vacume generator so i can have a idea. i mean in respect to mugs being whatever you people said.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 09:37:21 pm
Oh, okay, point defense. You would want ballistic based turrets, or plasma based (think the weapons the covenant use) weaponry, if you are going for realisticish.

EDIT: I forgot missiles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 29, 2012, 09:41:53 pm
nonononononono, the lazer is for ANY random crap heading for the ship, the space city thing mines them, i guess they land people to do it.
Lasers cut, they don't deflect or destroy. A split asteroid would still be headed straight towards the ship, if you managed to cut it before it hit. :P Landing people on the asteroids is feasible, though. Shouldn't be too hard to do, most asteroids don't spin very quickly.

Atomic mugs? :D Atomic mugs could definitely power a space city of ANY size, provided you could get all the energy out of them. No idea how to go about doing that, though.


And defense, yes, turrets or plasma. Something to push the crazy things away, not split or break them. If you break them, you've got a thousand pieces of debris headed towards the ship instead of just one. :P A lot harder to dodge... it's like saying, "hey, don't shoot that slow-moving cannon at me, take this megashotgun instead!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 09:52:25 pm
Quote
"hey, don't shoot that slow-moving cannon at me, take this megashotgun instead!"


This is totally going in the out of context quote thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 09:55:04 pm
We have one of those? O.o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 29, 2012, 09:58:02 pm
i was just trying to find out power quanitys....


ANNNNNND i have to go, bye!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 10:03:54 pm
We have one of those? O.o

It is in general discussion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 29, 2012, 10:57:15 pm
@Xahnel:

I'm currently trying to think of ways to fit Halen in, if that's all right with you. He probably won't strictly be a Heartless, but he'll at least be a Thing, and I guess that if the relationship between Rose and Halen is as important to you as it seems, then Halen should at least be a Thing.

Since it does seem like you've been using the two a lot in your roleplays (someone Googled it for me), I would like to challenge you to try to write a different character. Maybe not in the same storyline as Rose, but I'd like you to try it. It's not really a problem if you don't; I'm just worried that you're restricting yourself somewhat by only focusing on the same two characters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 29, 2012, 10:59:02 pm
It isn't that hard. I'm currently writing- *Counts* Three. Plus I'm doing alternative viewpoints of another person's writing.

But it would be a very good exercise for your creative abilities regardless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 29, 2012, 11:32:53 pm
-laughs- limiting myself? I suppose it is a little hard to google me, as my name changes. No, i'm not limiting myself. I have multiple characters, and am a prolific writer of fanfic (that i don't publish). I choose Rose because she fits the world of dwarf fortress best. She's a normal person, not a wizard, or a psycho, or a fifteen year old who looks and acts twelve. I'll list my characters, and tell you why i didn't go with them.
Ari: a dark wizard in his mid thirties. Take away his power, and he's a pale book worm. Ill suited to a world in which he can't use magic.
Holly: a sweet innocent girl, who acts like a young child, just because she's so cheerful. She is a plant witch, and again, is ill suited to such a violent and magic free place.
Xaoc: an evil, violent, psychotic Disk One Final Boss who will slit your throat just to watch you gasp. She isalso equiped with powers that simply wouldn't survive the transition, and she would only cause trouble anyways. If she somehow kept her powers, she would be worse than the HFS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 12:06:52 am
@Xahnel:

There's still the fact that you're using a bunch of predefined characters, although you do seem to be trying to make them fit the setting at least. If you're really not comfortable with writing someone new, then this really isn't the place for me to make you do so, but I'd still like you to try writing someone you've never ever written before ever. If not here, then elsewhere. (Unless you already do write other protagonists that aren't any of your usual chars and I horribly misinterpreted your post.)

Incidentally, I just finished typing up a brief summary of what I think this version of Halen is. Should I post it? The thing it's describing isn't so much a Heartless as a crazy sci-fi shadow beast that kind of looks like a Heartless, but I'm interested in seeing what you think of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 12:18:39 am
You might wanna check how i redefined halen before you do. I write my characters because they are my favorite people to write. Plus, it's hard coming up with new ones because i have a process.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 12:22:33 am
If you wouldn't mind, could you describe your process? You can PM it to me if you'd prefer not the post it publicly. I'm somewhat curious, as my characters don't generally have a process associated with coming up with them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 12:40:42 am
I'll post a copy of the form.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 12:44:02 am
@Xahnel:

If you're referring to the one where you describe this Halen as being a symbiotic creature rather than a Heartless, then that's actually exactly what the thing I wrote up is describing; it just goes into more detail regarding how it works, which I think is a good thing.

@Hansie:

I'm not sure if it's what Xahnel's describing, but I do have a specific list of things I make sure to touch on when writing a character's profile. Backstory, ethics, beliefs, habits, physical/mental traits, in that order.

[Ninja'd] Oh, it is exactly what Xaxah's describing. Cool.

E: Xaxah can't PM, IIRC.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 12:46:42 am
Interesting. I'm saving that in word for future reference.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 12:49:01 am
Go ahead and post it. I do ask that you read about rose and halen's original connection afterwards, cause i know you wanted to know how that worked. Google this exact search string:
Halen2020 Rose and Halen/Ari Karnes/Holly/Xaoc
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 12:55:57 am

It's a bit weird, honestly :V  I sort of wrote it like an SCP.

Incidentally, this does open up a third possibility for Rose's backstory, which is that she was abducted by Ballpoint and used as a live test subject, being deliberately-infected with a neoshadow for research purposes. After testing had concluded, Ballpoint wiped her memory and dumped her in a random backwater where she couldn't make trouble for them; her 'living shadow' would likely come off as schizophrenia to others, but someone who knew what a neoshadow was (i.e. Mr Frog) would likely realize its true nature immediately.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 30, 2012, 01:09:50 am
I just Relieased how Screwed awesome Everoc is, We have the Spawn, we have Temporal Distortation, Wormholes, More Megacorps than you can shake a star destroyer at, Bio-Mass [Ufo Aftermath style, though this one is set to eat dead organics] Necromancers, and Spearbreakers, which if it countiues on like this will be set for either Boatmurder-esk !!FUN!! or we will slowly but surely, screw up the time stream so bad that time itself folds in and seals us within a Dyson sphere of HFS.

Also Plans for tower Majority of it sould be Copper but a few levels should have a Iron Walkway lined with Fortifications sort of like having a Iron Bracer around the Copper FTW Arm.

*that and then i can set up a giant electromagnet to call down asteroids and we can harvest the metorites.*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 01:11:56 am
I like it, but as for ballpoint infecting her with Halen, i don't think i like that specific idea. Halen is supposed to have been with her for a while, thus the bond between them. Also, i would have to say that normal light doesn't affect them, only focused light, and ironically, total darkness. If it is totally dark, they cannot remain cohesive. They need light to define them, but powerful light, like lasers or spotlights, anything focused beyond the level of regular sunlight, will hurt them.
That's my only complaint with your report. Everything else is top notch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 01:14:59 am
Splint Approves.

Nothing wrong with doing something SCP style if it will work for the subject matter without being jerky.

EDIT: Double ninja'd you bastards!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 01:54:29 am
What is SCP?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 01:56:11 am
Look it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 01:59:40 am
Just cause i can use enter now doesn't make the internet less frustrating and slow on my cell phone.
EDIT: Aw hell naw, you ain't sending me on some wild goose chase through an unknown wiki to find out what three letters stand for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 02:09:26 am
I say look it up as I'm trying to keep the unrelated stuff to a minimum. Since the Rose's shadow thing relates to a character within the fort, I've decided to tolerate it. they can be good reads though if done right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:13:10 am
@Xahnel:

Even if it wasn't truly from childhood, to Rose, it'd be basically the same; she'd have had Halen attached to her literally as far back as she could clearly remember. Additionally, when she was first dumped into Everoc, helpless and amnesiac, Halen would probably have been the only remotely-pleasant thing she had -- he'd at least have been trying to protect her. That would mean the world to someone in her position, and the fact that she'd have had absolutely no other memories except for her being helpless and confused and Halen making sure she's safe would mean Halen's aid would leave an even stronger impression.

I guess I could work in that being exposed to no light whatsoever causes them to disintegrate just as being exposed to too much light would. It seems a bit arbitrary, but then again who am I to say how amorphous energy-eating shadow blobs should function :V

I'd rather their vulnerability to light be something that actually would occur naturally, but I'll compromise -- how about focused light pretty much kills them instantly, normal daytime light levels hurt them a bit but aren't really dangerous unless they sit around in it (extending a claw into the light to rake at someone who tries to attack Rose probably wouldn't cost him much at all), and dim light such as peoples' shadows is completely-harmless? (If you're worried that Halen will be crippled, don't -- unless he stays in the light for way too long, he should be able to regenerate easily by borrowing a bit more of Rose's energy than usual.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:19:15 am
Idea for a compromise: rose became halen's host as a child, which would give them time to bond, but still allows ballpoint to be kidnapping jerkasses. Mr Frog would recognize what Halen was, and eventually story happens (staying vague to leave open all possibilities). Honestly, megaevilcorporation doesn't seem like they would care about stealing a child...

Maybe Mr Frog helped/tried to hinder this specific experiment.

As for the light, that's fine. Regular light doesn't bug too bad, dimness is best, darkness diffuses, brighter light burns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:24:46 am
@Xahnel:

>_<; I was actually going to suggest that exact thing had you rejected my explanation. So, yes.

Mr Frog was in charge of biotech, so it's actually extremely-likely that he'd have at least had a hand in Rose's experimentation. I doubt he'd recognize her, but Rose probably would be all kinds of pissed at him should her memory return.

E: Should probably work in some of the negative effects of Halen's presence, too. Like, she gets cold easily, and often feels fatigued (especially if Halen's been doing a lot of work -- he's drawing his energy from Rose, remember. Symbiosis works both ways).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 30, 2012, 02:26:20 am
well i'm generally not in favor of wasting weapons grade material for anything but, well weapons, so GOLD please
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:31:08 am
I think he would recognize her. How many red haired girls could ballpoint possibly have given neoshadows to?

So, which will it be? Does Mr Frog object to direct experimentation on children? Or was he The Guy What Did It? Thats the question, i think. Just how stripped down are his morals?

EDIT: This is a girl who thinks up not drinking as a toughness challenge. She's not gonna write about being tired or cold unless it's extreme. She won't complain, she'd think that would be weak of her.

EDIT 2: I just got an image of child!Rose beating the snot out of at least one scientist and two security teams through streategic placement of charlie horses, toe stomps, crotch punches, and forehead-to-the-nose attacks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:49:12 am
Up until recently, Mr Frog pretty much cared only about the science. He's not really an evil man per se, but he only recently began examining the ethical implications of his experiments, and he wasn't sure he liked what he saw.

So, to answer your question: Yes, then!Mr Frog probably would have snatched a hundred babies For Science!! without a second thought, even though now!Mr Frog probably wouldn't.

I doubt Frog would actually remember what any of his subjects looked like (he's likely gone through hundreds throughout his various experiments), but the presence of a neoshadow so far outside its normal habitat combined with the fact that Rose would be in the right age group for having been a test subject would certainly trigger suspicions.

E: I'm not sure how well neoshadows dissipating in complete darkness would work, actually... my original concept had neos phasing through their host's bodies in order to leech energy, but that wouldn't work too well if they dissipated in complete darkness, because (shocker!) the inside of an opaque object -- such as a human body -- is completely-dark. Do you think maybe their dissolves-in-darkness trait could be dropped? It doesn't seem super-critical...

E2: I don't care how awesome you think she is, a 6-year-old is not going to overpower multiple adults.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 02:52:23 am
I thought it was meant as in very dark places they become undetecable or nearly so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 30, 2012, 02:56:49 am
Hope I'm not too late in delivering this warning, but Xahnel, whatever you do, DON'T look what SCP refers to.  Trust me, doing so WILL lead to having nightmares.  For weeks.  At minimum.  And by nightmares I mean stuff that will keep you up all night from just how HORRIBLE the things can be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:58:17 am
I think that just being in contact with rose will allow halen to draw energy from her, no need to enter her body.

Mr Frog would have to remember rose if she was able to pull a temporary Took a Level in Badass on some Ballpoint employees, especially if he was watching, and subdued her himself, right? I'm just looking for an excuse for him to know he knows her.

>.>; now i wanna write little rose beating ballpoint people up.
"i was told there would be presents. I don't see any. CHARLIEHORSE!!" BAM, a scientist has been knocked on his face!

EDIT: Didn't say overpower. But seventy pounds of angry child stamping on toes will distract someone long enough for her to get in a few of the cheap shots children learn early on. And no one would be expecting her to fight back. Cry, struggle, scream, yes, but kicking a scientist in the kneecap? Headbutting a security agent who picks her up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 02:59:07 am
I slept fine after reading some of them. Maybe I haven't read the right ones....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 30, 2012, 03:05:51 am
I slept fine after reading some of them. Maybe I haven't read the right ones....

Sure, some are fine, but try 217, 439, or where 835 shows just WHAT might be behind all those "[DATA EXPUNGED]".  Heck, just check up tvtropes nightmare fuel page on the damn thing.

Edit: 966 is also good at keeping you up from sheer paranoia
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 03:08:43 am
Xahnel, if you have a small child successfully do any sort of meaningful damage to a group of adults that are probably very very good at restraining small children, I will shun you. That is not how things work.

It is okay for Frog not to immediately recognize her, okay? He'd realize something was odd about her anyways, what with the funny shadow beast hiding inside her, and that's all that is needed for Shit To Go Down.

Also: I meant energy as in actual thermal energy, not a metaphysical concept. In order to bum thermal energy off of someone's metabolic processes, a neo would likely need to have a part of its body where the chemical reaction was taking place (i.e. inside them).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 03:14:29 am
Alright, alright... I just thought it would be funny as hell to write that. It would totally happen if this was a script for a tv show. You see bad guys kidnapping children, and one of those kids is able to get a few amusing hits off before being subdued. And then the boss would dock the pay of the guys who got hit cause they let a kid beat em up. Don't tell me it wouldn't have you laughing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 03:19:14 am
Most TV shows don't have a certain angry amphibian-avatar'd asshole breathing down the necks of the writing crew ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 03:26:21 am
We just happen to be so fortunate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 03:29:23 am
True, but the point of writing fiction like this is it allows you to get away with a few things that couldn't happen in real life.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 03:37:14 am
Yes, because that's totally the same thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 03:42:01 am
Come on, admit it, i kinda got you on that point. Plenty of unbelievable things have happened here. Whats one humorous humilation for four guys who are part of a group kidnapping children for experimentation?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 03:45:04 am
We at least have ways to legitamate bullshit. Alot of what happened required advanced technology or divine intervention. These are more than likely Ballpoint Contractors or at least well built scieitists/assitants doing the kidnapping.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 03:49:48 am
Alright, fine. I give. You win. I doubt i'll want to write the kidnapping and experimentation part, though...
EDIT: Bedtime, it's 5 am here. Night guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on July 30, 2012, 04:37:58 am
Up until recently, Mr Frog pretty much cared only about the science. He's not really an evil man per se, but he only recently began examining the ethical implications of his experiments, and he wasn't sure he liked what he saw.

So, to answer your question: Yes, then!Mr Frog probably would have snatched a hundred babies For Science!! without a second thought, even though now!Mr Frog probably wouldn't.

I doubt Frog would actually remember what any of his subjects looked like (he's likely gone through hundreds throughout his various experiments), but the presence of a neoshadow so far outside its normal habitat combined with the fact that Rose would be in the right age group for having been a test subject would certainly trigger suspicions.

E: I'm not sure how well neoshadows dissipating in complete darkness would work, actually... my original concept had neos phasing through their host's bodies in order to leech energy, but that wouldn't work too well if they dissipated in complete darkness, because (shocker!) the inside of an opaque object -- such as a human body -- is completely-dark. Do you think maybe their dissolves-in-darkness trait could be dropped? It doesn't seem super-critical...

E2: I don't care how awesome you think she is, a 6-year-old is not going to overpower multiple adults.

wouldn't dissolves in darkness imply that they have no substance in total darkness, thus enabling them to phase through solid, opaque objects but not transparent stuff, ie glass as there is always some residual lumosity coming from something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 30, 2012, 08:47:26 am
Whoa... Let's not start up a flamewar over this.   :-\

Let me distract you with a story post. Three people collaborated on this one (four, if you count Mr Frog's contributions), and no, the sexual themes aren't likely to show back up after this... Hopefully it's nothing that'll attract the attention of the ban hammerer.

More of V's Story: Enemy Territory
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 09:05:57 am
Great work as always Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 30, 2012, 09:13:05 am
Second Post (http://www.bay12forums.com/smf/index.php?topic=102730.msg3036724#msg3036724) | Other Quotes (http://www.bay12forums.com/smf/index.php?topic=102730.msg3963377#msg3963377)

Well guys, it happened. We knew it would eventually.
Quote from: Armok
The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).
Thus, fic from Post #2 is being transferred here with a link to it, as per Mr Frog's suggestion.

Stories
This section is comprised of out-of-turn journal entries and Spearbreakers-related stories. Nominations gain a post the «» decoration.
If you would like me to rename your story/entry/poem title here, please contact me!
   
Year 201 (Talvieno's reign):
    Splint: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3040159#msg3040159) |  Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3041968#msg3041968) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3045850#msg3045850)
    The Master: Log Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3040365#msg3040365)
    Mr Frog: Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043478#msg3043478)
    Mitchewawa: Journal Snippet (http://www.bay12forums.com/smf/index.php?topic=102730.msg3043965#msg3043965)
    Ashsaber: Journal Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3045221#msg3045221)
    Sus: Journal Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3048629#msg3048629)

Year 202 (Mr Frog's reign):
    Splint: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3050136#msg3050136) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3055604#msg3055604) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3064924#msg3064924)
    Mr Frog: «Transmission 1» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3050328#msg3050328) | Transmission 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3057065#msg3057065) | Transmission 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3066885#msg3066885) | Imagining of Bombzero's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3076524#msg3076524)
    Mitchewawa: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3051691#msg3051691) | «Journal Entry 2» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3070799#msg3070799)
    Talvieno: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3050608#msg3050608) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3057232#msg3057232) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3070223#msg3070223)
    HARD: Journal Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3059613#msg3059613)
 
Year 203 (Draignean's reign):
    Splint: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3102290#msg3102290) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3119293#msg3119293) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3146586#msg3146586)
    The Master: Log Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3102060#msg3102060) | Log Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3103012#msg3103012) | Log Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3108712#msg3108712)
    Mr Frog: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3098160#msg3098160) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3102188#msg3102188) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3105222#msg3105222) | Journal Entry 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3119058#msg3119058) | Journal Entry 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3146391#msg3146391) | Journal Entry 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3179345#msg3179345)
    Talvieno: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3104724#msg3104724) | «Journal Entry 2» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3122619#msg3122619) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3150993#msg3150993)
    Bombzero: Journal Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3087186#msg3087186)
    Terrahex: Diary Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3112232#msg3112232) | Diary Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3119714#msg3119714) | «Diary Entry 3» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3120781#msg3120781) | Diary Entry 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3129567#msg3129567) | «Diary Entry 5» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3154104#msg3154104)
    SolPyre: In SolPyre's Chamber (http://www.bay12forums.com/smf/index.php?topic=102730.msg3146324#msg3146324)

Year 204 (Sus's reign):
    Splint: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3175108#msg3175108) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3185061#msg3185061) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3189729#msg3189729)
    Terrahex: Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3178406#msg3178406)
    Mr Frog: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3184999#msg3184999)
    Corai: Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3185724#msg3185724)
    Sus: Interlude (http://www.bay12forums.com/smf/index.php?topic=102730.msg3186262#msg3186262)
    Aseaheru: Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3188053#msg3188053)
    Talvieno: !!SPAWN SCIENCE!! (http://www.bay12forums.com/smf/index.php?topic=102730.msg3223110#msg3223110)

Year 205 (Mitchewawa's reign):
    Splint: Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3241173#msg3241173) | Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3244151#msg3244151) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3267392#msg3267392) | A History (http://www.bay12forums.com/smf/index.php?topic=102730.msg3274882#msg3274882) | Journal Entry 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3276942#msg3276942) | On Barbarians (http://www.bay12forums.com/smf/index.php?topic=102730.msg3365200#msg3365200)
    Talvieno: Journal Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3256678#msg3256678) | Limerick (http://www.bay12forums.com/smf/index.php?topic=102730.msg3291214#msg3291214) | V's Journal: Eavesdropping (http://www.bay12forums.com/smf/index.php?topic=102730.msg3391968#msg3391968) | V's Journal: The Cavy Tunnel (http://www.bay12forums.com/smf/index.php?topic=102730.msg3394263#msg3394263) | V's Journal: Burglary Mission (http://www.bay12forums.com/smf/index.php?topic=102730.msg3396415#msg3396415) | V's Journal: A Golden Bracelet (http://www.bay12forums.com/smf/index.php?topic=102730.msg3400051#msg3400051) | V's Journal: Dark Conversations (http://www.bay12forums.com/smf/index.php?topic=102730.msg3405311#msg3405311)
    HorridOwn4ge: Kramar's Journal | Entry 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3267423#msg3267423)
    Terrahex: Diary Excerpt 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3275381#msg3275381) | Diary Excerpt 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3278916#msg3278916)
    OverlordTNT: Limerick (http://www.bay12forums.com/smf/index.php?topic=102730.msg3291041#msg3291041) | Journal Entry as Sankis (http://www.bay12forums.com/smf/index.php?topic=102730.msg3299713#msg3299713)
    Stormtemplar: Haikus (http://www.bay12forums.com/smf/index.php?topic=102730.msg3292683#msg3292683)
    Niccolo: Poetry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3296185#msg3296185)
    Hanslanda: «Urist and the Spawn Orgy» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335099#msg3335099) | Urist and the Semi-Competent Hospital (http://www.bay12forums.com/smf/index.php?topic=102730.msg3335264#msg3335264) | Urist and the Vampire Coming-Out Party (http://www.bay12forums.com/smf/index.php?topic=102730.msg3336297#msg3336297) | Urist and the Worst Assignment Ever (http://www.bay12forums.com/smf/index.php?topic=102730.msg3337547#msg3337547) | «Urist and the Suicide Junkie» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3337748#msg3337748) | Urist and the Zombies (http://www.bay12forums.com/smf/index.php?topic=102730.msg3342710#msg3342710) | Urist and the Welcome Party (http://www.bay12forums.com/smf/index.php?topic=102730.msg3342798#msg3342798) | Urist and the Suspiciously-Innocuous Suggestion (http://www.bay12forums.com/smf/index.php?topic=102730.msg3343939#msg3343939) | Urist and the Kool-Aid (http://www.bay12forums.com/smf/index.php?topic=102730.msg3345520#msg3345520) | Urist and the Unidentified Important Person (http://www.bay12forums.com/smf/index.php?topic=102730.msg3351299#msg3351299) | Why One Must Not Drink The Kool-Aid (http://www.bay12forums.com/smf/index.php?topic=102730.msg3359732#msg3359732) | Urist and the Grumpy Kool-Aid Peddler (http://www.bay12forums.com/smf/index.php?topic=102730.msg3362729#msg3362729) | Urist Jones and the Hideaway of Doom (http://www.bay12forums.com/smf/index.php?topic=102730.msg3366008#msg3366008) | «Urist and the Crazy Hypnotist» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3369065#msg3369065) | Urist and the Epilogue (http://www.bay12forums.com/smf/index.php?topic=102730.msg3379788#msg3379788)
    Mr Frog: It Was Mitch's Fault (origin theory) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3324974#msg3324974)
    Sus: Journal of Sus III (http://www.bay12forums.com/smf/index.php?topic=102730.msg3344276#msg3344276)
    Mitchewawa: All Spawn Want are Hugs (Origin Story) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3353308#msg3353308)
    Bukitodinos: Travel Log 1 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3388327#msg3388327) | Travel Log 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3391953#msg3391953) | Travel Log 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3394884#msg3394884)
 
Due to the cross-continuum of everything and how everything meshes with everything else and nothing makes sense anymore... The chronology of this particular year's story posts isn't well-defined. Some belong in both Paintbrushturkey's and Mitch's rule, but enh. Everything after July 1st goes here, and everything after Mitch's turn not explicitly belonging to his turn goes here. Sorry for the confusion, but when in Spearbreakers, do as the Spearbreakans do: throw logic out the window. (It's the only way to survive.)
Year 206 (Paintbrushturkey's reign (originally Stormtemplar's)):
    Splint: Recon Report (http://www.bay12forums.com/smf/index.php?topic=102730.msg3394513#msg3394513) | Distress Call (http://www.bay12forums.com/smf/index.php?topic=102730.msg3404096#msg3404096) | Dimensionhopping Fun (http://www.bay12forums.com/smf/index.php?topic=102730.msg3406112#msg3406112) | A Joyful Skip to a Lunatic's Backyard (http://www.bay12forums.com/smf/index.php?topic=102730.msg3410362#msg3410362) | «Total Badassery II: Revenge of the Contractors» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3448923#msg3448923) | Ballpoint Contractors: Back to the HQ (http://www.bay12forums.com/smf/index.php?topic=102730.msg3449772#msg3449772) | Spearbreakers: A Day of Celebration (http://www.bay12forums.com/smf/index.php?topic=102730.msg3452269#msg3452269)
    Mr Frog: Journal entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3336685#msg3336685) | Journal Entry 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3389523#msg3389523) | Attack of the Perky Receptionist (http://www.bay12forums.com/smf/index.php?topic=102730.msg3395787#msg3395787) | Haiku (http://www.bay12forums.com/smf/index.php?topic=102730.msg3395883#msg3395883) | Perky Receptionist: The Awakening (http://www.bay12forums.com/smf/index.php?topic=102730.msg3410095#msg3410095) | Perky Receptionist: A Very Special Delivery (http://www.bay12forums.com/smf/index.php?topic=102730.msg3451153#msg3451153) | Clone!Mr Frog's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3453451#msg3453451)
    Mitchewawa: Limericks (http://www.bay12forums.com/smf/index.php?topic=102730.msg3395919#msg3395919)
    Talvieno: Let me tell you a tale (poetry) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3396322#msg3396322) | «V's Journal: The Magic Brick» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3421005#msg3421005) | «V's Journal: The Frog Battle» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3421010#msg3421010) | «V's Journal: The Return of Cavywoman» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3421010#msg3421010) | V's Journal: From Victory to Defeat (http://www.bay12forums.com/smf/index.php?topic=102730.msg3447379#msg3447379) | V's Journal: The Strawberry Wine (http://www.bay12forums.com/smf/index.php?topic=102730.msg3449592#msg3449592) | V's Journal: The Memory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3454306#msg3454306) | V's Journal: The Rescue (http://www.bay12forums.com/smf/index.php?topic=102730.msg3458365#msg3458365)
    Hanslanda: Hans and the Intentional Accidental Trap (http://www.bay12forums.com/smf/index.php?topic=102730.msg3418667#msg3418667) | Hans and the Almost-Apocalyptic Aftermath (http://www.bay12forums.com/smf/index.php?topic=102730.msg3421434#msg3421434) | Hans and the Curiosity-Inflicted Fingercut (http://www.bay12forums.com/smf/index.php?topic=102730.msg3429519#msg3429519) | Urist's Discomforting Report (http://www.bay12forums.com/smf/index.php?topic=102730.msg3445040#msg3445040) | Urist and the Fugitive (http://www.bay12forums.com/smf/index.php?topic=102730.msg3450968#msg3450968)

Year 207 (Splint's 2nd reign):
    Hanslanda: «Urist and the Failed Escape» (http://www.bay12forums.com/smf/index.php?topic=102730.msg3453162#msg3453162) | Hans and the Fight Scene (http://www.bay12forums.com/smf/index.php?topic=102730.msg3455571#msg3455571) | Urist & Hans: Hated Heroes (http://www.bay12forums.com/smf/index.php?topic=102730.msg3469557#msg3469557) | Urist & Hans: Debriefing (http://www.bay12forums.com/smf/index.php?topic=102730.msg3473331#msg3473331) | Nomen Erat Iohannes (http://www.bay12forums.com/smf/index.php?topic=102730.msg3484293#msg3484293) | Iohanne Est Valde Periculosus (http://www.bay12forums.com/smf/index.php?topic=102730.msg3489702#msg3489702) | Iohanne Fergit Furor (http://www.bay12forums.com/smf/index.php?topic=102730.msg3491751#msg3491751) | Urist & Hans: Dwarven Discord (http://www.bay12forums.com/smf/index.php?topic=102730.msg3506470#msg3506470)
    Bukitodinos: Bukit's Arrival (http://www.bay12forums.com/smf/index.php?topic=102730.msg3459560#msg3459560) | Poetry: For Spearbreakers (http://www.bay12forums.com/smf/index.php?topic=102730.msg3459639#msg3459639)
    Talvieno: Continuity Explanation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3461791#msg3461791) | Splint's Romance Ministory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3462519#msg3462519) | V's Journal: The Confrontation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3464115#msg3464115) | V's Journal: A Deal with the Devil (http://www.bay12forums.com/smf/index.php?topic=102730.msg3466670#msg3466670) | Origin Theory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3472532#msg3472532) | Sus's Sacrifice (http://www.bay12forums.com/smf/index.php?topic=102730.msg3473629#msg3473629) | V's Journal: Employment (http://www.bay12forums.com/smf/index.php?topic=102730.msg3475048#msg3475048) | V's Journal: Dwarf College (http://www.bay12forums.com/smf/index.php?topic=102730.msg3482513#msg3482513) | V's Journal: Enemy Territory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3487523#msg3487523) | S.L.I.T. (science laws) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3495400;topicseen#msg3495400) | V's Journal: Jealousy (http://www.bay12forums.com/smf/index.php?topic=102730.msg3498089#msg3498089) | Refined Origin Theory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3499221#msg3499221) | V's Journal: Despair (http://www.bay12forums.com/smf/index.php?topic=102730.msg3505043#msg3505043) | Talvi's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3512874#msg3512874) | Seqivet Ambush (http://www.bay12forums.com/smf/index.php?topic=102730.msg3515768#msg3515768) | V's Journal: The Nightmare (http://www.bay12forums.com/smf/index.php?topic=102730.msg3522541#msg3522541) | V's Journal: Escape (1 of 2) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3536753#msg3536753) |
    Mr Frog: Perky Receptionist Gets a Surprise (http://www.bay12forums.com/smf/index.php?topic=102730.msg3465255#msg3465255) | Clone!Mr Frog's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3469007#msg3469007) | The Secret Life of Perky Receptionist (http://www.bay12forums.com/smf/index.php?topic=102730.msg3476101#msg3476101) | OOC: Canon Explanation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3489768#msg3489768) | Perky Receptionist: Recriminations (http://www.bay12forums.com/smf/index.php?topic=102730.msg3499654#msg3499654)
    Draconik_Sankis: Draconik's Personal Log (http://www.bay12forums.com/smf/index.php?topic=102730.msg3474585#msg3474585) | Draconik and the Prologue (http://www.bay12forums.com/smf/index.php?topic=102730.msg3478154#msg3478154) | Draconik's Introduction (http://www.bay12forums.com/smf/index.php?topic=102730.msg3482171#msg3482171)  | Draconik's Experiment (http://www.bay12forums.com/smf/index.php?topic=102730.msg3484126#msg3484126) | Draconik's Discovery (http://www.bay12forums.com/smf/index.php?topic=102730.msg3488548#msg3488548) | Draconik's Logs: The Plot Thickens (http://www.bay12forums.com/smf/index.php?topic=102730.msg3497590#msg3497590) | Draconik's Logs: The Betrayal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3506969#msg3506969)
    Xahnel: Rose's Journal: Desert Wanderer (http://www.bay12forums.com/smf/index.php?topic=102730.msg3474900#msg3474900) | Rose's Journal: Bored to Death (http://www.bay12forums.com/smf/index.php?topic=102730.msg3482785#msg3482785) | Rose's Journal: Unexpected Romance (http://www.bay12forums.com/smf/index.php?topic=102730.msg3519244#msg3519244)
    Soulslicerjames: Exile (http://www.bay12forums.com/smf/index.php?topic=102730.msg3476063#msg3476063)
    Llasram: Dwarven Ramblings (http://www.bay12forums.com/smf/index.php?topic=102730.msg3484022#msg3484022)
    Splint: Splint's Namesake (http://www.bay12forums.com/smf/index.php?topic=102730.msg3488756#msg3488756) | Sewaturet Analysis (http://www.bay12forums.com/smf/index.php?topic=102730.msg3498275#msg3498275) | From Shockedtowns to Ballpoint (http://www.bay12forums.com/smf/index.php?topic=102730.msg3544133#msg3544133) | Ballpoint's Revenge (http://www.bay12forums.com/smf/index.php?topic=102730.msg3545124#msg3545124)
    Sus: Sus III's Journal: Something Amiss (http://www.bay12forums.com/smf/index.php?topic=102730.msg3504411#msg3504411) | Sus III vs Ballpoint (http://www.bay12forums.com/smf/index.php?topic=102730.msg3544104#msg3544104)

Year 208 (Reudh's reign):
    Talvieno: V's Journal: The Cave (2 of 2) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3546782#msg3546782) | A Wanderer's Tale (http://www.bay12forums.com/smf/index.php?topic=102730.msg3550733#msg3550733) | V's Journal: Gorlaks (1/3) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3557840#msg3557840) | V's Journal: Serrated Disc Launchers (2/3) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3560160#msg3560160) | V's Journal: The Tower (3/3) (http://www.bay12forums.com/smf/index.php?topic=102730.msg3561421#msg3561421) | V's Journal: The Revelation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3566581#msg3566581) | V's Journal: The Search (http://www.bay12forums.com/smf/index.php?topic=102730.msg3581679#msg3581679) | V's Journal: Wari (http://www.bay12forums.com/smf/index.php?topic=102730.msg3601511#msg3601511) | On Manamaids (http://www.bay12forums.com/smf/index.php?topic=102730.msg3608203#msg3608203) | V's Journals: The Final Entry (http://www.bay12forums.com/smf/index.php?topic=102730.msg3611469#msg3611469) | "Spearbreakers The Movie" Trailer Idea (http://www.bay12forums.com/smf/index.php?topic=102730.msg3620119#msg3620119) | V's Story: Prelude (http://www.bay12forums.com/smf/index.php?topic=102730.msg3623104#msg3623104) | V's Story: The Continuation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3625659#msg3625659) | V's Journal: Salaia (http://www.bay12forums.com/smf/index.php?topic=102730.msg3633420#msg3633420) | V's Journal: An Invasion (http://www.bay12forums.com/smf/index.php?topic=102730.msg3646757#msg3646757) | V's Journals: The Caverns (http://www.bay12forums.com/smf/index.php?topic=102730.msg3653622#msg3653622) | Talvi's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3664674#msg3664674) | On Scythods (http://www.bay12forums.com/smf/index.php?topic=102730.msg3665915#msg3665915) | V's Journals: Scythods (http://www.bay12forums.com/smf/index.php?topic=102730.msg3667564#msg3667564)
    Xahnel: From Rose's Life (http://www.bay12forums.com/smf/index.php?topic=102730.msg3553423#msg3553423)
    Splint: The Attack Commences (http://www.bay12forums.com/smf/index.php?topic=102730.msg3557934#msg3557934) | Battle of the Smooth Points (http://www.bay12forums.com/smf/index.php?topic=102730.msg3560384#msg3560384) | Splint's Journal: Sanity Slippage (http://www.bay12forums.com/smf/index.php?topic=102730.msg3567824#msg3567824) | Fischer's Schedule (http://www.bay12forums.com/smf/index.php?topic=102730.msg3579485#msg3579485) | Dauros's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3589112#msg3589112) | Fischer's Monsters (http://www.bay12forums.com/smf/index.php?topic=102730.msg3594858#msg3594858) | Splint's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3596630#msg3596630) | Splint, Reudh and Rose (http://www.bay12forums.com/smf/index.php?topic=102730.msg3603236#msg3603236) | More Timewar (http://www.bay12forums.com/smf/index.php?topic=102730.msg3606937#msg3606937) | Timewar Report (http://www.bay12forums.com/smf/index.php?topic=102730.msg3614249#msg3614249) | The Reinforcements (http://www.bay12forums.com/smf/index.php?topic=102730.msg3615399#msg3615399) | Megaspawn Battle (http://www.bay12forums.com/smf/index.php?topic=102730.msg3625079#msg3625079) | A Day of Mourning (http://www.bay12forums.com/smf/index.php?topic=102730.msg3635929#msg3635929) | Splint: A Celestial Event (http://www.bay12forums.com/smf/index.php?topic=102730.msg3654019#msg3654019) | Splint's Journal: Damn Mercs (http://www.bay12forums.com/smf/index.php?topic=102730.msg3683647#msg3683647)
    SoulSlicerJames: SSJ's Journal: I Hate Journals (http://www.bay12forums.com/smf/index.php?topic=102730.msg3558731#msg3558731) | SSJ's Journal: Reudh's Deathwish (http://www.bay12forums.com/smf/index.php?topic=102730.msg3565761#msg3565761) | SSJ's Journal #6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3595811#msg3595811) | Last Will and Testament (http://www.bay12forums.com/smf/index.php?topic=102730.msg3632891#msg3632891)
    AussieEvil: On Erotica and Pipes (http://www.bay12forums.com/smf/index.php?topic=102730.msg3559553#msg3559553) | AussieEvil: Delicious Blood (http://www.bay12forums.com/smf/index.php?topic=102730.msg3575503#msg3575503) | Lab Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3595047#msg3595047) | Bloody Paranoia (http://www.bay12forums.com/smf/index.php?topic=102730.msg3607756#msg3607756)
    Draconik_Sankis: Draconik's Plan (http://www.bay12forums.com/smf/index.php?topic=102730.msg3571037#msg3571037) | Draconik's Creation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3583138#msg3583138) | Draconik's Log: Spearbreakers Screening (http://www.bay12forums.com/smf/index.php?topic=102730.msg3606923#msg3606923) | Draconik's Log: Down the Rabbit Hole (http://www.bay12forums.com/smf/index.php?topic=102730.msg3619900#msg3619900) | Post-combat Log (http://www.bay12forums.com/smf/index.php?topic=102730.msg3670412#msg3670412) | Post-siege notes (http://www.bay12forums.com/smf/index.php?topic=102730.msg3679743#msg3679743)
    Tomio175: Tomio's Journal: Journey Preparations (http://www.bay12forums.com/smf/index.php?topic=102730.msg3585239#msg3585239) | Tomio's Journal: On Spawn Hierarchies (http://www.bay12forums.com/smf/index.php?topic=102730.msg3588100#msg3588100) | Tomio's Journal: At Spearbreakers (http://www.bay12forums.com/smf/index.php?topic=102730.msg3590387#msg3590387) | Tomio's Journal: An Elven Whore (http://www.bay12forums.com/smf/index.php?topic=102730.msg3623278#msg3623278) | Tomio's Video Log (http://www.bay12forums.com/smf/index.php?topic=102730.msg3647572#msg3647572) | From a Dusty Tome (http://www.bay12forums.com/smf/index.php?topic=102730.msg3659343#msg3659343)
    Jack Magnus: On Weapon Naming (http://www.bay12forums.com/smf/index.php?topic=102730.msg3596305#msg3596305) | On Pulling Pranks (http://www.bay12forums.com/smf/index.php?topic=102730.msg3607427#msg3607427)
    Hanslanda: Hans & Urist: Not Dead Yet (http://www.bay12forums.com/smf/index.php?topic=102730.msg3600057#msg3600057) | Urist & Hans: Bloodsnow (http://www.bay12forums.com/smf/index.php?topic=102730.msg3619384#msg3619384)
    Mr Frog: "Spearbreakers The Movie" Trailer idea (http://www.bay12forums.com/smf/index.php?topic=102730.msg3620537#msg3620537) | Mr Frog's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3663154#msg3663154)
    Xahnel and Talvieno: Rose VS Ballpoint (http://www.bay12forums.com/smf/index.php?topic=102730.msg3647279#msg3647279)

Year 209 (Tomio175's reign):
    Reudh: Reudh's Journal: Retirement (http://www.bay12forums.com/smf/index.php?topic=102730.msg3687172#msg3687172) | Reudh's Quest (http://www.bay12forums.com/smf/index.php?topic=102730.msg3760207#msg3760207) | Reudh's Quest, pt 2 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3766810#msg3766810) | Reudh's Quest, pt 3 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3773949#msg3773949) | Reudh's Quest, pt 4 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3790363#msg3790363) | Reudh's Quest, pt 5 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3813947#msg3813947) | Reudh's Quest, pt 6 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3831749#msg3831749) | Reudh's Journal: Tedaz's Story (http://www.bay12forums.com/smf/index.php?topic=102730.msg3931341#msg3931341)
    Lolfail0009: Part One: The Dreamer Awakens (http://www.bay12forums.com/smf/index.php?topic=102730.msg3708207#msg3708207) |Part Two: Secrets and Sergeants (http://www.bay12forums.com/smf/index.php?topic=102730.msg3710022#msg3710022) | Part Three: Conversing with Kyh (http://www.bay12forums.com/smf/index.php?topic=102730.msg3720781#msg3720781) | Part Four: War Council (http://www.bay12forums.com/smf/index.php?topic=102730.msg3860447#msg3860447)
    Draconik_Sankis: Draconik's Video Log (http://www.bay12forums.com/smf/index.php?topic=102730.msg3713233#msg3713233) | Voice Memo (http://www.bay12forums.com/smf/index.php?topic=102730.msg3740022#msg3740022) | Draconik's Log: You Are Not a Fish (http://www.bay12forums.com/smf/index.php?topic=102730.msg3742332#msg3742332) | Draconik's Log: Frost's Report (http://www.bay12forums.com/smf/index.php?topic=102730.msg3834263#msg3834263) | Drac's Logs: Eye of the Storm (http://www.bay12forums.com/smf/index.php?topic=102730.msg3847547#msg3847547)
    Talvieno: V's Journal: Repressed Rage (http://www.bay12forums.com/smf/index.php?topic=102730.msg3724544#msg3724544) | V's Journal: Old Stories (http://www.bay12forums.com/smf/index.php?topic=102730.msg3759123#msg3759123) | V's Journals: Parting Ways (http://www.bay12forums.com/smf/index.php?topic=102730.msg3770903#msg3770903) | From Talvi's Journal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3790584#msg3790584) | Why Spawn Hate Spearbreakers (http://www.bay12forums.com/smf/index.php?topic=102730.msg3799844#msg3799844) | V's Journals: Blood Plains (http://www.bay12forums.com/smf/index.php?topic=102730.msg3836853#msg3836853) | V's Journals: Unexpected Meeting (http://www.bay12forums.com/smf/index.php?topic=102730.msg3841255#msg3841255) | V's Journals: Infiltration (http://www.bay12forums.com/smf/index.php?topic=102730.msg3845625#msg3845625) | V's Journals: Parasol Camp (http://www.bay12forums.com/smf/index.php?topic=102730.msg3850940#msg3850940) | V's Journals: A Plan (http://www.bay12forums.com/smf/index.php?topic=102730.msg3856831#msg3856831) | V's Journals: An Evening Meal (http://www.bay12forums.com/smf/index.php?topic=102730.msg3858475#msg3858475) | V's Journals: Urist (http://www.bay12forums.com/smf/index.php?topic=102730.msg3863879#msg3863879) | V's Journals: Biomech (http://www.bay12forums.com/smf/index.php?topic=102730.msg3866818#msg3866818) | V's Journals: Magic (http://www.bay12forums.com/smf/index.php?topic=102730.msg3871554#msg3871554) | Treatise on Prayer Magic (http://www.bay12forums.com/smf/index.php?topic=102730.msg3874164#msg3874164) | V's Journals: Battle Begins (http://www.bay12forums.com/smf/index.php?topic=102730.msg3876801#msg3876801) | V's Journals: Darkness Descends (http://www.bay12forums.com/smf/index.php?topic=102730.msg3880453#msg3880453) | V's Journals: Desperation (http://www.bay12forums.com/smf/index.php?topic=102730.msg3882214#msg3882214) | V's Journals: Stench of Victory (http://www.bay12forums.com/smf/index.php?topic=102730.msg3887082#msg3887082) | V's Journals: Parasol (http://www.bay12forums.com/smf/index.php?topic=102730.msg3921983#msg3921983) | V's Journals: Shuttlecar Ride (http://www.bay12forums.com/smf/index.php?topic=102730.msg3933997#msg3933997) | V's Journals: A Disaster (http://www.bay12forums.com/smf/index.php?topic=102730.msg3938710#msg3938710) | V's Journals: Kenzon (http://www.bay12forums.com/smf/index.php?topic=102730.msg3953271#msg3953271) | V's Journals: An Ignored Heroine (http://www.bay12forums.com/smf/index.php?topic=102730.msg3963141#msg3963141)
    Splint: The Necromancer (http://www.bay12forums.com/smf/index.php?topic=102730.msg3728195#msg3728195) | "The Abortion" (http://www.bay12forums.com/smf/index.php?topic=102730.msg3771818#msg3771818) | Human Siege (http://www.bay12forums.com/smf/index.php?topic=102730.msg3802761#msg3802761) | On Timewar Vehicles (http://www.bay12forums.com/smf/index.php?topic=102730.msg3841906#msg3841906) | Castor vs Zombie Obok (http://www.bay12forums.com/smf/index.php?topic=102730.msg3865653#msg3865653) | Sewaturet Counterattack (http://www.bay12forums.com/smf/index.php?topic=102730.msg3881093#msg3881093) | Ballpoint Assault (http://www.bay12forums.com/smf/index.php?topic=102730.msg3885347#msg3885347 Ballpoint Assault)
    Terrahex: Diary: Necromancer Tome (http://www.bay12forums.com/smf/index.php?topic=102730.msg3780109#msg3780109) | Diary: Talvi's Cell (http://www.bay12forums.com/smf/index.php?topic=102730.msg3789027#msg3789027) | Diary: Black Magic (http://www.bay12forums.com/smf/index.php?topic=102730.msg3795553#msg3795553) | Rules of Black Magic (http://www.bay12forums.com/smf/index.php?topic=102730.msg3795553#msg3795553) | Diary: Fischer (http://www.bay12forums.com/smf/index.php?topic=102730.msg3798070#msg3798070) | Diary: Into the Caverns (http://www.bay12forums.com/smf/index.php?topic=102730.msg3807636#msg3807636) | Diary: Ugeth (http://www.bay12forums.com/smf/index.php?topic=102730.msg3825623#msg3825623) | Diary: Trying to Escape (http://www.bay12forums.com/smf/index.php?topic=102730.msg3857676#msg3857676) | Diary: The Hospital (http://www.bay12forums.com/smf/index.php?topic=102730.msg3862907#msg3862907) | Diary: Dwarven Mage (http://www.bay12forums.com/smf/index.php?topic=102730.msg3885520#msg3885520)
    Tomio: Journal, pt X (http://www.bay12forums.com/smf/index.php?topic=102730.msg3811941#msg3811941) | Journal: Leaving for Real (http://www.bay12forums.com/smf/index.php?topic=102730.msg3837136#msg3837136) | Journal: An Enemy Camp (http://www.bay12forums.com/smf/index.php?topic=102730.msg3840333#msg3840333) | Journal: Abomination (http://www.bay12forums.com/smf/index.php?topic=102730.msg3843129#msg3843129) | Spawn can Write (http://www.bay12forums.com/smf/index.php?topic=102730.msg3871901#msg3871901) | Catten's Journal: Death is Bread (http://www.bay12forums.com/smf/index.php?topic=102730.msg3887335#msg3887335) | Catten's Journal: Reinstatement (http://www.bay12forums.com/smf/index.php?topic=102730.msg3929900#msg3929900)
    Hanslanda: Urist & Hans: Mountainhome (http://www.bay12forums.com/smf/index.php?topic=102730.msg3818805#msg3818805)
    Aseaheru: The Wall of All (http://www.bay12forums.com/smf/index.php?topic=102730.msg3837490#msg3837490)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 10:43:25 am
Excellent story post, talvieno. I've been wondering, have you just given up writing for dorf!Talvi? It's been a while since i've seen a journal entry for her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 10:44:49 am
She seems to have her viewpoints given on other things in the stories that have been written. Either that or he just hasn't thought to. Besides, Talvi's speech patterns must be annoying to replicate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 10:50:06 am
Naw, why write that way unless you enjoyed doing so?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 01:24:24 pm
@Xahnel:

One's a pre-existing background conceit that persists throughout the story, the other is logic temporarily being suspended so that a character can do something cool. I can justify one, but not the other. That is the difference.

@PBT:

I approve of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 01:38:30 pm
Yes, Mr Frog, i've already given up and stopped talking about it.
Anything you've thought up regarding the experiment itself? Such as why they dumped her in a different universe? How they would track her to check the progress? Why they chose the same universe for both her and the Spearbreakers experiment?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 01:41:56 pm
for that third one, clearly in case things go south. They won't need to bother with clean up as chances are, the spawn will destroy the subject and incidently anything else in the area.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 01:44:20 pm
Naw, why write that way unless you enjoyed doing so?

Because it is more entertaining that way. Half the fun in writing is wondering what other people were thinking when they read it. At least for me it is. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 01:47:32 pm
@hans: that's what i was saying.
@splint: wouldn't make sense, as Rose was a child, and is now an adult. The kidnapping would have happened years ago, before the final phases of the HS2 experiment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 01:58:49 pm
If observing long term effects on a subject it does make sense. If she's simply no longer useful, but her attachment to another expieriment may be a hinderence to the company, then they could have just dumped her where they'd be most apt to be destroyed, and her traveling to a hellscape of hypercompetant overseers with bad luck simply magnifies the likely hood the old test subject would be destroyed.

But I'm also in a sort of scatter brained state so alot of what I say right now is of dubious sense at best.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:22:30 pm
Spoiler: WALL OF TEXT INCOMING (click to show/hide)

E: The general point of the tests would have been to see if weaponization was viable; could one infect an operative or soldier with a neo so that the neo's abilities could be utilized?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:34:29 pm
Hmm... I like it, Mr Frog. And what would be dorf!Frog's involvment in the testing? How long would testing take? Did disposal of the children begin according to plan, or was it hurried and panicked because the authorities were closing in?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:42:18 pm
Mr Frog probably wasn't involved with the abductions, but likely personally oversaw each and every test.

Testing was concluded in a few months, with each subject being held for testing for several weeks. Authorities were likely suspicious, but no links to Ballpoint were drawn.

Incidentally, they couldn't have mindwiped any of the neos, as it isn't even really clear how they even store or process data. I don't think they'd really be smart enough to understand what was going on or explain their mindwiped hosts' state to them, but Halen would definitely recognize Mr Frog as a Bad Thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:48:29 pm
Actually, halen would be unsure of whether Mr Frog is good or bad, as he would have to weigh "this is the guy who brought me and rose together" against "he made us do odd things in a little metal room".

You overestimate Halen's ability to think laterally.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 02:50:56 pm
I'd say oddly familiar looking fellow in a lab coat would be a bit of a red flag for him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 02:58:00 pm
Again, halen isn't intelligent. He'll be curious, and attempt to get Rose to spend time around Mr Frog, so he can figure out "who is this guy and why does he feel familiar?"
Once Rose explains her being a guard to him in small words, he'll begin the glacial process of figuring out how to get her to volunteer to protect the fort's Designated Smart Guy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 30, 2012, 02:59:26 pm
Actually, halen would be unsure of whether Mr Frog is good or bad, as he would have to weigh "this is the guy who brought me and rose together" against "he made us do odd things in a little metal room".

You overestimate Halen's ability to think laterally.

Urp. Point conceded, marginal level of respect gained.

@Splint:

True, but I don't think Halen has that kind of critical thinking ability, and as X pointed out, he'd probably wouldn't really think of Frog as good or bad. He'd probably just me all "Eh? Halen see funny man before. Funny man give Halen Rose, watch Halen in big hard box with nasty lights. Funny man older now, suit dirtier." Maybe if he's smart enough to examine things critically and question them, he'd add: "Why funny man here? Funny man live in high-up room with nasty lights and funny words on funny screens."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 03:08:47 pm
I only presented that  because it can be fatal to underestimate something that is considered stupid.

I've learned this the hard way many many times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 03:21:45 pm
Judging halen's strength by his intelligence is a fatal mistake, yes, because it isn't his intellect you are contending with, it's Rose. And she understands Halen's strengths well enough to use them very effectively. Plus their connection allows him to instantly react to what she wants. On his own, he's lost and confused, but paired with Rose he's a deadly (and  self correcting) weapon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 03:40:20 pm
I only presented that  because it can be fatal to underestimate something that is considered stupid.

I've learned this the hard way many many times.


As has everyone ever in the Aliens universe. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 04:00:32 pm
Also the people in Tremors 1-4
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on July 30, 2012, 04:24:39 pm
And any advanced aliens that go toe to toe with humanity.

Draconik's Discovery
Spoiler (click to show/hide)

HS-2 Test Result
Spoiler (click to show/hide)

and now time for work
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 30, 2012, 05:58:14 pm
An unremarkable looking man lay, head on his desk in his office. He was absolutly exhausted getting things organized properly to finish construction of his trump card, if his city were to come under threat from forces too great for the self-defense army to hold back. He was starting to doze when his monitor began to blink -INCOMING TRANSMISSION- accompanied by a ringing noise. "For the love of... Recieve transmission." The man said with great annoyance. Another man appeared on the other  end, wearing overly ornate, blood stained armor. The man looked like a giant by human standards, even in a sitting position his upper body barely fitting onto the screen. "What is it Onager. I'm not in the mood to do anything when you get back if you want to go on a celebratory pub crawl." The other man laughed in a gravely rumbling voice. "Nah man, this isn't a personal call. All business." He said, grabbing some cloth from offscreen. "What is it then?" the man at the desk said, lack of sleep evident in his speaking and bearing. "Well, we got some insurrectionist activity in the countryside..." Onager said absent-mindedly while wiping something clean of blood. "A few Equus, humans, and a dwarf. Pretty well kitted out." The desk man yawned before replying with a simple "And?" "And it isn't.... Well, we may have a small problem Splint." Onager said, lifting a ballistic armor plate that had three holes punched in it, from a pick by the looks of it. It was a red-black camoflauge, nothing unremarkable except for one of the pauldrons. It was a symbol many of The Global Coalition nations knew too well.

It had been croping up among bandits, rebels, and assassins for some time now. Those few taken alive only said they got it from someone or something called "Eris." It was indeed worrying who this "Eris" was, but most nations had simply dismissed it as one of the upstart companies seeking to try and edge out Ballpoint Tech and Stone INC in the personal armor market, as three member nations of the Coalition sported the similar model of armor. "Looks like The Agency was right on thier tactics if it was them. Gear not so much. Looks like they only sold these fools a few weapons." Onager continued, throwing the still mostly blood covered armor behind him. "We got a fix on this cell's HQ,* so I was just calling to see if I could grab 1st and 2nd platoons 2nd Company and flatten them." "Of course, Just be quick about it. I don't want you guys out there any longer than you need to be." Splint responded. "Yeah yeah, no heroics, no stupid risks, no blind charges at emplaced guns." Onager said. Splint knew the bull headed fool wouldn't listen. He was an assault trooper anyway, so he was sort of required to run in the direction of people trying to kill him.
"Thanks boss man. Can you have'em gear up before we get back? I wanna get this done before happy hour." Onager asked, wiping some blood off his dented and pock-marked armor. "No problem. See you when you get back." Splint said as he clicked off the call.

He pushed back a panel on his desk, revealing an antquated PA system set up, switches marked with the 40 company barracks, R&D, and other vital installations of the city, and flipped the switch to the 2nd company barracks. He grabbed a rather old looking mic and spoke in "1st and 2nd platoons, 2nd Rapid Response Company, gear up and prepare for deployment. Captain geysiege has requested you for a raiding op." He clicked off the PA and set the mic back in the panel, then closed it. He looked at the time, 6:30 pm. He should have been home by now....

Splint stepped out into the cool air of early autumn with a sigh. streets still packed vehicles and creatures of all kinds: Elves, Sythod, Goblins, Dwarves, Humans, Ponies, Manamaids, Bactarians, Mountain Barbarians.... Frankly the city was one giant godsforsaken melting pot. It led to alot of racially motivated and general crime, but proportionally speaking, Sewaturet was one of the safest cities in the world. Splint set down the sidewalk at a steady walk. While he knew his family always got antsy when he wasn't home on time (specifically his daughter)  but he was in no hurry. As he approched a main road he saw the small attack craft ferrying the ordered soldiers fly past. He waved at the soldiers on the passanger skids and kept walking. This city was the best he'd ever forged, but he knew it would crumble eventually. He just feared that "eventually" was close at hand.

---

The above is introducing my Dwarf's namesake, the Global Coalition's capital city, and figuring on a way to have Eris participate in the large scale battle I had initially planned, though largely indirectly. And now for notes.

Splint: He's a figure of legend among many different worlds, and in most places, eh is known only as "The Overseer." He is a genius of logistics and administration, and due to death being no obstacle, he has become quite a fierce warrior as well. Still his main trait  known in legend is bringing nations to greatness. Many who wish to lead assume the name in honor of this legend, though few could hope to match him. Dorf!Splint is an example of this.

What he is: He is based partially upon myself and is in essence, a DF player. in logic, he was plucked from his world by Armok himself to serve as a "Jester," as are countless others. He has yet to be retired, with Sewaturet his latest success. The dwarves of Spearbreakers, like many others across the world, are named for the Jesters of Armok. However, among themselves they tend to be called Forumites (A reference to If Bay12 were a Mountainhall.) They all posses the power to respawn, and don't age past thier mid to late 20s, unless Armok grants them mercy (returning them to mortal status, where they resume normal aging and if they die, stay dead) rendering them functionally immortal and allowing them to become fierce warriors and logistic and orginizational geniuses. Some are seen as heroes and gods, others as cruel despots or demons. many simply call these legends "Watchers." This probably as close to 4th wall breaking as I've ever come.

Insurrection: Anything can and will  have militants opposed to it eventually, for whatever fucktarded reason. They're my way to allow Eris to fight in the siege indirectly: By provoking rebel factions to unify and attack the city. Often the only proof of thier involvment with these groups is armor that hadn't had the emblem filed off. Effectivly Eris shakes up smaller nations and militant groups to fight wars for them. The Cell in question here is just a random faction that is a pawn of Joseph's. and thus more expendable than dwarven children.

The Agency: A strange assassination and intelligence group working for The Global Coaliton. They can get information on damn near anyone. And if they can get information on you, they can kill you. Where they operate out of, and what or who they are is unknown, as they communicate only through thier assassins or encrypted text.  They're a major player in the background.

* Since Talvieno was confused on that, I figure other might be as well. The cell in question is, as already noted, a throw away rebel group. Joseph is manipulating various belligerent nations not in the coalition and numerous rebelious elements around Sewaturet to fight an open war without actually being tangibly linked, with Eris at worst being considered some upstart arms company that has no ethics regarding who they sell equipment to. This works, as many countries use copies of the armor he uses for his own small "army" or variations of it, and many rebel groups and smaller nations have an emblem similar to his own.

Essentially he has an entire war machine he can employ so long as he can keep those groups on his side and functioning, with other countries not being any the wiser. Joseph is also one of the few entities The Agency can't dig anything up on, further enhancing his seemingly all knowing status. Sorry if it sucks, but I wanted to update the timewar a little bit. And Mr Frog, I'll have to ask you stay your scathing remarks and keep them to yourself, as I wanted to put up something functionally relevant (my will to play DF dropped this afternoon following a hissy fit on my dad's part,) to the timewar plot.

If I need to explain anything more clearly just ask however.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 30, 2012, 08:22:57 pm
you people.......
....
....
..............
im speechless........
....
...
.....
..
......
WOW>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 30, 2012, 08:28:59 pm
Wat?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 08:29:47 pm
Wat?


I think you meant:

...wut.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 30, 2012, 08:30:24 pm
you people write pure distiled awsomeness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 30, 2012, 08:33:13 pm
Nah, pure distilled awesomeness causes your monitor to explode into a guitar solo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 30, 2012, 08:44:54 pm
i dont know, mines pretty old....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 12:18:43 am
So, splint, you feeling any better?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 12:50:55 am
Iohanne est valde periculosus
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 01:32:48 am
Apparently, it's a good idea for me to share what I'm working on, so here's some random background details about Eris and a couple other things for everyone to disagree with (since I've been doing a very shitty job of communicating these thus far):

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 01:57:18 am
Would that make Rose a gnome too, since they are (supposedly, since it's still kimda in the air) from the same world, or would she be something else?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 02:11:07 am
I'm actually getting tired of micromanaging everyone (I'm as shocked as anyone about this), so make her whatever the hell you want as long as it isn't ridiculous or hax (though making her a gnome would be a lot tidier). I would prefer you not make her half-anything, though, as that's actually one of my pet peeves (and Armok forbid anyone do anything that I find annoying, amirite :-\).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 02:21:55 am
Holy crap, seriously? O_o;

Um... Well, half people wouldn't work in a high tech low magic world anyways, as it requires some manner of outside help. Worlds with magic have The Power of Love Trumps All. Worlds like Ballpoint's would be more Genetic Engineering is a Crap Shoot, and who knows how many tries it would take to get it right? So, I'll probably figure out what she is later...

EDIT: I really must thank TV Tropes for making my life easier. Things i would take large amounts of time trying to describe can now be Troped, and damn near everyone gets it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 02:30:48 am
If we go with relative, she'd be a (from what I can tell) above average in height gnome. Expieriment, a below average in height human. Just flip a coin and pick (cause those two seem to be the most accepted/acceptable for the purposes here.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 02:34:40 am
Mr Frog would experiment on his own relatives? Um... Wow... Even for him... That's dark...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 02:37:09 am
In this case if it wouldn't be lethal or could be stopped before getting to that point, I'd say he would. In this case it seems it was a largly benign expieriment since no-one was killed by the sound of things.

Alternativly, since he doesn't (seem to) know the vast majority of his family very well, it could simply be he didn't know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 02:43:24 am
I need time to think about it, and awesome  music to think to... I'm not gonna decide until I'm ready.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 02:45:24 am
@X:

I don't like your deliberate use of tropes. And that's the most I'll say on the matter.


Frog probably would experiment on his relatives. Until very recently, nothing was really sacred to him. I would like to step away from him being related, though, as I don't think it's really necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 02:55:15 am
I just use them as descriptors to save time typing on this teeny keyboard, with this teeny screen...

Being related is stepped away from, but i'm still gonna think on what she is. Now, it's four am, and i need to sleep. Night, guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 31, 2012, 09:39:53 am
Naw, why write that way unless you enjoyed doing so?

Because it is more entertaining that way. Half the fun in writing is wondering what other people were thinking when they read it. At least for me it is. :P
Like Hanslanda said, it's for other people's entertainment. :P That's part of why I like feedback... I like to know what people think of it, or what their thoughts are. Talvi's supposed to be hilariously redneck, laughably stupid, and at the same time she's supposed to think she's as intelligent as anyone else. It's not the easiest combination to write about, but people seem to like her character.

The real reason I've stopped writing Talvi's entries is because I'm too wrapped up in the Vanya story... If you'd like to see more of Talvi, I could write some of that instead. :P


@Mr Frog: Xahnel is just using the tropes to describe things, and doing a damn fine job of it, too, I might add. It's like saying "chagrin" instead of "that unhappy, stressed-out feeling you get that really stinks, and usually happens after you've failed at what you've been trying to do, or you were humiliated by somebody".
It just makes more sense. :P In a way it almost makes me wish I was more into TVTropes, as I see how useful they can be now... (though I recently edited the tvtropes Spearbreakers pages to add a few more, after losing myself in there for a few hours. I blame you guys. :P)


Spent the morning replying to PMs - I'll read the more recent posts when I get a chance, and get them put up.


@Splint: When's the next update coming?

edit: btw, I change my vote from Iron to Gold. Should be possible if you smelt the gold into bars first.
edit2: thanks for the feedback, Splint, Xahnel. :) Glad you guys like it.

On an unrelated note - just while it's on my mind again - we have a LOT fewer nominated posts than we do quotes... Anybody want to help remedy that, or should we just leave it as it is? I was using the decorations to spotlight our best work, to try to get passersby hooked. They're more likely to click on a decorated post than an undecorated one, in my opinion.
If it's the general consensus, I could remove the decorations altogether, but I'm kind of against that, largely for the reason stated above...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 12:05:16 pm
I need a breather from the succession, and I have work I lazed about doing. Currently mid spawn ambush with the spikewalk in overdrive. So long as none of the civivies who were working on our masterwork "fuck you" fist try to regain entry through there no-one has to die! Hell, Hakah, one of the Axelords, got off lucky when he got bit and just got a nasty bruise and a broken arm.

I kid you not, his idea of a minor injury is a potentially crippling, and in our hospital's habits, fatal injury.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 31, 2012, 02:42:15 pm
Hakah is lucky. Very lucky.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 02:45:10 pm
It was made awesome by the fact his response to having his arm broken, getting his face chewed on and losing his favorite steel axe was to use his spoilerite one to cut the offending spawn in half.

Thankfully the bite only resulted in nasty bruisng.

E: for a missing detail.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 02:48:43 pm
@Talvi, X:

I guess I'm just used to TVTropes's userbase throwing tropes around as though they're functional prefabricated plot elements and that all one needs to make a good story is string a bunch of tropes together (for the record, I very firmly believe that this is not the case; if you try to write a story like that, it'll just dissolve into a contrived mess where things happen just to fit tropes and nothing makes sense) :( I got a little rabid, I admit.

So, for future reference, using tropes as descriptors: Mr Frog tolerates (and if I renege on this, feel free to bite back); trying to construct a functioning plot out of tropes: Mr Frog bites. But for your own good. (Unless it's a genre satire, in which case the point is to criticize other works, and skewering careless use of tropes is often part of that.) And like I said, I'm trying to stop being such a wet blanket -- because I honestly doubt anyone but me is enjoying it -- so I'll probably just silently facepalm.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 02:53:38 pm
I don't write stories for the tropes, Mr Frog. I don't know enough tropes to even attempt that, plus it would be distastefully lazy on my part, and if there is one thing i will not be lazy about, it's my writing and art.

There is a very good reason "instant awesome, just add tropes" isn't a thing.

EDIT: Splint, is there a way to zigzag the spike walk? That way there is more spike covered walk way to traverse?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 02:56:05 pm
i just find the examples funny for the tropes (some of them prompted me to look shit up.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 02:56:40 pm
@X:

I understand that and apologize for implying that you did. I was the one with a problem, not you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:00:11 pm
Anyone got a good story to help pass the time?

And I forgot to mention this, but I personallylike the decoration thing. Made me feel accomplished. The only reason no-one does it most of the time is we don't wanna recommend our own stuff for a commendation :P

Could just put a note or something in the story section regarding it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 03:03:44 pm
Apology accepted.

Spoiler (click to show/hide)

I could try writing a Halen post, but it would take forever and waiting for it would only make time pass slower. I did post my cell number a while back, so if you wanna chat, that's still up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:04:26 pm
Didn't think to copy it down to be honest. Thought about it though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 03:06:20 pm
Lol, then go find it. It's somplace in the... 220's, i believe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 31, 2012, 03:32:11 pm
Lol, then go find it. It's somplace in the... 220's, i believe.
So... about two days ago, then?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:33:39 pm
And the great Talvieno lives! At a time besides the mornings.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 31, 2012, 03:38:25 pm
Lol, for now. :) Did you say that Hakah got bitten? You didn't save afterwards, did you? (I'm already 99% sure you did.) If so, quarantine him with some food and a barrel of beer... He's likely to turn, if you remember that bug Mr Frog found.

(yay, I'm "great" now. :D )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:43:17 pm
What bug? It only caused bruising. As I recail the skin needed to be torn for the infection to spread, something Ashsaber, Softa, and Stova learned the hard way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 31, 2012, 03:49:40 pm
The bug where interactions with less than a 100% chance of occurring have a 100% chance of occurring after you save, quit and reload.

And I missed the part where he was only bruised. I thought it bit his arm off. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:54:55 pm
Got clawed in the arm, bit in the face, and proceeded to bisect the offender.
I gotta say he's a badass though for it.

Also, since I suck at editing TVTropes, would anyone like to add the follwoing:

Conditioned to Accept Horror: Look at where they live and what they fight and what the fortress mascots are (hint hint, locked in containment cells) and ask yourself how the hell has the population not commited suicide.

additional to Colonel Badass: Fischer wasn't (or shouldn't have been. If she was I don't want to know., as she didn't need it) Dangerroom trained so that makes her more badass by default. Plus she faced off against a group of spawn alone and lived, along with nearly drowning in the same instance. She has since become this game's Superdorf.

Running gag: Mugs. Mugs everywhere. For no good reason. They're just FUCKING EVERYWHERE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 03:57:20 pm
Talvieno! I need a tavli-ism for my next rose journal. Context: rose is talking to her about the odd history, trying to find out more about what's happened to the fort in the past.

Guess what i just ate: plain oatmeal with a heap of sugar and a double serving of ramen. Gourmet, amirite?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 03:58:50 pm
Oh yes. Quite. Keep it to a minimum bro.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 04:18:25 pm
Splint, what is rose's personality sheet? Specifically, what does she love?
WARNING: OFF TOPIC
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 04:21:48 pm
Thank you. I'll dredge up your number and send you a text, because I really CANNOT play anything today cause I procrastinated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 07:01:11 pm
Iohanne fergit furor
Spoiler (click to show/hide)



I don't think anyone has checked it out, but I wrote the titles for Iohanne's story in Latin, the coolest language on Earth. Just thought I'd throw that out there. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 07:48:19 pm
I wonder what the Romans thought the coolest language on Earth was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 07:50:04 pm
Probably Latin. Or Greek. either or, they were the most common two if memory serves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 31, 2012, 08:10:21 pm
not whatever the Chinese spoke then?
or the Egyptians?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 08:13:20 pm
The chinses spoke chinese. The ehyptians spoke whatever ancient egyptian consisted of.

But when you basically beat the shit out of the known world, you'll feel your language is the best.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 31, 2012, 08:15:45 pm
yes, i guess thats why we like only teaching english in america. even when our closest rivals speak french we dont teach it. or Mandarin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 08:18:01 pm
There's three languages I'd like to learn for the hell of it, and one for possible business utility

Russian
German
Japanese
Chinese

ANYWAY I'd just like to apologize again for the lack of updates. I've been up 24 hours now and am fighting to stay away now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on July 31, 2012, 08:27:31 pm
Regardless of the reasoning behind it, Splint, I don't think anyone minds. Just the fact that you're still posting and talking to us tells us that you're still around, and picking away at it when you get the opportunity/urge to do so.

Besides, I doubt any of us can really set aside X amount of time for one specific game, every day - more so since it's DF (and your last update said something about a Spawn ambush on top of that) :p

Just take your time. I'm sure the rest of us will amuse ourselves in the meantime.

That being said, back to Minecraft for a bit. Started playing a mod I haven't used in quite a while - TerrafirmaCraft. Actually inspired by Dwarf Fortress, and I can see the resemblance in the increase in difficulty alone >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on July 31, 2012, 08:30:40 pm
Talvieno! I need a tavli-ism for my next rose journal. Context: rose is talking to her about the odd history, trying to find out more about what's happened to the fort in the past.
Talvi-ism, eh? So now there's an official name for it? Sweet.
And context doesn't matter, honestly. :P Just throw in some nonsensical phrases that sound like they almost might have a meaning to them, and are obviously supposed to sound like proverbs of some type:
Quote
The birds in the sky may call their home the nest, but what is the sky to a peach tree?
If you want to run it by me before you post it, go right ahead.   (edit: be careful not to overdo it - if it's a short-ish conversation, you'll probably only need one.)

@Hanslanda: I noticed. :D Nomen Erat Iohannes means something akin to "my name is John," if I remember right... Haven't read the title of the middle one, and I have no clue what "fergit" could be. Furor was either anger or madness, can't remember which.

I wonder what the Romans thought the coolest language on Earth was.
I love how often this thread derails, and how everybody just goes along with it. Epic lulz to be had when it's Mr Frog doing it.
Closest rivals speak French?? And Chinese? The romans didn't even know China existed.    edit: Looked it up, I was wrong about the Romans. :-\ Huh. +1 to you.
I'd say Ancient Egyptian sounds like the most likely candidate.




Drat, ninja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 08:33:36 pm
Indeed. The messed up part is we often go right back on the rails the second a proper update is posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 31, 2012, 08:35:03 pm
no, to the usa.
and i also meant neighboring nations.

and the romans did. its documented.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 08:41:18 pm
There's Ancient Roman pottery made from American clay somewhere in South America I believe. I'll find the article, but it definitely suggests that the Romans were a bit more aware of the Americas than was believed.

Also, @Talvieno:
Nomen erat Iohanne: Name is John or my name is John, or whatever. I think the translator used an infinitive verb. ::)
Iohanne valde periculosus: John is very dangerous
Iohanne fergit furor: John faces madness
Although, I liked the name Iohanne better cuz it looks fancy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 31, 2012, 08:48:42 pm
well, evidence shows that the Mayans were heavily into using the sea.
and that Indonesians came from south america.
and that the Chinese were ALL over the pacific.
shall i go on?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 08:52:28 pm
I recall watching something that had evidence of The Vikings, Chinese and Jomon (I wanna say proto-japanese for some reason) all reaching the americas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on July 31, 2012, 08:56:35 pm
well, ive seen evidence of vikings in upstate NY: ie, there trade goods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on July 31, 2012, 09:02:07 pm
Chinise have documentation from the guy in charge of the fleet.

They found pottery in south america consistant with jomon handiwork/style and it isn't really seen anywhere else besides Japan.

Besides that I have a tendedncy to look things up when i get bored. I foten find out things for no good reason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 09:27:28 pm
Here i am innocently raging as Dungeon Keeper 2 crashes, and i decide to refresh the thread. What do i find but a train wreck because of just how many rails you guys have jumped. For shame.

-Hypocrisy-

Yes, it has a name, Talvieno, but i'm not good at total randomness in speaking. I can't make up "proverbs" without two days of thinking and serious dictionary crawling. Just easier to ask the source.

 I find it deliciously ironic that Mr Frog is the derailer this time.

"We're teaching him English, because no other language kicks ass. That's what this is. English 101, remedial kickass."
-Tucker, Red vs. Blue
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 10:43:54 pm
Si j'avais su que les langues sont s'intéressante à vous, je n'aurais pas le mentionner...

Mais, pendant que nous sommes parler de lui, je crois que nous pouvons admettre que le français est le meilleur, oui? :)

...Zut! Comment-aurait on dire « trololol » en français?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 10:47:37 pm
Si j'avais su que les langues sont s'intéressante à vous, je n'aurais pas le mentionner...

Mais, pendant que nous sommes parler de ça, je crois que nous pouvons admettre que le français est le meilleur, oui? :)

...Zut! Comment-aurait on dire « trololol » en français?


Je ne parle pas en francais, parle en anglais si'l vous plait. 

Something about not mentioning many interesting languages. Then, but... something something they speak... something something... I believe that they admitted that french is the ... ? best?, yes?
You are trolling us in french... Is that what you said? I'm very rusty and I never knew much,
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 11:01:24 pm
Wait... Me horribly derailing the thread and proceeding to post an incoherent reply that nobody understands? Xahnel calling everyone out on said horrible derail? Aseaheru holding an extended coherent discussion?

Gentlemen, the End Times have arrived.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 11:03:02 pm
Wait... Me horribly derailing the thread and proceeding to post an incoherent reply that nobody understands? Xahnel calling everyone out on said horrible derail? Aseaheru holding an extended coherent discussion?

Gentlemen, the End Times have arrived.


... I am so excited. :D
Guys, get the railshotguns! Grab your torches, food, and head to the shelters! Let's hope it's zombies! THIS IS GONNA BE AWESOME!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 31, 2012, 11:05:31 pm
Its not the endtime until I start ranting about kobolds and say something productive. Sorry boys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 11:08:02 pm
Its not the endtime until I start ranting about kobolds and say something productive. Sorry boys.


Corai said sorry. End times are SO ON.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on July 31, 2012, 11:09:17 pm
No. NO. I refuse to believe that I just derailed the thread twice.



WHYEEEEEEEE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on July 31, 2012, 11:10:10 pm
No. NO. I refuse to believe that I just derailed the thread twice.



WHYEEEEEEEE


In a row. Without doing anything productive.
:D
We're so proud of you. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on July 31, 2012, 11:15:19 pm
No. NO. I refuse to believe that I just derailed the thread twice.



WHYEEEEEEEE


In a row. Without doing anything productive.
:D
We're so proud of you. :P

QUICK! Turn this into a derail too!

TURN EVERYTHING MR. FROG SAIDS INTO A DERAIL!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on July 31, 2012, 11:16:27 pm
I just haven't been posting due to lack of on-topic things to say myself.

On the coolest language derail however, I feel the need to point that by the Romans came around, the language used in Egypt would have been Greek.  You know, due to having been conquered by some small-time Macedonian king named Alexander?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on July 31, 2012, 11:35:59 pm
You didn't derail twice, this is the same offroad trip. We haven't gotten back on the wagon yet. You have just seemingly lost your standards. So, who are you, and what have you done with the real Mr Frog?
As for the french trolling, as Caboose says, "Tuckerdidit."
And just because...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 01, 2012, 02:35:17 am
I'm the real Mr Frog, as far as I can tell. There was simply a massive disturbance in the Force or something that caused the fabric of reality to unwind a little, but I got it fixed now (it's amazing what one can do with enough duct tape).

That said, can we please try to steer back towards semi-on-topic now? soulslicer had to rerail a derail that had been itself derailed. Our ADD has gone recursive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 01, 2012, 02:45:46 am
We derailed the thread, got derailed fromt hat derail, then we rerailed onto the first derail.


Saying it now, the next derail must be either ponies or a rerail onto Spearbreakers. I am voting for a rerail, because I would rather not be filleted by Mr. Frog.



Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 01, 2012, 05:26:25 am
I vote rerail. Pony related derails always end in a thread being locked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 05:32:15 am
Obvious joke was obvious. Ponies have become involved in the timewar as a joke, and so cannot be expunged.

I should be done with my work today, and after a breather from mind raping/ rage inducing content, I'll continue my turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 01, 2012, 06:29:43 am
well yeah the ability to use 2 weapons was the reason they each got assigned, well 2 :-)

on reading the desription this comes to mind:

(http://static.tvtropes.org/pmwiki/pub/images/skillvgear2r_7072.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 06:30:34 am
Can't even see that man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 01, 2012, 06:36:07 am
Obvious joke was obvious. Ponies have become involved in the timewar as a joke, and so cannot be expunged.
Unless you discount jokes... :D

I also vote rerail. Ponies in Spearbreakers thread must be avoided at all costs. Let's talk about cavies instead.

Spoiler: rerail derail (click to show/hide)

Looking forwards to your next update, Splint.


EDIT: Oh, and PBT - I noticed a lot of dwarves had chosen a crossbow for their secondary weapon. If a dwarf picks up a crossbow at all, it becomes pretty much the only weapon they ever use, as far as I've seen. Not good for melee troops.
I can't see the pic either. :( But I fixed it so it could be seen.
(http://tvtropes.org/pmwiki/pub/images/skillvgear2r_7072.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 06:40:04 am
Why can I not see it....

Also: It's too late; The Corruption has spread and  it can only be stopped.... well by nothing. But hey, it isn't n overridding thing and is more like the timewar's running gag, and even then they've only been mentioned what, three times ina giant convoluted mess? (they seem to be the most unserious thing ever in the whole damn mess period, excluding The Master's madness and Draignean as Zap Brannidorf.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 01, 2012, 07:07:13 am
Hrm... Let's try to keep them at Eris anyway. I won't be very happy if I'm forced to write about them at some point.  :-\

And I thought The Master's madness was a very serious thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 07:13:24 am
It didn't get serious until he tried to kill people.

And I include them as a demographic in Sewaturet beause of it's status as a major city (plus there's Sythod and Manamaids, so I figured "Why the fuck not.") You don't need to write them if you don't want to. Any that become narrativly important will likely be of my own fault anyway, and thus you need not concern your own writings with them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 01, 2012, 07:50:08 am
That said, can we please try to steer back towards semi-on-topic now? soulslicer had to rerail a derail that had been itself derailed. Our ADD has gone recursive.

My problem is that I just see something incorrect and I feel the need to correct it.  On rerailing however, I too agree on getting everything back on topic, with lasers if necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 01, 2012, 08:09:16 am
Quote
with lasers if necessary.
Lasers have derailed this thread once already, so let's use something else.


How are you planning to build that giant birdie, Splint?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 08:12:37 am
By liberal application of metal bars and making the hand proper hollow (but with support beams). I've also decided to add a giant gold plat on the back of the hand to represent where an Angry Face would be.

I won't be able to do it exact with the time I have, but it'll be a good enough useless monument. And a giant symbol of defiance. And where the hell was I during the laser derail?

EDIT: Poll locked, I'll be using a combination of Iron and gold for the exterior, iron for the interior support beams, and copper for the interior flooring. I am also going to make red glass available if at all possible for the sequel, as I am going to make glass windows where they eyes of the angry face would be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 01, 2012, 08:19:22 am
Glad you're using bars this time instead of raw material. :) Should go faster... Are you turning it into a watchtower like we suggested, by any chance? Also, where are you going to build it? I don't think "exact" matters, just so long as we have our giant finger. If my turn rolls around again before the fortress dies, I want to add a skeletal hand stretching out of the ground, like a corpse clawing its way out of a grave... Or somebody could do that for me to make sure it gets done.


Laser derail was 10 pages back. I went science police on Aseaheru. (http://www.bay12forums.com/smf/index.php?topic=102730.msg3486423#msg3486423)


edit: Ninja'd by an edit. I don't think that's ever happened before.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 08:24:26 am
The reason I used raw stone is there is literally to damn much of it and the sheer volume o different stone makes using specific materials take too long. i had to use raw shale for the walls simply because waiting for enough blocks would take too long, and I wanna finish my projects before my turn ends. Plus block roads look too floory to be outside.

And once the Spawn are beaten back I can apply the silver ones to make a hand sticking out of the blood plain if you like. I can just assign blacksmithing to random dorfs and have them do it.

Also, 1st squad is to remain permanently active and training, as is 2nd. 2nd is posted in the iron barracks outside and 1st by the depot.

The Fist of RAEG is probably going to be turned into a small eatery by whoever the best chef in the fort is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 01, 2012, 08:51:25 am
Am I the only one who likes block roads? :-\ I think they look awesome, and really official/grandiose. I usually build huge outdoor courtyards with them at some point during my fortress's life. Preferably with multiple-z pillars and a roof with plants growing on top from purposefully-spilled mud. Kind of like a "hanging gardens" sort of thing. In my opinion, it just doesn't look as good with ~~ squiggles. I like the + +'s better. I'd be likely to tear up your roads and replace them. :P

Sure, a hand out of the blood plain would be awesome. It'd depend on how big you were planning to make it, though... I suppose you could do it with just a few z's, if you were making it largely horizontal to the ground, forming a roof held up by the arm and clawing fingers. Then again, you're more than halfway through your turn, if I understand right - I doubt you'd have time. :P Just focus on the birdie.

An eatery in the "eff you" sign? Hrm... I suppose that can be re-purposed, same as everything else. ;) Who's the best chef, anyway?

That reminds me. Set all tallow to not be cooked! Last I looked, we have NO SOAP. Soap is essential for keeping papercuts from killing dwarves. Aside from neglect, that's probably part of what's killing people off. Dirty dwarves get infections easier, and we've got blood raining from the sky.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 08:54:37 am
I was just going to keep it to 1-2 z's if I do do it, with some of the fingers buried in the ground and ramp up where the wrist would be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 01, 2012, 09:16:06 am
Aside from neglect, that's probably part of what's killing people off. Dirty dwarves get infections easier, and we've got blood raining from the sky.

HIV? Damn....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 09:20:24 am
Seems to have been staved off thusfar. And as long as there aren't any open wounds they seem fine (Corai didn't lose any blood for example.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 01, 2012, 10:25:20 am
Soap! We really should make a lot, just because you can't have enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 10:27:34 am
Nah, if I spend dwarves making soap to imrpove injury survival I won't have enough workers to build my giant memorial to the phrase "Go fuck yourselves."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 01, 2012, 10:55:35 am
At least get the workshops ready to go, so another overseer can get the job going.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 01:28:17 pm
(http://i46.tinypic.com/fctthy.png)

A crappy drawing of a cloaked Mountain Barbarian warrior armed with a  Falchion  (http://en.wikipedia.org/wiki/Falchion)

Note the helmet, with the brass bit around the face designed the emulate the Holistic Spawn's maw. Also smeared over the brass is some black warpaint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 01, 2012, 02:05:02 pm
I'm gonna be distracted for the next day or two. Minecraft 1.3.1 is out, and i have to update the texture pack i made.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 01, 2012, 02:57:12 pm
I have good news and more good news gentlemen, my work is done and I can finally start playing shit again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 01, 2012, 03:10:17 pm
Quote
Aseaheru holding an extended coherent discussion?
Spoiler (click to show/hide)
I've had around 235 of them, this is just the first one you've seen >:( so there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 01, 2012, 05:16:57 pm
No, wait, nevermind, i'm done. Thought that would take longer, honestly i did.

Splint, Rose's character screen?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 01, 2012, 09:41:00 pm
Quote
Aseaheru holding an extended coherent discussion?
Spoiler (click to show/hide)
I've had around 235 of them, this is just the first one you've seen >:( so there.


... You can count how many coherent conversations you've had? This is interesting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 01, 2012, 11:43:08 pm
I'm considering writing a story post from my phone. Anyone bored enough to want to risk that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 02, 2012, 12:17:35 am
@Talvi:

If the ponies bug you that much, I can pretty easily go back and edit them to be elcor or something. Just say the word. They're not nearly critical enough to risk an artistic schism.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 12:40:05 am
Mr Frog, i had an idea for the eventual reveal (provided one of us doesn't die): we roleplay it (in private), and post it as a collaboration story post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 05:49:51 am
I don't see the problem. If Talvieno doesn't want to write them, then he can just not write them. I can take care of the corruption myself thank you very much. Personally I find thier presence funny as hell. Plus one got murderized and dissected, and several have died "off screen" as it were so they're just as death prone as everyone else here. Both sides rejoice!

EDIT: For typos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 02, 2012, 06:50:17 am
@Mr Frog: No, no. Don't edit your posts to take them out, you already included them, and Splint took the idea and went with it. The only reason I didn't want them in the Spearbreakers thread was that the happy, colorful things clash terribly with the general dark theme. Asari can be made stupid and cavy girls and frog men can be made evil, but ponies are always happy and cutesy. It just seems... un-DF to me. I can imagine sci-fi universes with DF, but ponies... not really.
Honestly what's bugging me more at the moment is that I can't find a way to finish Vanya's story without leaving a huge number of plot points unexplained. :-\ I guess I'll PM you and Splint the problems.

And I'm posting this here, so that nobody gets further confused, or writes up another continuity snarl that takes me a few days to untangle... I was going to try to establish the laws in a story post, but it appears it needs to be done faster than that.

Spearbreakers Laws of Interdimensional Teleportation
Due to the conflicting ideas over what teleporters are capable of, our teleportation idea seems muddled. We have spies secretly porting in and out, Mr Frog and Draconik managed to land outside Spearbreakers without alerting the forces inside, there's Splint, Hanslanda, and then I have a whole slew of characters porting in and out, and choosing Mr Frog's portal (the only one in Spearbreakers) to do it. After MUCH thought, I came up with an explanation that works.


This fixes ALL the myriads of plot holes and apparent continuity snarls involving wormholes. I doubt anybody will break them, as none of the above have been broken so far, but I want to get them up just to make sure.
The continuity snarl has been struck down!

If you break the above laws and I have to untangle yet another continuity snarl, I will end you. (kidding, but seriously.) Can you really imagine me ending somebody? (look at my cute little cuddly-wuddly avatar)

(It's getting harder for me to kill portal plot holes at this point, and I'm getting tired of having to figure it out. :P I figured I'd better get these laws up before all hope of having a snarl-less Spearbreakers is lost.)


edit: actually, I'm going to unspoiler this... just to make sure everybody sees it. I've been untangling snarls in the shadows for a while, and fitting it into my story posts isn't easy.
Spearbreakers, meet Dark Talvieno. lol

reedit: Awesome picture, Splint. :) How far'd you get with Spearbreakers yesterday?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 07:54:15 am
I didn't. Today is my plan to play some Spearbreakers, after I finish the MW3 campeign.

Also, I don't have any agents using Mr Frog's personal portal. If you noticed, the contractors have access to small packs that can create an ungated portal (as you mentioned.) However these require an operator to remain at thier position and keep the thing from malfunctioning/shutting down on its own.
 These things are however only issued to Recovery units that aren't bringing vehicles to bear.

Moghoppers are combination drop/gunships.
Octavias are Ballpoint's APC/IFV unit. Parasol has thier own, and Eris either has thier own design or are more likely using an older one with upgrades. this is just clarification.

And clearly you missed the bit where a pony was killed and dissected. And the mention of several being killed "Offscreen," implying they aren't so sweet and innocent and have adapted to a violent hateful world suprisingly well (though as a species they have thier own natural tools of magic, brute strength, or flight, which had alot to do with them doing well here I'm guessing.) Plus I'll just say, they can be grimdarked right to hell quite nicely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 02, 2012, 08:44:54 am
Sorry, rereading what I wrote, I kind of feel I came off as being rude, or a jerk... wasn't my intention. :( I just don't like continuity snarls or messed up science. A lot of it you can explain away to the laws of the Spearbreakers universe, but past a certain point it turns into a continuity snarl. 2012 is a particularly touchy subject for me, if its advocates try to explain their doomsday theories away with "science" - I once got onto a whole crowd of people on youtube and held my ground while they quoted their fictional science (fi-sci? lol) at me. Ended with them retreating to "the Mayans said so". And I felt like a jerk. (which I probably was.)
Sorry if I stepped on your toes, or anybody else's. I'll reedit my post to make it sound less... mean.

I know you don't have any agents using Mr Frog's portal. :P The contractor's packs work well with everything else, so no problems there. (I imagine they'd be pretty large and conspicuous, though)

I knew what the moghoppers/octavias are (got the second one's name wrong). Read your stuff. :) Technically, nobody's a problem here (yet). I just got kind of fed up with figuring out continuity snarls, that's all. Nobody in particular has pissed me off.

And no, I didn't miss the pony being killed and dissected. I actually smiled when I read it... (yes, sadistic of me.)
Do whatever you want with the ponies, I won't object further.


Again, sorry if I offended you. I'm not sure if it was, but I read your reply as being defensive. :-\



edit: lol. I feel like Mr Frog. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 02, 2012, 08:57:06 am
Quote
Can you really imagine me ending somebody? (look at my cute little cuddly-wuddly avatar)

die laughing? :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 09:10:28 am
Not a problem taking delight in the little diabetes inducing quadrupeds being chopped to bits. Like I said, they can be grimdarked RIGHT TO THE BOWLES OF HELL!!! MUHAHAHAHAHA. I know this because they lend themselves to it suprisingly well in skilled hands.

I wasn't being defensive. You left out my gate-packs and got the name of my APC wrong!  (just kidding. Just felt the need to clear things up a bit.) Also: I doubt that anyone here would object to the thought of having those little diabetese-inducing freaks being shot and chopped up. And yes, pony mutilation/maiming/killing/dissection FOR !!SCIENCE!! is being encouraged here by a brony. And may be a regular occurance when I roll around to the seige on Sewaturet (Hey, they had to earn thier place somehow. City has a little of everything except manamaids in its SDA. Mostly because they felt sicking manamaids on any aggressor would be a war crime AND a crime against nature itself.)

And thank you for noticing the picture. Still sucks ass though.

EDIT: SO an OOC update: Hakah had a busted arm and biscted two spawn and one shotted another with an upperbody shot before he passed out. He killed the last three of the first ambush squad.

Niccolo did the same, oneshot stabbing the spawn in the chest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. !!SCIENCE!!(34.11)
Post by: Draconik_Sankis on August 02, 2012, 10:32:20 am
Parasol has four other agents who managed to provide coordinates to higher ups in Parasol, Draconik is there because someone re-introduced the Spawn onto Everoc and some levels of clean up mandate upper management being there to pull the Trigger (Draconik is Head of Lab Six's Bio-Weapons Department) however due to the nature of some Triggers the likelihood of return is smaller than winning the lotto and being struck by lightning thriteen times in a row.  Hence why his assistant got promoted on his way to spearbreakers.  Also Since Mr Frog's Portal is the only one at Spearbreakers and the nature of Draconik's work (and the fact that he's got Parasol logos on his coats) gating to a drop-off point and walking was a safer option than waiting for Mr Frog to leave his gate for two minutes (and now that you can access who's used your portal theres now the context of it was safer).

I Like how we have so many Scientists at Spearbreakers but they all seem to think of it as a backwater (and in some cases hellhole).
*Draconik returns to Observation of Spawn combat habits.* (oh and yes all four other agents are "Medical" staff, never send a pair of assassins, a spy and a semi-psycho middle manager to pretend to be doctors WITHOUT sending a doctor for them to mimic, Parasol has learned this from Spearbreakers.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 10:35:13 am
Plus Kannan wasn't exactly the best doctor period. But then most of what he learned he learned on the fly (and by accidently several dwarves) so it's possible the permastaff learned all thier horrible medical skills from him. :P

EDIT: On three seperate occasions, I have given the humans 10k+ profit. And I don't think I made a dent in all the shit we have laying around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 02:18:20 pm
15th Galena, 207.

That abnormally tall girl named rose kept insisting she be given a weapon of some kind, and has been smacking me in the back of the head every time we pass. So I've had her a room dug and given her a shield and a pitchblende hammer. Talvieno decided to throw a party. Said something about hearing I ordered cavies from home for her.

17th Galena, 207.

Took a few days to moves the bins laden with piles upon piles of shit we wanted to be rid of. These boys will be making quite the handosme profit, if they get out alive. I'm not very confident in that, knowing our luck.

(http://i49.tinypic.com/35ku981.png)

The merchants are also now within the walls. They Chose to use-

(http://i46.tinypic.com/34sl83d.png)

No! Not now! Why now!? I heard cries of spawn attacking! WE DO NOT NEED MORE SHIT!!!! 2nd Squad's closest, they'll have to thin them out!

(http://i49.tinypic.com/ie10ua.png)

One of the guards struck first according to the reports, knocking the lead spawn on its face. Someone forgot to unlock the front door to the barracks, but thankfully Paintbrush had the sense to do so before charging out with James and Hakah, the rest moving through the main fortress (or going for thier gear.)

Paintbrush said James made contact first, cleaving the upper body down to the liver, though the beast laughed at such a feeble, to it anyway, display of hostility. Appearently the leader was quite strong, or had a thick neck. it was struck in the head several times by both man and dwarf. Also James felt theneed to try and take a chunk out of it for no real reason.

Overall, it got to be quite the mess. Another ambush party tried to jump in, and went down aswell. Hakah was bitten, but thankfully it was just a nasty bruise on his face. He also recieves a broken arm, but for some reason he was manageing to wield two sheilds and two axes. Looks like he'll be getting a copper heart. Evidently to him, getting one of his arms broken was just a minor inconvienence.

(http://i47.tinypic.com/2w6x9jq.png) [Yeah. that was his idea of a minor injury. He got his arm busted, and to him it was minor. I think his idea of a major injury is only the ones that kill you instantly.]


According to Fischer, with his arm broken and great agony pretty obvious on his face, he dealt the killing blow to the final three spawn of the first ambush. He promptly passed out.

Oh, and a mason seemed pretty oblivious to the danager, and kept working in spite of the horrors that wanted to rip his face off.

(http://i46.tinypic.com/20l18ah.png)[1. The white block is the mason, still working. 2. that's paintbrush, who just oneshotted a spawn after bowling it over.]

According to Paintbrushturkey, who led the counter attack, several even attempted a retreat once thier leader was killed. That's a touch unusual for the spawn... They can't be getting smarter can they?

(http://i48.tinypic.com/287ji2o.jpg)[Yep. They actually tried to retreat and got chopped to ribbons for thier trouble. Axes definetly make fighting spawn too easy. Gonna move 2nd Squad into the depot barracks and 1st to the iron one.]

After the ruckus had passed, thr report was amazingly only some stitches being needed for some of the human soldiers from claw induced injuries and Hakah's broken arm. I have since ordered construction of the Fist to resume.

17th Galena, 207.

The voices made themselves known again while I was practicing with my hammer. They told me to move the fist, and so I have.

19th Galena, 207.

Since Simon was on break I had a guardsdwarf named Granite (she evidently has a love of the stone. Lucky her, we have tons of it.) Bought basically every damned bit of food they had. I'm sick of plump helmets. Plus I'm positive Mr Frog adds chemicals to random ones when no-ones in the food stockpiles.

The humans brought many valuable metals, including rose gold, platinum, iron, and silver. I think I'll request more of these metals, and some black bronze if they have any. Just in case. Mixed in with the booze they brough, was golden blaze and sunshine, so a few dwarves with a preference to the drinks will be happy.

Evidently Granite was very generous according to the Guild Rep. Good. It helps put us on good terms with our surface dwelling allies, and it gets rid of some of the piles upon piles of shit.

21st Galena, 207.

In celebration of our victory, a party was held, and I decided to attend. The guild rep can wait, since I haven't spoken with some of my friends in some time. Several scouts of the spawn were also seen, one of them swarmed by the caravaneers. Aside from an injured dog nothing bad actually came of it.

The fist is also coming along nicely, and the barrels we pruchased  instantly found use for brining in the vast quanity of food we purchased. The fit's foundation along with two floors are finished. I'm honestly impressed. I've decided to have the fingers alternate between iron and gold should our supplies permit.

Talvi should be quite happy as well. The humans brought a cavy with them, which has since been purchased.

EDIT: The freaking game ninja'd me with a necromancer. They're still stupid, even by DF standards. Were the countless others not agood enough hint that necros will find no fun times here?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 03:22:39 pm
Abnormally tall? Lol, did she gain a foot while no one was looking?
Yay update, i'll get to work on a journal immediately.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 03:28:24 pm
I imagine she and mr frog have about 2-3 inches on most dearves, so it'd be noticable. Abnormal would fit as she's still short enough to pass for a dwarf, but tall enough to stand out, as is Mr Frog, though at this point Splint only registered it because he was getting batted in the head by her constantly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 03:37:37 pm
Oh, did she fight the spawn?
And you still haven't told me what her likes are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 03:42:59 pm
Oh right, sorry about that. And no. I repurposed one fo the migrants. And since my squad is going to train the hard way like the army  should have been training (Although I'll admit, desperate times and all) She won't see action for a year or two. None of them will.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 04:19:07 pm
So, splint, is cactus milk brewable? Rose is going to ask about the possibilty for the next update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 02, 2012, 04:46:03 pm
Frog's a gnome. He's almost exactly the same height as a dwarf, just not as broad.

E: Maybe an inch or so taller, yeah. And I guess when you're only five feet tall an inch or so of extra height can make one look pretty imposing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 04:48:53 pm
Mr Frog, did you see my suggestion?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 02, 2012, 06:37:04 pm
@X:

Was it the one about roleplaying or some such? Because I... think I responded? My Internet had cut out approximately 0.01 seconds after I hit Post, so it's very likely that it didn't get through.

In case it got eaten, I basically said that I'd be willing to give it a try were it not for the fact that you can't PM and I can't text (no cell phone).

@Splint:
Re: THEM:

If it ever comes up, it would probably would be best for the unicorns' horn-thing to just be straight telekinesis, with conservation of momentum that is centered on their horns. So if they try to lift something up, their horn experiences a force that pushes down, and they have to brace themselves accordingly; trying to push too hard will make their horns snap, and a broken horn is useless forever.

I think that pegasi should have light, hollow (and fragile) bones, with any muscles that aren't flight-critical being highly-underdeveloped and weak to further reduce their weight.



Anyways, the first draft of my next update is done; here's a teaser:

Spoiler (click to show/hide)

E: Wow, it's only 7:00pm and yet I appear to be the only one online. I don't think that's ever happened before.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 02, 2012, 08:30:02 pm
AWESOME UPDATE IS AWESOME!


also, in reference to portals, whatabout a device that simply enlarges existing wormholes? although that its self is affected by gravity. i.e., a cumbersome but relativity simple idea. also requiring spaceships.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 08:45:37 pm
@Mr Frog: www.mocospace.com, freind xahnel.
Alternatively, there are websites that will do free sms messaging, and even provide a phone number.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 10:16:57 pm
@ Mr Frog - Telekenesis limitation is sensible but fails to take into account that it's been shown that they can and will use thier magic in an offensive manner if needed. And they can teleport, however I'll leave that as posing them same risks as using gates (Think warp spiders. Weaker ones or particularly unskilled ones run the risk of never reaching thier destination.) They have been implied as being the least physically imposing/capable as well.

Pegasi I'd prefer to view as having a type of magic to even permit thier flight they have no control over, and for our purposes traded weather control for durability.

Overall and literal magic involved can be totally possible, since Necromancy is itself magic. It's just science outpaced magic and therefore mages not of necromantic groups or of species out side the Equus species as sort of like those lone practitoners, being few and far between. But god help you if you have to fight those nonpony/necromancer mages, as they can and will slap the shit of small armies.

ALso: I took a nap, that's why it seems you're the only on online. And question not my ability to make a logical reason for something or a handwave thereof; I have two setting that run off pure unadulterated bullshit, which require them quite frequently. For example,in place of OG!Frog, Talvieno can make use of a kill team sent after Vanya, disguised as Spearbreakers infantry. The common dorf sees someone running from soldiers, they'll assume it's just some criminal.

This is also known as: Splint, Legendary +5 Master of !!BULLSHIT!!. And now I shall proceed to beg for my life and ask that if you're gonna kill me, aim for the head and make it quick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 02, 2012, 10:30:18 pm
As far as magic goes, my dwarf seems eager to learn the trick of killing the spawn.  The spawn retreating though?  More and more evidence of my analysis being right.  Perhaps someone found some way to control the spawn and hijacked their introduction to Everoc?  I don't know, but I cannot think of any explanation that DOESN'T lead to scarier hypothesizes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 10:34:19 pm
honestly I was shocked to see them retreat (or try to anyway.) That's not behavior I've ever seen anything but thier scouts show. Also I realized why my fist is coming along so well. We have alot of furnace operators, and that's under metalworking allowing them to take part in consctutions needing metal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 02, 2012, 10:35:30 pm
I thought [CRAZED] or [LIKES_FIGHTING] kept them from fleeing? Or [NO_FEAR]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 10:40:41 pm
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 02, 2012, 10:53:58 pm
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 02, 2012, 10:54:47 pm
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!

We ARE the spawn. The spawn are actually the dwarves of Spearbreakers trying to reclaim their homes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 10:56:05 pm
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!

We ARE the spawn. The spawn are actually the dwarves of Spearbreakers trying to reclaim their homes.

He who fights monsters becomes one themself..... Mother of god.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 02, 2012, 10:59:32 pm
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.

Now all I need is a full set of spawn-bone armor.  That ought to strike fear into the hearts of my enemies.  I wanted it noted however, that the quote of how Spearbreakers actively defying attempts to enforce order was wrong in the scope of the problem.  IT IS ACTIVELY CREATING EVIDENCE FOR MY THEORIES OF JUST HOW THINGS WILL GET WORSE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 11:02:09 pm
We're becoming a whole different brand of monsters here ladies and gentlmen. We're making the very abominations we feared fear us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 02, 2012, 11:03:04 pm
Spearbreakers: Where the only logical explanation is that we are the ravening, world-ending plague of monstrosities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 02, 2012, 11:04:25 pm
Okiedokie, so I guess I have to add NO_FEAR if I haven't before?
It's like I die a little inside whenever an update is posted. The Spawn are failing spectacularly-hard ;_;

@Splint:

I was more trying to address the fact that the 'corns don't really fit at all well with our more sci-fi-flavoured setting. It's not really the fact that they have magic so much as their magic doesn't really seem to have any real rules behind it, which is antithetical to the basis of the setting.

I considered that explanation for the pegasi, but the thought of them basically getting a permanent physics-breaking levitation/antigravity effect at no cost razzes me. I don't mind magic and other physics-breaky stuff, but not when it blatantly results in the subject getting something for nothing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 02, 2012, 11:09:51 pm
It isn't that they're failing super hard, its just that we are so much more awesomely horrifying than them.

Indeed. Magic must have rules, otherwise its just, 'Yeah, you wave your hand and then plot happens because I said so.' Which isn't as much fun. When the magic takes effort and skill, then it is acceptable, because that wizard may be super fucking badass and world ending, but it's because he spent some seventy goddamn years perfecting his skills.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 11:13:48 pm
... Could be they have evolved as a species to the point where they have a survival instinct, and the intelligence to know they're beat for now. Just means next time they'll send a much bigger army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 11:16:30 pm
Though to be fair we already had at least one living embodiment of "FUCK YOU" walking around with a now named and well loved pointy metal stick. Then we stuffed this already veritable engine of death into a room with various toxins and pointy sticks and made him/her even scarier.

EDIT: Ninja'd.

I'd say trading weather control for being able to survive things that would kill other flying creatures is fair.  I oddly enough see them as emplyed in a manner similar to UAVs just with helmet cams instad of cameras in the nose of a plane-shaped thing. And that makes em laugh for some reason. I never said they were particularly strong either. AT least that's wht I've been going by.

U - Proper offensive measures and telekenesis, low endurance for strenuous activity, and said measures are laughably weak compared to a battlemage. Teleportation can fatally backfire.
P - Flight, durabilty, physically very weak compared to ground welling creatures. Living UAVs!
E - Raw strength stamina, but can't fly, and limited in employment of many weapons.

All in all they still need the same measures to fight and survive properly like everyone else. And betting machine guns that work with thier... limitations is quite challenging.

EDIT II: TRIPLE NINJA'D! Damn it!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 02, 2012, 11:36:42 pm
I would like to make clear, after thinking over the fact, that there definitely should be such a thing as spawn-bone armor.  It should probably take 2-3 full spawn skeletons to make a complete set, but I say it should be done, if only for rule of cool.

Thoughts on this idea?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 11:37:09 pm
It does sounds pretty badass....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 02, 2012, 11:40:02 pm
Spawn bone armor = Dwarf bone armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 02, 2012, 11:41:59 pm
Combine them as a special squad outfit with the spawnbone scythe. Call them the Spawn Squad. And watch out for the darkness that will encroach on their hearts and minds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 02, 2012, 11:42:57 pm
Spawn bone armor = Dwarf bone armor.

...
And now we've gone recursive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 02, 2012, 11:44:12 pm
Did i not tell you that axes are the ultimate anti spawn weaponry? they can't do much when they wiggle around on the ground without limbs....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 02, 2012, 11:51:05 pm
I suppose that if delimbing is a problem, I can give the next incarnation of the Spawn the ability to light people on fire with their minds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 02, 2012, 11:51:43 pm
I suppose that if delimbing is a problem, I can give the next incarnation of the Spawn the ability to light people on fire with their minds.

Do it, they are far too easy now. Apparently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 02, 2012, 11:52:03 pm
Or bust a move.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 02, 2012, 11:54:44 pm
I'm imagining it mostly being bones forged onto metal plates purely for intimidation purposes, but thats mainly due to the problem of how little protection it could provide otherwise.  (for example, I believe the only hard part of bypassing the ribcage would be how you can't see where it is under all the flesh)

Or bust a move.

Are we bringing in Manamaids now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 02, 2012, 11:55:29 pm
Too easy with axes to be honest. hence the whole  limited number of none pikes we were supposed ot have -_-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 12:00:34 am
@Mr Frog: give them the ability to convert more that dwarves. Give the different types of spawn different natural abilities. And make those infection forms. You wanna make the spawn scary? The ability to instantly convert any creature into a spawn should be nice and scary. And make them steal things, just so they will take the possessions of the migrant and trader caravans, and leave nothing behind when they ambush those groups, thus making the fortress poorer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:03:32 am
They already are infectious and do in fact steal shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 12:07:55 am
No, splint, they infect like zombies, which is very different from (and much slower than) the Infection Form, which is a unique lifeform that can INSTANTLY infect any sentient species (source: Halo's Flood).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 12:08:16 am
Just had a thought; since traces of spoilerite ran through the veins of spawn according to Syrupleaf canon (if I remember correctly at least), would spawn-bone have traces of spoilerite in it too?  Not enough to be able to harvest, but enough to make it stronger than other bones?  (perhaps as strong as steel?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 12:09:06 am
Just had a thought; since traces of spoilerite ran through the veins of spawn according to Syrupleaf canon (if I remember correctly at least), would spawn-bone have traces of spoilerite in it too?  Not enough to be able to harvest, but enough to make it stronger than other bones?  (perhaps as strong as steel?)

This is true, spawn bones should be pretty damn invincible against stabby/cutty weapons because of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:12:33 am
ANd yet silver hammers could break thier bones. ANd no, the infection forms would be overkill. It's already bad enough that if someone gets bitten and theres a tear they might be dead anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 12:13:35 am
Bluemetal is worthless against blunt weapons, I believe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 12:19:06 am
Here is my idea for what they would look like and how they would work. A small fleshy mass attached to an obsidian heart, and moving around on little tentacle legs. It attempts to infect people by stabbing a penetrator tentacle (one with a bone tip) into the heart or spine. After a few seconds of burrowing into the victim, the heart is popped, the obsidian one inserted in it's place, and the infector dies. Then the body becomes a Spawn.
Ninja'd
Don't bitch about them not being badass then say this would make them too badass. There is no such thing as a spawn being too overkill. This would ONLY work if the heart is peirced or the spine damaged (if that is possible).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 12:27:13 am
NEW RULE: Do not tell me or anyone else what to mod. Do it yourself, and don't discuss it unless you can show us a fully-functional prototype. If you don't know how, learn how. I'm getting annoyed at all the 'oooh, let's have X for Spearbreakers 2!', where X is some random object or concept that probably can't even be satisfactorily-implemented. It's basically useless clutter disguised as OT.

That said... @james: Good idea.

@Corai:

Candy's lightness makes it bad as an intermediary layer for absorbing the force between a hammer and soft tissue, but as a solid internal body mat... well, it's perfectly-rigid and has a breaking point roughly equivalent to being hit by a meteor. You aren't breaking adamantine bones anytime soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 12:33:18 am
NEW RULE: Do not tell me or anyone else what to mod. Do it yourself, and don't discuss it unless you can show us a fully-functional prototype. If you don't know how, learn how. I'm getting annoyed at all the 'oooh, let's have X for Spearbreakers 2!', where X is some random object or concept that probably can't even be satisfactorily-implemented. It's basically useless clutter disguised as OT.

That said... @james: Good idea.

I didn't mean to sound as if I was telling you what to mod, just coming up with ideas.  Though, the fact that spawn have traces of cotton candy in their body is definitely varied in what it can lead to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:34:00 am
The complaint is tyhat my directions werent followed. There's more crossbow dwarves than actual soldiers, and more axe dwarves than pikedwarves. The only reason that I didn't decommision them is because they'll be running solo drills more often than being useful now.

The infection form is too much because it's interaction would basically be instant fatal, compared to the spawn bite that at least give some hope of keeping that dwarf. These aren't the flood, these are demons. They steal shit because at the time we didn't know how to auto hostilate them and keeping them as building destoryers broke thier pathfinding.

I'm all for making the spawn themselves stronger. they don't need help propagating thier species because all they do is kill things and fuck like rats. As I recall, Mr Frog already has an adjusted version where chopping thier head off isn't fatal (how they're of any use without any sensory organs to track prey is beyond me though.)

This is in regards to Paintbrush and the army he built- while I appreciate you killing the zombies, you went WAY overboard on the axedwarves. Likewise, the sheer number of civil defense troops outnumbers the regular soldiers ina military installation. SInce I won't have the time since I'm building a pointless monument to fix this, one of you guys has to.

The miltary is thus - Pikedwarves hsould outnumber ALL other weapons by 3:1.
None pike weapons 2:1 aginast crossbows.
Only exceptions are when sheer numbers are absolutly needed. Barbarins don't feel pain nor do Spawn, and spawn can't  bleed out. Crossbows are useless against them except for mobility hampering that's only if they hit something.

As it stands the military was to be composed of 5 man squads, with specialists (hammerers, axelord, and the like) in groups of 3. I'll let the crossbows pass as they are little more than a peasent levy to be used in an emergency.

Sorry I've flipped out and all but the sheer number of  of DELIBERATE organizational disregard infuriates me (I have a nigh insatiable administration lust for no reason i can pinpoint, and when regulations I've set down are deliberatly given the finger I get angry. VERY angry.)

I apologize for my ouburst, but I am now in a very cranky mood and it's going to take forever to reoganize the military properly.

On Bones - They had traces of it in the wrist to strenthen it from what I understand; Having nigh indestructable wrists for a creature that relies on clawing and biting sound advantagous to me.

Also: I AM DISMANTLING THE DANGER ROOM. We don't need it anymore as the emergency has passed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 12:34:28 am
@james:

Not you... that was directed more at *shifts eyes* other people.

E: Ninja'd by Splint

@Splint:

Spawn's hearts emit ultrasound (if it wasn't canon before, it is now). It's like radar. And I guess they can still flail about randomly and hope they hit something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 12:39:06 am
@james:

Not you... that was directed more at *shifts eyes* other people.

When in brainstorm mode I often don't realize if I'm sounding demanding, but nice to know that I wasn't provoking you this time.

In other news, I'm going to bed now.  G'night for now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:40:46 am
@ Mr Frog - The image of sheer horror in my mind as a headless Megaspawn flailing around trying to hit something was beautiful. Any many buildings were leveled.

@ Xahnel - Rose likes Tetrahedrite, Adamantine, Banded Agates, the color pale blue, and turkeys. She prefers to eat tiger meat, clownfish, and drink honeybee mead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 12:49:09 am
@splint: if the axedwarves piss you off so much, just decommision them. If a rule has been broken, then it's time to rectify the fault. I agree with dismantling the danger room, as it is taking advantage of something that wasn't meant to exist.
@Mr Frog: i will agree to that, and get a hold of the required information to mod myself, if you promise not to complain anymore about the spawn sucking. This is a video game, and in the end, no matter how big the big bad, players will make it their bitch. We know now how to beat them easily. Learning it couldn't be helped, and would have happened anyways. What was that quote... I think it was "i think you think we're playing a game besides dwarf fortress. No matter what you make, we'll figure out how to kill it. Then we'll figure out how to use it."
No idea how, but the line just instantly cured the bad mood i've been in all day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:51:23 am
You clearly didn't read that part about them running solo drills more than being useful. Because they're inactive right now and that's what they've been doing. Nothing but solo drills with breaks to eat and such and occasionally hauling things.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 12:58:23 am
The point wasn't what they were doing, the point was a rule was broken. That's what you said, right? Fix the broken rule. Make a small axe squad, and move everyone else either into the pike squads or remove them from the army altogether. You hate having them, they aren't supposed to be what thwy are anyways, so fix it. Attribute it to dorf!Splint entering a strange mood in the administration job line.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 12:58:50 am
@Xahnel:

I almost forgot... what exactly am I supposed to do with that link you posted? Attempts to give direction to Mr Frog will invariably fail unless highly-specific instructions are given, not because Mr Frog is a spiteful dick (even though he is), but rather because Mr Frog is incredibly-dense and knows that he'll find a way to mess it up unless he is told exactly what to do.

Mr Frog acknowledges your suggestion that he stop bitching about the Spawn being too weak.

Mr Frog is wondering when and why he slipped into the third person.

@Splint:

Incidentally, Mr Frog notes with amusement that one of the first things he suggested to you during planning back in February was that you should drop the rigidly-structured military rule because it would just be ignored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 01:00:44 am
My main complaint is the pike order being ignored really. And retraining the stupid fucks will take too long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:05:52 am
Mr Frog read Splint's comment regarding the lack of pikes, feeling mildly-confused; he questioned the utility of pikes as an offensive weapon against the Spawn, and wondered sardonically if Splint was trying to make the game harder.

Then Mr Frog realized: this is Spearbreakers. Of course he's trying to make it harder.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 01:07:18 am
And thus, the whole damn purpose of the pikes is figured out. It was indeed supposed to make fighting the spawn more difficult. Hammers break bones too easily and choppy bits make fighting them pitifully easy.

EDIT: Does anyone care if I put out Stausic's corpse with DFhack so we can bury it properly? four masterworks were lost and he seems to have flipped shit and killed himself in one of the smelters. Or a stray bit of magma lit his toe on fire or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 01:10:57 am
I'll say about the same thing i said the Mr Frog then. I don't want to hear about a problem you aren't gonna fix/aren't asking for help with. Either solve it, or don't.
@Mr Frog: Mr Frog should sign up fro that website, and then click add freinds, and type my name (xahnel), then send the request. Then I will accept, and we can figure out whether or not the plotline will work. I'm considering having Rose decide to HELP dorf!Frog, because she's nothing if not pragmatic. Revenge can come at a later date.

EDIT: Go ahead. So, one of our dwarves killed himself by climbing in a forge? A funeral for Urist McExtraCrispy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:14:41 am
Mr Frog was aghast at this revelation; so Splint knew from the start that the Spawn were underpowered, yet had refrained from telling him, he thought darkly. He wondered what other secrets Splint had been keeping him, and in particular whether any of them pertained to the identity of whoever it was that had eaten his Boston Creme donut.


Upon finishing typing up his reply and seeing that he had been ninja'd by Xahnel, Mr Frog's thoughts were interrupted by further questions regarding the website, in particular whether signing up required giving one's email address and checking for a confirmation email; Mr Frog was far too lazy to do any of that at the moment, though he supposed he may be more up to it later.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 01:15:53 am
Seriously. He's smoking up the forge area and I won't go forward until the body can be taken care of.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:20:01 am
Mr Frog chuckled to himself and posted a reply suggesting that Splint use a controlled cave-in to obliterate the smouldering corpse, after which a slab shall be carved to calm any ghostly manifestations. Cave-ins were always fun, particularly when magma was involved.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 01:21:08 am
I rather not have to rebuild the forges you built.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 01:23:05 am
Yes, email. No, no confirmation. I think. It's been a while, but the site is designed to be cell phone user freindly, so, requiring email confirmation kinda works against it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:23:46 am
Mr Frog wondered about the feasibility of diverting water down into the forges to extinguish the corpse, after which the magma channels could be re-dug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 01:27:28 am
Mr Frog should be careful not to take that joke too far.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 01:32:09 am
Also, it's not that they're underpowerd (They can easily disable a dwarf with one good claw strike to a limb) it's just I know how choppy bits work from shocked towns. Axes, Halberds, Greataxes, Longsowrds, and 2H swords are absolutly brutal and more often then not score bleedout kills or decapitations more than anything.

And a rigidly structured military works out very well in DF when units are trained in small groupings. Small squads means no more troops need to be commited to battle than absolutly needed (Hell I though sending more than just four dwarves to fight the goblins in spring was overkill.) and you have those troops as reserves should they be needed elsewhere. Weapon specialists make up for what the regulars can't do (such as dismembering bronze collosi or taking down dragons more efficently) Plus I'm an almost psychotically obssessed person when it come to the military so....

EDIT: Evidently Dorf!Frog worships something named Aquos Thinagido and has a pet turkey.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:40:42 am
@X:

I... think I added you. I was extremely dodgy about the site asking for an area code, but naturally I was all 'enter potential identifying information and click Confirm first, question whether it was a good idea later', so I guess it's too late now :\

Incidentally, you are now the only B12er that I know the actual appearance of. A bit jarring.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 01:49:51 am
Friend request accepted, i should get a text whenever i get a message and am not logged in. So, i'll log out after every message i send you, so i get the alert.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 01:52:53 am
Okiedokie then. I'm way tired right now, so I probably won't be very useful until tomorrow.

@Splint:

Of course Mr Frog has a pet turkey. Turkeys are d'awww.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 02:14:15 am
Lol, me either, though this is the best time for me to write. For some reason, my creativity flows between three and five am.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 02:15:59 am
I sent you a (useless, intended only as a test) message on that mocospace thingy; did you get it? That site terrifies and bewilders me and I don't know why ;_;
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 02:27:45 am
Yep, you got it. And, yes, Moco is scary. Avoid the chat areas at all costs. You will NOT like it there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on August 03, 2012, 02:28:49 am
The Plot Thickens
Spoiler (click to show/hide)

Priority One Message to Lab Six, Classification Urgent, Encryption: None.
Spoiler (click to show/hide)

Afterwords:
Spoiler (click to show/hide)
*Request: Please Change Draconik Jobs to inculde Mechanic and Weapon/Armor/Blacksmithing [whichever is currently needed], Thank you*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 03:13:54 am
Going to bed now. 4:14 am is too early for me. Gotta fix bedtime...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 04:06:48 am
Well splint had you said that earlier, i'd have trained them differently.... last i heard pikes were "most" effective, also if you just give them adamantine bones and tendons blunt weapons will become useless, no more the silver warhammer shatters the rib and jams it through the heart, and significantly less the adamantine battleaxe strikes and the severed bodypart flies of in an arc...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 06:37:29 am
I would like to make clear, after thinking over the fact, that there definitely should be such a thing as spawn-bone armor.  It should probably take 2-3 full spawn skeletons to make a complete set, but I say it should be done, if only for rule of cool.

Thoughts on this idea?
I like it. :D But I don't think you can work that in without genning a new world, so it might have to wait for Spearbreakers II. Spawnbone armor and chainscythes would make for a wicked-sweet combination.

At one point, I was actually hoping I could perfect my bonewall mod before Spearbreakers II, that way we could have walls made of bones. If we've decided that dwarfkind is defeating the Spawn because they themselves are becoming evil... why not, really? makes sense. (Though, if we do that, we have to get rid of farming. :-\ food is too easy to obtain when you can butcher sentients. For this reason I'm somewhat against my own idea.)

Combine them as a special squad outfit with the spawnbone scythe. Call them the Spawn Squad. And watch out for the darkness that will encroach on their hearts and minds.
Xahnel got to it before I did... And the darkness doesn't encroach upon their hearts, it emanates from them.


@Splint: In my opinion, it isn't the axes. It's the danger room. Now we're overpowered.
Quote
Also: I AM DISMANTLING THE DANGER ROOM. We don't need it anymore as the emergency has passed.
*cheers loudly* Ale for everybody, on me! :beer:

I think the best way to amp up the Spawn's power would be to give them built-in attack stats. Already adept at combat, basically. The minotaur has it, why not Spawn? They're outmatched as it is.

Quote
EDIT: Evidently Dorf!Frog worships something named Aquos Thinagido and has a pet turkey.
It's a test subject, not a pet. It's just survived longer than he expected, that's all.

And finally, at PBT: Pikesdwarves ARE most effective - just not against zombies. Pikesdwarves are actually also less able to avoid getting infected. I did !!SPAWNSCIENCE!! at one point... can't remember where, I'll edit this post with the link.
EDIT: Here it is. !!SPAWNSCIENCE!! (http://www.bay12forums.com/smf/index.php?topic=102730.msg3223110;topicseen#msg3223110)


And while I'm thinking about it... I'm of the opinion that the Spawn will still be the downfall of the fortress. After all, it will only take one unnoticed, infected dwarf to spread the virus, and if that happens in the dining room, past all the defenses and away from the barracks - or really, anywhere with dwarves - it'll be almost unstoppable. The domino effect will be like a tantrum spiral... and there'll probably be a tantrum spiral to go along with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 07:31:49 am
triple....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 07:38:30 am

simply amping up the spawn stats should make work even in a genned world, or maybe just double the size of the buggers and/or let them use equipment.... (which i'm more than happy to mod in if you tell me where you have hidden the file (just for the record)... just making them get skill will not work... even legendary wrestler will go down... it's the dwarves ability to wear armor, or in the case of spawn the lack of a breastplate that tends to kill them...

Quote
Evidently Dorf!Frog worships something named Aquos Thinagido and has a pet turkey.

yeah that would be me.... i'm actually a demi god... hadn't you noticed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 07:40:32 am
wtf double tap...

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 07:42:17 am

simply amping up the spawn stats should make work even in a genned world, or maybe just double the size of the buggers and/or let them use equipment.... (which i'm more than happy to mod in if you tell me where you have hidden the file (just for the record)... just making them get skill will not work... even legendary wrestler will go down... it's the dwarves ability to wear armor, or in the case of spawn the lack of a breastplate that tends to kill them...
If Parasol did something wrong with their experiment, and the Spawn are learning to adapt, then yeah... I can see them figuring out how to wear armor. I'm not sure about them being able to make it, though... and I think that's what's required to have them wear it. That takes a new worldgen, if I remember right.
Something we don't want is for them to wield weapons. They're plenty good without weapons, and they won't bite as much if they're holding a weapon anyway.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 07:44:49 am
only existing spawn will be naked, new ones will be able to wear wrmor... afaik, just checking but they don't have an intelligent tag which si why they don't wear armor asaik? is that correct?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 07:47:29 am
Armor is a no-no. They're supposed to be a sort of ravenous demonic horde right? I would imagine some adaptations, such as learning to run when they're losing, can be seen more as thier improving thier battle tactics, not what they have to to fight with. If it were possible I'd make them attack in waves pretty frequently.

Maybe have feralspawn living in the caverns to simulate them being everywhere.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 07:57:42 am
yes but when they wear armor when they transfor they shoudl nto take it off is my point, making transformed military dwarves vastly more dangerous, if you have done things right they don't have the smelt ore or other reactions enabled so... seeing as they have no entity file that i can find enabling them to make armor, they won't make any of their own and just wear what they transformed in...

try dumping these tags into the entity_spawn.txt file

Spoiler (click to show/hide)

if you want to be really mean reduce the heart size to 10 or so....

just checked and that shoudl fix that issue.... the moment they even get basic clothing it's a whole diffeent story.... although axe decaps still kill them.... sorry but axes are better than pikes... not buying the pikes are op thing ;-)

also for SB 2 i'd suggest


Spoiler (click to show/hide)

   
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 07:58:01 am
Yes... I like the idea of roving "herds" of Spawn. That sounds pretty good to me.     You'd have to be careful so overseers couldn't capture them and use them against enemies, though - or worse, tame them (though taming Spawn of Holistic sounds temptingly badass). I'd want to put them above AND belowground... just to make things more interesting.

Something else I want to point out: Spawn can already wear armor, provided they turn while they have armor equipped. Stova was wearing armor when she went down, if I remember right - she didn't drop it. A turned dwarf is a million times more deadly than a regular spawn, because they're harder to kill. Also, I think combat skills might transfer over, too...
edit: Paintbrushturkey beat me to it.



It should actually be pretty easy to have the spawn attack in frequent, large waves. This could be done using the popcount per region and setting it higher (if I remember right, it's been months since I last looked at creature raws). If you set the group size higher, you'd get bigger waves. This could wind up being terrifying.

Spearbreakers II would be set in a world ruined by bloodshed and war, and especially the Parasol/Ballpoint timewar. Resources would be rare, and Spawn would roam in huge packs, devouring and killing everything they saw (if they could set fire to things as they went, that'd be epic, too). The only survivors would be a few lucky civilizations that had hidden themselves away... and I imagine even they would be knocking at Death's door.

Then again, that's kind of how it is already. Compared to how things are now, Hell looks kinda homey. Even our dwarves have become somewhat demonic, chasing down the hellspawn and killing them with a few strokes.
Now the question is, which is the greater evil? The Holistic Spawn, or Spearbreakers?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 08:06:21 am
They do already have the ability to wear armor, as Talvieno said. Stova took a TON of stabbing and beating to kill. Far more than an unarmoered Spawn could take.

The future I intend to have will at least have this section of the world ruined and utterly uninhabitable. Weapons will have advanced to frightening cutting and penetration power,  but spawn are more prolific and some have grown to gargantuan proportion. So yes, roving packs of spawn will be possible. Just need seperate raws under different names. The roaming won't be tameable and will be trapavoid so they can't be captured and will be more akin to thier old incarnation, being eble to break down doors blocking thier way. Entity'd Spawn will be capturable, but still retain the ability to force doors open comparitivly stealthily.

Also I found out a workaround for hostility: Just don't give them [INTELLIGENT] or [CAN_SPEAK]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 08:17:12 am
ehm beg to differ stova and ashabar are not wearing armor, it's lyign in their cells.... I just checked....

what was the zombietag again? chuck that in there for good measure (i think it was HATES_LIVING or something that should enable you to have intelligent in there as well ...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 08:19:59 am
I think there may have been two zombie tags, but I know one of them was NOT_LIVING.

And that's Softa, not Stova. Stova was Splint's beloved.

Also, since when were the Spawn intelligent anyway? They have one purpose: killing. And INTELLIGENT adds both CAN_SPEAK and CAN_LEARN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 08:22:18 am
my bad thought it only added CAN_LEARN ditch intelligent and keep learn then also shoudl eb fun watching spawn speak (or was that shriek?)

did stova get spawned? can't remember?
Title: Re: Spearbreakers - A hopeful epic.
Post by: Talvieno on August 03, 2012, 09:32:26 am
Spawn shriek. Technically they aren't supposed to speak.
11th of limestone, early autumn
by the gods... it was Stova... she... oh, gods... Stova turned into one of Holistic's Spawn... Splint couldn't bring himself to come see - he knew what happened. He knew she might do this... The human caravan guards didn't know what to make of it, but they started on her right quick. She was still fightin' them, even when they cut off her arms - she'd bite them wit her teeth, and she kicked like a demon... oh, poor Stova! What a horr'ble way to go!
Spoiler (click to show/hide)
She looked so hideous... she was so beat up, and she just wouldn't die! I dunno how she survived it... but she was writhing, and her shirt was ripped apart, her chest split open... it was like teeth! it was so horrible! She's still out there now... The entire militia is workin' on her, but she won't give up!
Spoiler (click to show/hide)


14th of limestone, early autumn
The battle's lasted three whole days before they finally put an end to her. She didn't die 'til they stabbed her through the heart from behind. It was awful...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 10:27:15 am
Tavli, i just panicked for a moment because i thought another update had been posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 10:28:42 am
Evidently they can speak though I imagine that'd it'd be a grating deep growling type of speech.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 10:37:52 am
Lol, sorry, Xahnel. :P Looking forwards to that journal entry, by the way.

Vanya's Journals, Entry 18
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 11:00:12 am
Beautiful Talvieno, just beautiful. As an OOC update, that makes two more necros who've met untimely ends. The latest had a run in with a dogs, Fischer, and Jack Magnus all at once.

Oh and we have a new spawn mascot. A scout has joined the barbarian spearmaster in the spike trap, minus an arm and a broken leg. All fo the bodies have been suprisingly promptly brought into the garbage dump, and the fist's arm is almost complete. The bitch of this will be the actual fist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 11:02:08 am
anyways splint feel free to put my suggestions into the current spearbreaker raws, that should make spawn a sight more troublesome....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 11:04:34 am
I'm just chalking it up to good bad bugs. I had a spawn wrestler in my group as an adventurer once. One of the toughest bastards I've ever had, till that arrow literally broke his heart.

On the plus side we now know things we didn't before and will have the ability to apply that knowlege later.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 11:24:18 am
you mean gems such as

Quote
getting your shit cut off is a bad thing? Even if you are a spawn! Especially if it's SPEARBREAKERS :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 12:19:34 pm
[The following is a Ballpoint Tech analysis of Sewaturet]

Spoiler (click to show/hide)
*
The names translate respectivly
Homo carbonum corium: Man of Coal Hide, otherwise called mountain barbarians. because of thier ancestry they are considered humans by Ballpoint.
Homo siluae: Man of Forest/ Forest dwelling man, Elves.
Homo Lapis: Man of Stone, Dwarves.
Homo odium: Man of Hate, Goblins.
Equum cogitatio: Horse of Thought, Ponies. Sometimes claled Equus Sapiens or more disparignly as just Equus
Insectorum caeli: Insect of Heaven, Sythod. Refers to thier extraterrestrial origin.

Manamaid's scientific name is taken from the west indian manatee, essentially meaning that it is a far more intelligent relative, though this is false and based solely off thier similarities  of appearence..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 12:47:05 pm
You know, the fact that it's been established as canon that something went wrong when Ballpoint introduced the spawn in Everoc means that whatever is the cause of the differences from what was expected could also be causing physical changes to happen.  I wouldn't be surprised if such included the spawn's hides getting tougher, to battle how easily they are being brought down.  So if you want, that's canon justification for altering their raws to make them scary again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 01:12:36 pm
Splint, i came up with an idea for the axe dwarves. Lock their axes in a fancy room, and post a sign, "in case of zombie apocalypse". That allows the compromise of reducing the axe forces without crippling our ability to handle zombies.

EDIT: I'm trying to convince a freind to check out spearbreakers, but she's intimidated by the size. Is there a way to get this into a pdf or something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 02:15:58 pm
I don't really like the idea of the Spawn wearing armour... I think that their animalistic nature is part of what makes them scary. It's a primal-fear thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 02:21:22 pm
@SoulSlicerJames: Actually, Parasol reintroduced the Spawn the second time around. Ballpoint's technology focus is weaponry, and they didn't have the technology to manage it. However, they're trying to steal enough HS-2Spearbreakers samples to form an army of Spawn to take down Parasol and steal all their tech. As quoted:
Spoiler (click to show/hide)
@Xahnel... shoot. I've actually been wanting to do that so I could read the thread offline, but I can't find a way to do it.
250+ pages... hrm. :-\ Well, technically, the majority of the Spearbreakers story is in side stories, unlike traditional succession games, which tend to be completely focused on the overseer's logs. It's Spearbreakers' primary strength, as well as its weakness - there's so much side story (a lot of that's my fault) that the whole thing would make for a huge PDF. If it could be done, that is. My suggestion would be to give her a choice selection of posts - ones you think she'd like - and let her read those few. If she likes them, and she wants more, there you go. :) If not... then I'm an idiot and you can give me 9000 negative Internets.

@Splint - thanks. :D Glad you liked it.

Ninja'd by a Frog. With a monocle. In a top hat.
I don't really like the Spawn armor idea either, honestly... But I would like to see them have tougher skin in the next go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 02:28:45 pm
Hey Mr Frog. Check your other account.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 02:30:54 pm
I'm just getting lost in the tangled continuity aren't I?  Still, I think it's not too far a jump in assumptions from something went wrong with introducing spawn to the world (beyond how messed up such a thing is on it's own of course) to whatever went wrong is also causing physical changes in the spawn.  Plus this way they don't need armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 02:47:43 pm
@Talvi:

Uh-oh... that conflicts pretty badly with what I've been going on, which is that Ballpoint was researching and developing the Spawn themselves. In fact, you could say that it's a core aspect of my character's backstory.

Guess I have to rework a bunch of shit now :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 02:51:53 pm
Ok so future changes for the spawn:

Overall tougher hide.
Stronger, but not unbreakable bones.
Roving packs of spawn, as well as the assemblage of siege and ambush forces.
Megaspawn semi-megabeasts and possibly as a sub caste to the sieger spawn.
Removing decapitation vulnerability (Not sure if I like this one, cause with literally no senses but touch remaining they wouldn't be useful for anything.)

No matter what happens though, once we have enough railguns and slugs made small groups will suffer from a slight case of exploding against trees and walls.

@ Mr Frog - Not necessarily. They may see the new spawn as more desirable than the ones they have, and thus scrapped these spawn or only kept a few as emergency shock troops in hopes of baging these newer deadlier ones.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 02:52:43 pm
@Mr Frog: Not necessarily. Parasol may have turned back time and replanted the Spawn, but they've engineered better, tougher ones - the ones Spearbreakers is facing, which can apparently adapt. It could be said that Ballpoint is trying to figure out how to sustain that resiliency over generations, which Parasol didn't manage. If Ballpoint can do this, they have their army... but if not...

How's that explanation?

Ninja'd by Splint, who apparently had the same idea. +1.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 02:58:05 pm
If I recall correctly, Mr Frog states directly in his early journals both that [1] he personally oversaw the re-introduction of HS-2 to the world of Spearbreakers and that [2] he helped engineer them himself. If you can figure out a way to work around that without making me ragequit, by all means do so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 03:00:57 pm
Ah, but in thier adaptation, things are happening that went unanticipated. Spawn with the intelligence to withdraw and capable of joining other races is a far cry from the mindless zombie-esque swarms he originally introduced.

Therefore, adaptable spawn can be seen as far more desirable to even the already deadlier ones they had (if they're smart enough to run from the field, then they don't need to keep sending contractors out to capture the damned things. If we're particularly unlucky Ashaber and Softa might figure out a way to open thier cells.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 03:05:39 pm
Okay, I'd forgotten about that. :-\

Perhaps both Ballpoint AND Parasol introduced them. Perhaps each thinks they were the first, but they actually just did it around the same time. When this is taken into account, it makes sense, and your posts are all accurate from Mr Frog's viewpoint. However, even with that, Ballpoint can still be wanting Parasol's Spawn, as I said, making both of us correct.

And SoulSlicerJames, I apologize for calling you out on that. You were right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 03:09:34 pm
Can't we just scrap that version of the backstory and come up with something that doesn't require a retroactive handwave to make it plausible?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 03:11:48 pm
Ah, but in thier adaptation, things are happening that went unanticipated. Spawn with the intelligence to withdraw and capable of joining other races is a far cry from the mindless zombie-esque swarms he originally introduced.

Therefore, adaptable spawn can be seen as far more desirable to even the already deadlier ones they had (if they're smart enough to run from the field, then they don't need to keep sending contractors out to capture the damned things. If we're particularly unlucky Ashaber and Softa might figure out a way to open thier cells.)

What's next, those becoming spawn start to do things to help spawn-kind overall even before they transform physically?  (like 'forgetting' to close the bridge during a spawn-seige knowing it would be seen only as normal dwarf stupidity and putting themselves in the middle of large groups of civilians while far away from any military dwarfs just before they fully change)
And SoulSlicerJames, I apologize for calling you out on that. You were right.

all is forgiven.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 03:18:35 pm
@ Mr Frog: Scrap which version, Parasol or Ballpoint creating the Spawn? I went with Parasol creating them because I thought it made more sense (and I missed where Mr Frog had released the Spawn on the world). Joseph coming from Parasol was based on that idea. It didn't make sense to me that Ballpoint could've possibly re-engineered or released the Spawn, when all they really focus on is strength through firepower. Then came Splint's story about how Ballpoint was trying to capture a specimen reinforced it.

edit: The only early passage I see which could possibly state that Ballpoint released the spawn is:
I am fully aware of the fact that I personally oversaw the re-introduction of HS-2 to this iteration, thank you very much. In fact, I thought that it was a stupid idea then, too. We shouldn't go around stabbing dodos just because some mind-sick vapour-for-brains hooplehead in upmanage thought it'd be funny to see how quickly or slowly they'd die.
It's very vague - it's not hard to see how I missed it. It could've meant almost anything - and it still could.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 03:22:23 pm
It's not so much a handwave as it is plausible.


If we go by Mr Frog's account with the spawn he introduced, Ballpoint Spawn as I shall call them were initally smarter by default, and can't be killed with brain trauma, along with thier infectious bite. They however, have replaced some measure of thier still terrifying might with intelligence that they have begun to display.

Parasol's spawn are less intelligent, physically stronger (being able to outright destroy many hardened structures like depots and heavy industy shops) and susceptible to brain trauma, as Urist displayed. These spawn may be bnased off stolen data and thus less intelligent and noninfectious. They were introduced either shortly before or after Mr Frog introduced his for field testing.

You don't need to rework anything and it also explains why some spawn  can still be killed by brain trauma, as per the early part of the Urist saga. They're essentially cheap knockoffs of Mr Frog's prior work.
The spawn showing increasing adaptation makes the ones that are extant more desirable, and as of yet they haven't been able to get any of these smart-spawn, thoughthey still have some of the older specimens from Mr Frog's research to fiddle with.

Also: Double ninja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 03:26:26 pm
Then came Splint's story about how Ballpoint was trying to capture a specimen reinforced it.

Or Ballpoint wants to find out just what went wrong in re-introducing the spawn, for which they need to capture a HS-X specimen.  In this train of thought, I figure they wouldn't have released all their HS-2 specimens, so they probably also want to compare them and keep the most beneficial (for them) adaptions.

edit: Splintja'd
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 03:27:10 pm
@Splint: They can't possibly be "cheap knockoffs" - why would you have had Ballpoint attempting to capture a specimen if they were? I'd say Mr Frog's task was to figure out how the HS-2a were different from the HS-2b. This would've occurred after the Spawn were re-released into the world. If we assume the Spawn had been around 200 years by the beginning of Spearbreakers which they HAD been, if you count worldgen time, then Mr Frog couldn't have possibly been alive that long, thus, he couldn't have released them himself, or engineered them.

Edit: (soulslicer'd)
All right, so gathering enough for an army is out of the question. In that case, you have to assume that Ballpoint would WANT an army at all (which they would, it's in their nature), and then you have to assume that the specimens they have aren't suitable to those ends. Thus, they want a different variety of Spawn - the Spawn of Parasol. Parasol's may be better in some ways, and different in others. Perhaps we faced Parasol's Spawn near the beginning of Spearbreakers, and we're only just now facing that of Ballpoint. No matter what you believe, the Spawn of Ballpoint and Parasol have to be different. Parasol wasn't intending to weaponize theirs anyway - they're kind of like Aperture Science, in a way - they're in it for the !!Research!!.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 03:35:10 pm
No-one said where he's from was following the same timestream, what with the alternate dimensions and all. It's likely that the company chose an arbitrary point to release them. And by cheap knockoffs I mean they lacked alot of what Mr Frog put into the "Final product" as it were, notably infectious bites and the intelligence to send scouts ahead of raiding parties.

The specimen in question is one of the Smart-spawn. The fact that the spawn laid out an ambush implies intelligence beyond what they were engineered with. upped smarts =  them learning stealth and trying to pick off the dominant member of groups: Squad leaders, generals, that sort of thing, which is something anything would do to disrupt group cohesion. Kill the alpha and you can fragment the the pack potentially.

Dramtically sudden increase in intelligence = tactical withdrawls, ambushes, and even taking over civilizations from within. This could mean they've gone horribly right and Ballpoint wants to see why but all attempts to do so have met with disaster, either due to direct intervention or the spawn jumping the contractors (and promptly legging it out of the area to avoid being attack in revenge.)

EDIT: Anyone else find it funny we're now debating on the presence of different spawn, company motivations, and how fucked the timestream for this iteration of a world is?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 03:38:36 pm
Quote
I personally oversaw the reintroduction of HS-2 to this iteration
seems pretty unambiguous to me. It, along with the following statement, means that Mr Frog, a Ballpoint employee, acting under his superior's orders, put HS-2 into a world that had previously hosted a Spawn population but no longer did at the time being referred to. I'm 95% certain that he also said that he engineered the HS-2.

I sort of feel like I'm being steamrollered here. I don't want to argue with two three people at once and especially don't want to make the next 2 pages be about reconciling a new backstory that I wasn't aware of or consulted about with some stupid little canon detail that nobody but myself even cares about, so I'll just accept it and put out a blanket statement that any contradictions with the above that appear in my earlier journals are retroactively non-canon. I'm fairly angry about this, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 03:39:24 pm
@Splint: They can't possibly be "cheap knockoffs" - why would you have had Ballpoint attempting to capture a specimen if they were? I'd say Mr Frog's task was to figure out how the HS-2a were different from the HS-2b. This would've occurred after the Spawn were re-released into the world. If we assume the Spawn had been around 200 years by the beginning of Spearbreakers which they HAD been, if you count worldgen time, then Mr Frog couldn't have possibly been alive that long, thus, he couldn't have released them himself, or engineered them.

Edit: (soulslicer'd)
All right, so gathering enough for an army is out of the question. In that case, you have to assume that Ballpoint would WANT an army at all (which they would, it's in their nature), and then you have to assume that the specimens they have aren't suitable to those ends. Thus, they want a different variety of Spawn - the Spawn of Parasol. Parasol's may be better in some ways, and different in others. Perhaps we faced Parasol's Spawn near the beginning of Spearbreakers, and we're only just now facing that of Ballpoint. No matter what you believe, the Spawn of Ballpoint and Parasol have to be different. Parasol wasn't intending to weaponize theirs anyway - they're kind of like Aperture Science, in a way - they're in it for the !!Research!!.

I went back to your post on portals at the bottom of page 254, and it says nothing about time-travel (as in having 2 portals to the same place, but linking to different time periods).  On your edit reply, I was thinking under the assumption that the spawn THEMSELVES mutated in some way.

edit: Splintja'd again  Edit2: And now Frogja'd  Though I feel like I'm with you here on this Mr Frog, working on assumptions that ONLY ballpoint introduced the spawn
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 03:42:45 pm
Quote
the spawn THEMSELVES mutated in some way.

That's what I've been going on and based the "Capture specimen" thing on. They've adapted on thier own and thier creators want to know why.

I stand by the Parasol brand of Spawn existing and being a physically stronger but stupider and easier to kill creature based off of stolen Mr Frog research data and introduced after he had deployed the ones he had made. This is to handwave, if it must be called such, why some spawn can be killed by having metal bits rammed into thier heads like living things should be killable by.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 03:44:31 pm
I thought I'd untangled all the continuity snarls already. this is nuts.

Whether Mr Frog was in the same timeline or not, he did tell Silena that he'd done research on the things.

Quote
And by cheap knockoffs I mean they lacked alot of what Mr Frog put into the "Final product" as it were, notably infectious bites and the intelligence to send scouts ahead of raiding parties.
That's OOC!Frog, not IC!Frog. In the Spearbreakers universe, ALL Spawn have the above abilities. But it's a good point: The Spawn could only have been initially re-released by a single company. Therefore, it was either Parasol, or Ballpoint. If it was Ballpoint, they have no reason to recapture their own specimens, unless something went wrong. And what would've gone wrong? Also if it was Ballpoint, Parasol simply wouldn't care, and would leave instead of trying to protect Ballpoint's experiment. That makes no sense at all.

Quote
And by cheap knockoffs I mean they lacked alot of what Mr Frog put into the "Final product" as it were, notably infectious bites and the intelligence to send scouts ahead of raiding parties.
If it went horribly right, then Ballpoint has no reason to want to know why. A success is a success. There's no way they would've released every single specimen into the wild, and all they'd have to do is feed them more new victims, to have them bitten. That would be all it would take. At that point, Ballpoint has no reason to want to continue with the Spearbreakers universe. In fact, they'd be free to leave.


TRIPLE NINJA'D.

EDIT:
Quote
it·er·a·tion
noun /ˌitəˈrāSHən/ 
iterations, plural

1. The repetition of a process or utterance

2. Repetition of a mathematical or computational procedure applied to the result of a previous application, typically as a means of obtaining successively closer approximations to the solution of a problem

3. A new version of a piece of computer hardware or software
Iteration has a meaning a LOT different from "world".
REEDIT:
Quote from: Mr Frog
I'm fairly angry about this, though.
Lol. You're not the only one.
TRIPLE EDIT:
I went back to your post on portals at the bottom of page 254, and it says nothing about time-travel (as in having 2 portals to the same place, but linking to different time periods).  On your edit reply, I was thinking under the assumption that the spawn THEMSELVES mutated in some way.

edit: Splintja'd again  Edit2: And now Frogja'd  Though I feel like I'm with you here on this Mr Frog, working on assumptions that ONLY ballpoint introduced the spawn
It would be assumed that there wasn't a tiny little portal. The whole of Parasol would've had to go back in time and place the whole of Syrupleaf in a stasis bubble. This implies that they WEREN'T going to run away into the sunset, not caring what happened to the Spawn. In fact, they ONLY reason they would POSSIBLY do this would be so that they COULD experiment with the Spawn. That makes a lot more sense than Ballpoint showing up out of nowhere and saying, "Oh, look, little toothed goodies, let's rush away with them before the people who saved them can even get a good look."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 03:54:17 pm
I have an idea that resolves all this.

Between subterfuge, espionage, counter-espionage, attempts to sabotage each-other's records, and whatnot, NOONE has any idea what exactly happened, and while they could work it out by getting together and working it all out from what scraps of information each one has, they will never trust each-other enough to do so.  Does that sound like a good way to leave this tangle behind?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 03:58:18 pm
Well there's the fact the most of Ballpoint AND parasol's higher ups are dwarves, and if those things get smart and last long enough, they may figure out the gates, bust out of containment, things like that. I dunno my brains a bit fuzzy. right now.

Alternativly, Parasol wants to see where thier own variation went wrong and was exterminated, with Ballpoint wanting one to figure out how they're adapting so rapidly so they can counter them if needed (firepower only gets you so much return.) Will they eventually need to make IR gear standard? Will thier railguns stop killing them efficently? Have they changed phsycially ina way they weren't expecting? Parasol may even be acting in a benevolent manner to this, by trying to destory specimens or simply trying to mess up as much of Ballpoint's shit as possible. Bear in mind, we've basically established Parasol mostly relies on noncompany personel to do thier fighting.

As far as the spawn all having those abilities that's been mostly the ingame stuff. There's clearly some other variotion that has either been wiped out or still present and just not observed by the dwarves at the Spearbreakers fortress. I base this off your own writings involving a spawn being killed by a dagger to the head.

I have an idea that resolves all this.

Between subterfuge, espionage, counter-espionage, attempts to sabotage each-other's records, and whatnot, NOONE has any idea what exactly happened, and while they could work it out by getting together and working it all out from what scraps of information each one has, they will never trust each-other enough to do so.  Does that sound like a good way to leave this tangle behind?

This is entirely plausible. A bit shallow, but given the clearly vicious (to the point of bloodshed) competition between the two companies things blowing up, going wrong, and generally backfiring and being mismanaged or lost does make sense, and can easily become a reason for things to occure, much like the pope declaring a kingdom to be full of heretics to get other countries to fuck them up because they insulted his cathedral's looks.

I'm personally trying to rationalize things in a way that is more than just a handwave, and so that a compriomise can be met and no-one has to change thier stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 04:01:03 pm
@Mr Frog: this argument right he-aw, this is why i wanted to colaborate. So i could be damned sure that I wasn't breaking any story stuffs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 04:04:34 pm
I have an idea that resolves all this.

Between subterfuge, espionage, counter-espionage, attempts to sabotage each-other's records, and whatnot, NOONE has any idea what exactly happened, and while they could work it out by getting together and working it all out from what scraps of information each one has, they will never trust each-other enough to do so.  Does that sound like a good way to leave this tangle behind?
Hrm... Actually, yeah. :-\ Lol     That works.   We definitely don't have any idea what happened, and we're basically the "gods" of our little universe, so... it's reasonable to assume that the characters would be confused about it, too.


Quote
Parasol may even be acting in a benevolent manner to this, or simply trying to mess up as much of Ballpoint's shit as possible.
That makes sense. +1 for your good logic bits.

I thought we'd established that Parasol relied on their incredible repurposed inventions to do most of their fighting? Enh, same thing I suppose, if Parasol doesn't want to get directly involved... Heat rays and antigrav beams would make good Parasol weapons, though.

@Mr Frog: this argument right he-aw, this is why i wanted to colaborate. So i could be damned sure that I wasn't breaking any story stuffs.
Everything's been broken and repaired a hundred times now.
Edit: Also, Mr Frog doesn't keep up with all the canon. I do, but I still can't keep all of it in my head at once. Thus, things like this argument right he-aw happens.

Reedit: Lol - I can't imagine what newcomers to this thread would think if they saw the previous argument.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 05:04:16 pm
Ugh... I took a 15-minute nap and ate a burrito, hoping that I was just cranky due to exhaustion and I'd feel better about this afterwards. Guess not.

@Talvi:

Don't you dare pull a dictionary definition on me. That's a cop-out and we both know it. Perhaps I should have used a better word instead of a clunky sci-fi-ism, especially if it really was that incomprehensible, but I personally feel that the context was more than clear enough and that you're intentionally being obtuse. And if it really didn't make sense to you, you should have asked me to clarify.


In any case, there has been a severe breakdown of communication here. At no point was a PM sent or any of this run past me in any form even though it directly pertained to a core point of my character's backstory that has been readily-apparent for a while. I understand that it's *incredibly*-hypocritical for me to call you out on this, but I'm doing it anyway.

I've been making more of an effort to be open with what I'm working on, and though said efforts are still pretty lacking, I can only do so much on my end. The only solution for this sort of problem short of everyone posting a gigantic list of every single little idea they've built up about the canon is for us to run things past each other to make sure everything gels, which didn't happen here.

As I've recently voiced to Talvieno, I've been worried lately about being able to bring my side plot to a satisfactory conclusion, and knowing that I can get the rug pulled out from under me with no notice like this only deepens that worry. Maybe I'm being selfish and it's unrealistic for me to expect people to personally ask me every single time they have something they think might contradict what I have, but I don't want to work in an environment where my input is ignored.


@X:

Since we now have a means of contacting each other, why don't you just message me a summary after you've written it (or, better, while you're writing it) and I'll tell you if it violates anything canon-y that I'm currently aware of?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 05:16:30 pm
I'm not much good at summaries... I'll just pm it to you when i write it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 05:21:03 pm
@X:

Okay, but in little chunks as you write it. It'd suck for you to write an entire story only to have me point to a little part at the beginning and go 'that doesn't work, now rewrite everything past that point' :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 05:33:15 pm
Then i might as well just write a paragraph at a time, and send it to you. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 05:33:56 pm
I think a major blockade is timezone difference and no relaible way for us to all communicate at once, and even if we had a way to come together to communicate, time and equipment problems persist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 05:41:42 pm
As the guy who the forum registers as having been on for three days seven hours eighteen minutes, i volunteer myself as Coordinator.
I have no idea why this would work, but it sounds good in my brain.
Basic idea is, everyone gives me a way to contact them beyond this forum, and when people needs to talk, i alert the requested fort members.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 05:48:20 pm
@Talvi:

Don't you dare pull a dictionary definition on me. That's a cop-out and we both know it. Perhaps I should have used a better word instead of a clunky sci-fi-ism, especially if it really was that incomprehensible, but I personally feel that the context was more than clear enough and that you're intentionally being obtuse. And if it really didn't make sense to you, you should have asked me to clarify.

A "cop-out"? "Obtuse?" I was simply pointing out that you'd misused the word, had you intended your character to be the entire reason the Spawn existed. I hadn't realized that's what you'd meant. While you may have created the raws for the Spawn we're using, it seems preposterous from a story standpoint. What, a scientist creates a horrible monstrosity, then places himself in the middle of their lair, proceeding to craft sub-par weaponry for what would seem to him primitive savages? It's completely ridiculous. Perhaps if you'd made a point of your character possessing a certain mental instability, then yes, but as it stands, no. We have a complex problem involving the relations of our stories, the majority of which are largely standalone, combined with the necessity of everything being sensible from a logical standpoint. The only reason I could have for "intentionally being obtuse" would be if I was attempting to ignore any evidence that my logic is refutable, which seems exactly what you're trying to do, despite the revelation that the critical elements of your story's foundation are flawed.

I've admitted my original ideas on the plot are incorrect, but don't call me out on feigned imbecility when I'm just trying to make sense of this mess.


edit: I feel this is beginning to get heated. Should we take it to PMs to avoid an in-thread flame war?

reedit: I'd like to apologize for this post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 05:55:34 pm
I've been making more of an effort to be open with what I'm working on, and though said efforts are still pretty lacking, I can only do so much on my end. The only solution for this sort of problem short of everyone posting a gigantic list of every single little idea they've built up about the canon is for us to run things past each other to make sure everything gels, which didn't happen here.

I'm just looking for possible ideas that can explain established canon problems and clear the confusion.  Therefore feel free to ignore all my ideas that clash with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 06:02:12 pm
PROBLEM: I have no cell phone and have better things to be doing then checking MocoSpace every few hours.

I think that the onus should be on whoever's writing to communicate with whoever their writing may affect. I can relay PMs from X (and vice-versa) through the MocoSpace.

@Talvi:

He helped create the Spawn and oversaw their release.

I was frankly worried that my character was a screaming Marty Stu, and voiced that a long time ago, but everyone was all 'oh, no, he's fine'. Perhaps I should have trusted my own judgment on that point, because those qualities that you're criticising him on now have gone unremarked-upon for months, and I'm now not sure whether I'd truly failed to communicate his backstory that completely or everyone was just being nice back then.

In my defense, I hadn't anticipated Spearbreakers becoming the massive narrative epic that it now is, and so I didn't really put as much thought into Mr Frog as I would have normally. I just smashed together a character for roleplay purposes and assumed that that was the end of it, which I guess the story is now suffering for.

I should have used my judgment before posting that comment, and apologize for offending you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 06:08:32 pm
I actually wouldn't say this became heated. If anything this was an actually intelligent debate regarding a few slip ups or oversights on the part of the most prolific writers of the group, and the characteristics of the eldritch abonimations we rereleased upon Bay12.

I still don't see IC!Mr Frog any different. A cold-hearted, effiency minded prick who can occasionally show some measure of remorse for his past actions. Overall it's a kind of character I could never pull off. Now A father to his men, madness driven general ripper, slacker, or frothing homicidal psycho I can do.

Overall i think we've come to a consesnus of "We dun fucked up somewheres here," and that alone is an accomplishment on the internet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 06:15:48 pm
Okay, that's it. Everyone, time out. Stop posting. Half hour cool off time. I'm playing mommy right now.
Tomorrow, i am going to go, and collect EVERY SINGLE STORY POST into one file, and read the bitch. I will apply three seperate firey bs filters to it, and nail down every inconsistency, and possible explanations. AT THIS POINT, I request everyone involved in the sci fi aspect of the thread pm me their interpretations of this so far, as well as a short profile of their character's histories, also to be checked for inconsistencies. I am going to find and plug each and every plot hole in this story, with an adamantine cork. I am asking for this because two reasons: i am not yet involved personally, and i read fast enough to conquer the hobbit and the lord of the rings septilogy (that's like trilogy, but with seven) in a six hour sitting, thus minimizing delays.
You guys are prolly gonna shoot me down, but damn it, i'm sick of this fighting, it's tearing us apart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 06:21:40 pm
@X:

Do it. Please. We need a neutral third party without any stake in this shit. I'll relay any profiles or plot bits to you if needed.

@Splint:

I'm very upset and came within a hairsbreadth of a blatant personal attack (instead I settled for an implied one), Talvi's either deeply-pissed-off or is doing a fantastic job of accidentally emulating it. It is already heated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 06:23:11 pm
We aren't fighting. I'd say the fact we came to a general consesnus of how badly things have gotten messed up on our own is proof enough of that. It didn't even have to escalate to obscene name calling we're so awesome at arguing.

Plus blowing off a little steam on things is always good. Nothing overtly bad happened afterall cause we're all semi-reasonable individuals. I say semi because we play Dwarf Fortress and that alone indicates SOME mental instability :P

EDIT: Ninja'd by the frog. My point still stands since he was able to avoid such a thing. We're all one big fucked up family and even if we bite eachother's heads off there's nothing anyone can do to change that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 06:29:23 pm
We aren't fighting. I'd say the fact we came to a general consesnus of how badly things have gotten messed up on our own is proof enough of that. It didn't even have to escalate to obscene name calling we're so awesome at arguing.

Plus blowing off a little steam on things is always good. Nothing overtly bad happened afterall cause we're all semi-reasonable individuals. I say semi because we play Dwarf Fortress and that alone indicates SOME mental instability :P

EDIT: Ninja'd by the frog. My point still stands since he was able to avoid such a thing. We're all one big fucked up family and even if we bite eachother's heads off there's nothing anyone can do to change that.
Mr Frog is rapidly approaching his firey event horizon. And whil you make a good point, what i said held true. This is a fight, people are pissed, it's time to solve the problem or stop talking about it and let others figure it out long after Spearbreakers has been imploded in a blue hole (a black hole that doesn't rotate, very rare, twice as strong as a normal one, and painful to look at besides.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 06:32:46 pm
Pff. i've seen worse than this, usually fed by trolls. Even if we've gotten angry, we seem to have calmed down and that is what matters.

And we're so epic we'll make a blue hole when the fort divides by zero instead of a black one. Badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 06:36:53 pm
And we're so epic we'll make a blue hole when the fort divides by zero instead of a black one. Badass.

Quote section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 06:44:54 pm
... I'd truly failed to communicate his backstory that completely ...
Talvi's ... deeply-pissed-off ... It is already heated.
I should have used my judgment before posting that comment, and apologize for offending you.

It's fine. I'm not the type to hold grudges anyway. I was actually pissed off all the way back at:
I thought I'd untangled all the continuity snarls already. this is nuts.
It wasn't til the comment in question that I became defensive. I almost didn't post it - almost thought better of it. I actually almost PM'd it to you. :-\ but I didn't. I apologize for that.
I'm just tired of continuity snarls. When it comes to them I'm OCD. I have to have it make sense. I even lose sleep over it.


Xahnel, yes, please, if you could do that, I'd be all for it.

In the meantime, I did something to give myself time to cool down. Not sure if it'd be bad to post it, given how heated the conversation was recently, but it basically untangles everything (as far as I can tell)... a lot of it doesn't make sense, but... at least it works with the canon. it also totally skews my former ideas of everything. but the bottom line is (again, as far as I can tell), nothing in the timeline conflicts with any of our stories. (finally, as far as I can tell. I am by no means God.) Does anybody want me to post it, or would that be a bad idea right now?

We aren't fighting. I'd say the fact we came to a general consesnus of how badly things have gotten messed up on our own is proof enough of that. It didn't even have to escalate to obscene name calling we're so awesome at arguing.
Yes we were... but that's true. I suppose "obtuse" doesn't quite count as obscene, does it... :P

I keep getting ninja'd. :( And Corai, I was going to suggest that. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 06:49:09 pm
I say post it. And I don't know what you guy's definition of fighting is. People who are fighting don't usually use such polite language. :P

No need to get bent out of shape. So a few snarls have been hit at least we made an effort to try and come up with some logical reasonings behind some of the damage. That's what matters right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 06:54:47 pm
Alright. Now, seriously, everyone with a stake in this scifi plot please pm your full interpretation of the plot up to this point, along with what you see as problems with the continuity.
Splint, i point out once again that this is about the politest site on the internet, which is why being called obtuse seemed to get talvieno going. "affably evil" says the trope page. Very nice, but capable of great darkness. That was a little of the nice darkness coming out, there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 06:57:41 pm
I'm just gonan say it now, I have no full interpretation other than a few events leading up to a major battle and a very angry man taking it out on the nearest NGO superpower. I'm in a bit of writersblock on the timewar to be honest. I only make things cross when I feel my violence calls for it.

Now let's all play a calm down fort and forget all the nastiness here, alright?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 03, 2012, 06:58:06 pm
I don't know what you guy's definition of fighting is. People who are fighting don't usually use such polite language. :P
It's just a standard nerdwar. We try to outnerd each other. Bonus points for concealed threats and vague implications of another's supposed lesser intelligence or character.

And yep, that's what matters... But we're trying to get it figured out, and at least we're making progress. I think this (http://tvtropes.org/pmwiki/pmwiki.php/Main/SpannerInTheWorks) is probably the best explanation of what happened to make all that go down. lol      (save me, I'm hopelessly trapped in TVTropes, and I still can't find what I was originally looking for)
edit: btw, that refers to the previously unknown plot point, not Mr Frog.

@Mr Frog - again, sorry if I upset you. :(


What I wrote:
_______________
I'm going to attempt to ignore a logical chain of events and see what might have happened, given what we have now.

This appears to work, from a story standpoint. Logic standpoint, no.


Alright. Now, seriously, everyone with a stake in this scifi plot please pm your full interpretation of the plot up to this point, along with what you see as problems with the continuity.
Splint, i point out once again that this is about the politest site on the internet, which is why being called obtuse seemed to get talvieno going. "affably evil" says the trope page. Very nice, but capable of great darkness. That was a little of the nice darkness coming out, there.
ninja'd. Xahnel,  yes. I have a bad habit of getting defensive and striking back when I feel someone's attacking me unfairly. :-\ Obviously I'm not good at working on that. This is the third time it's happened in the past six months or so, which for me is pretty bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 07:05:25 pm
I must have a really jacked up brain because If you give me some time, I could probably make a logical sequence out of that list. I can see an underpinning of reason in this sea of insanity.... All I need is time to find it...

Also some of that made me laugh and that's a good sign.

EDIT: So, just to lighten the mood.... I have a crundle infestation on my cool off fort. Send my akimbo maces macedorf alone against the infestation or deploy the Lifeminers? (They mine the life from thier enemies' bodies! Clever right? :D)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 07:22:42 pm
 Infestation of what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 07:24:05 pm
@Talvi:

Don't apologize. If my character really is as horribly hax as you say, then I needed to hear it.

I'm sorry for making my character so important. I didn't think it'd be that bad, but I don't get to decide how people react to him.

For the record, he didn't come to Spearbreakers of his own accord (since that seems to be a fairly-large sticking point for you). He was sent here on an observation assignment by upmanage after he sprouted a conscience and began questioning the ethics of Ballpoint's work. He's high-ranking and probably has a lot of dirt on their activities, so they were hoping that, by sending Frog into the heart of Spawn country on a pointless assignment (Mr Frog himself questions the purpose of the assignment in his very first journal), he'd get himself killed in a plausibly-deniable way.

I thought I'd spelled out the above unambiguously, but I guess I'd only hinted at it. There are quite a few things I'd thought I'd spelled out that I apparently hadn't; I'm wondering if I had a journal typed up at some point that I forgot to post.

Also: I meant 'world' as in he introduced the Spawn to just the one plane, not every world/universe ever. I'm sorry if I accidentally implied that Mr Frog is Holistic's personal bioengineer. He's not that much of a Stu :p

And that's the backstory, or at least the important parts. I'm completely-burnt-out now, and I believe that I've already posted most of the important stuff about Eris (which is frankly the only thing I'd like to remain unmolested that hasn't been already), so I'll sign off on this issue for now.

E: Excuse me? How am I not a Spanner in the Works?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 07:26:47 pm
Infestation of what?

Crundles. Annoying little bitey things that are the stuff of corai's nightmares.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 07:33:26 pm
Obviously you have to make a superweapon out of them, Splint. Cage, leash, and then CRUNDLEPOCALYPSE. They sound like they'll take chunks out of just about anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 07:35:44 pm
Obviously you have to make a superweapon out of them, Splint. Cage, leash, and then CRUNDLEPOCALYPSE. They sound like they'll take chunks out of just about anything.

Please no. They are not to be trusted. They look useful at first, then they kill a legendary pikeman like a claw to the face. <personal experience
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 07:36:21 pm
They aren't very big. Hell a civvie can kill one, but I am thinking of making crundle-based cage-land mines.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 07:42:37 pm
Obviously you have to make a superweapon out of them, Splint. Cage, leash, and then CRUNDLEPOCALYPSE. They sound like they'll take chunks out of just about anything.

Please no. They are not to be trusted. They look useful at first, then they kill a legendary pikeman like a claw to the face. <personal experience

Even better. Are they small and round? Because if so, call them the chain chomp brigade.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 08:43:18 pm
I don't know what you guy's definition of fighting is. People who are fighting don't usually use such polite language. :P
It's just a standard nerdwar. We try to outnerd each other. Bonus points for concealed threats and vague implications of another's supposed lesser intelligence or character.

And yep, that's what matters... But we're trying to get it figured out, and at least we're making progress. I think this (http://tvtropes.org/pmwiki/pmwiki.php/Main/SpannerInTheWorks) is probably the best explanation of what happened to make all that go down. lol      (save me, I'm hopelessly trapped in TVTropes, and I still can't find what I was originally looking for)
edit: btw, that refers to the previously unknown plot point, not Mr Frog.

@Mr Frog - again, sorry if I upset you. :(


What I wrote:
_______________
I'm going to attempt to ignore a logical chain of events and see what might have happened, given what we have now.

  • Boatmurdered, Headshoots, Syrupleaf
  • Parasol goes back in time and puts syrupleaf in stasis to appease armok and save the world for absolutely no reason whatsoever. Then, for some bizarre, inexplicable reason, they sit around and do absolutely nothing but twiddle their thumbs for over a hundred years.
  • Ballpoint arrives and gets to the Holistic Spawn first. Mr Frog takes it, modifies it, and releases it into the world as a test. Then he stumbles into the wrong room and gets himself locked in a cryogenic storage device for the next two hundred years (think carbonite). When he emerges, he promptly gets his ass fired, suffering severe sporadic amnesia at the same time. Or perhaps he overdosed and toasted his nut with a memory wiper do-gadget.
  • Ballpoint continues to monitor the experiment, and Parasol gets a whiff of what's going on. Instead of using their vastly superior technology to create a virus to eradicate the spawn threat, over the course of whatever's left of those two hundred years they take Ballpoint's version of the Spawn instead of modifying their own uncontaminated samples of the species. Then for some bizarre reason they release them.
  • In an uncharacteristic fit of illogicality and suicidal remorse (possibly due to brain trauma from the freezing process) (or another overdose), Mr Frog travels to Spearbreakers.
  • By the time Mr Frog arrives at Spearbreakers, Parasol has already stopped twiddling their thumbs and decided that the experiment is theirs, and not Ballpoint's. Ballpoint doesn't really care either way, but they'd like to see why Parasol's recently-released version of the Spawn are tougher than theirs - which is what they'd wanted in the first place.
  • Thus begins the great timewar, where Parasol both tries to destroy Ballpoint and protect "their" experiment, contrary to their purely academic nature. Ballpoint, on the other hand, just wants their Spawn buddies back so they can run more tests.
  • Spearbreakers is located either on, or near, a thing. This thing does the other thing, that, you know, gets more spawn to appear from nowhere. Stuff. Thing. Thingy stuff. Basically there's more Spawn, and bigger, at Spearbreakers than anywhere else. Thus, it's the central location of the timewar.
  • As a result of being at the epicenter, secretive agents are sent into Spearbreakers to try to tip the scales. Contrary to what you'd believe with Ballpoint's military and espionage, it's Parasol who sends the majority of these.
  • Eris shows up and decides to put an end to both of them through subtle manipulation. Joseph discovers Mr Frog, goes "Hah, what luck" and takes him on board. At the same time, he believes Vanya - basically a passerby, but she knows too much - is dead. Also at the same time, Urist saves the fortress (and by extension, the timewar (and by extension, the entire universe from Armok's wrath)) from a rogue agent (predictably, from Parasol). Armok assists him in this.
  • Enter Rose (origin indeterminate) and Draconik. Draconik, ironically, is yet another Parasol agent, but who cares. Parasol is good with agents. I guess Ballpoint's strategy is to stumble blindly into combat without sending anybody in to scout things out. Perhaps they, like Draignean, value the element of surprise. "SURPRISE!" (By the way, nobody take Kannan. I've already planned him as a Ballpoint spy for over a month now, but I was going to leave that as a surprise. Whoops, spoilers.)
This appears to work, from a story standpoint. Logic standpoint, no.


Alright. Now, seriously, everyone with a stake in this scifi plot please pm your full interpretation of the plot up to this point, along with what you see as problems with the continuity.
Splint, i point out once again that this is about the politest site on the internet, which is why being called obtuse seemed to get talvieno going. "affably evil" says the trope page. Very nice, but capable of great darkness. That was a little of the nice darkness coming out, there.
ninja'd. Xahnel,  yes. I have a bad habit of getting defensive and striking back when I feel someone's attacking me unfairly. :-\ Obviously I'm not good at working on that. This is the third time it's happened in the past six months or so, which for me is pretty bad.

at 7.5 there is "Stone INC gets pissed off with all this shit and stops exporting ALL weapons. and then starts sending out troops for the first time in 250 years. give or take 75."

also, for Spearbreakers 2 can we have a dead civ, and a version of the spawn with cast systems like the maej? please you great frog you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 08:47:52 pm
Dead civ is a big nono for the sequel. Just look at how many dwarves got killed for one that was alive and well. A dead civ would die after the first ambush AKA second year in. It'd be no fun, super short, and boring.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 08:53:11 pm
bah.

well, i still want caste spawn
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 08:54:03 pm
Now that I think could easilt be arranged, since in the flames of nerdrage came ideas to make spawn even more prolific and therefore threatening.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 08:57:29 pm
and there is a working version of a caste system in maej.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 08:59:15 pm
I have a rough understanding of how castes work and I've looked up the mod thank you very much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:01:03 pm
its thanks to the frog. its his mod.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 09:04:00 pm
Few questions: one, why are ALL minecraft tutorials video? Two, does anyone know how to animate a minecraft texture pack?

Three, and my only on topic question: would a caste system make the spawn more badass?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:08:37 pm
no, no, and because then you can have flying spawn and other diffrent groups.

THE MORE KINDS THE MERRIER!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 09:10:39 pm
I am aware Asea. not to sound like a dick but do you think before you post half the time? (I know that's gonna sound horrible regardless, sorry.)

As far as castes

- baseline spawn: What we fight now, but more resistant to cutting weapons.
- Macrospawn: A vastly larger spawn. Still has some concept of group cohesion.
- Spawnlords: Powerful fire spitting Spawn.

Flying ones.. no. because then they'll be able to circumvent damn near ANY defensive measure which,. as strange as it sounds, would be a game breaker.

Noncastes

Roving Spawn: Packs of spawn that are just raoming about killing and eating whatever they run into.
Megaspawn: Bronze Collosi size spawn that roam about alone smashing shit for fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:12:03 pm
wadabout greater spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 09:14:05 pm
wadabout greater spawn?

I think that spawnlords = greater spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:16:45 pm
no, spawn from hell. part of the new verson that frog made and is located with the maej.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 03, 2012, 09:17:19 pm
I'd say firebreathing spawn would be very intimidating.

And I don't recal spawn from hell.... if they actually live in hell then why the hell not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:18:06 pm
mr frog made a version of spawn that come with the clowns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 09:35:31 pm
Does sound badass... Too bad you can't give them the full range of magical elements.

Know what's more badass, though? A suplex only milkyway wishes run.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 03, 2012, 09:36:44 pm
what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 03, 2012, 09:37:42 pm
Know what's more badass, though? A suplex only milkyway wishes run.

Oh damn, thats hard. But lets not go on with this conversation, we will derail this thread if we do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 09:45:48 pm
what?

Yeah, pretty much.
Had to grow up with a SNES.
So, splint, what magical elements are there in DF? (as breath weapons, i mean)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 09:51:42 pm
I actually have a great list of possible spawn variants written down somewhere.  admittedly it was as a race entirely of my own creation, but I'm not going to understand modding anytime soon so it works out just as well.  I'll post it once I find it.

Edit: found it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 09:58:18 pm
Post it, then. Lets see your ideas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 03, 2012, 10:36:56 pm
LIST OF POSSIBLE SPAWN TYPES
please note that this was originally conceived as a unique race, and I won't bother changing details that won't work for spawn of hollistic.
Splint, Talvieno, and Mr Frog, as the ones who created the spawn used in the first place, feel free to alter anything because of the above.  Or maybe split into their own race as I originally envisioned, if you feel such is worthwhile.

Spawn(base): Does not actually exist, only used for comparing each variant.  Compared to dwarves, have slightly above-average strength and toughness, and equal dexterity.  Size of a human, but with four arms, and sharp claws and teeth.

Workspawn: Slightly below average in all stats, but are the ones that do all the non-military jobs.  Never show up in fort mode, but will engage in self-defence.

Darkspawn:  Slightly smaller, weaker, and more fragile, but slightly more dextrous.  Adept at sneaking and have trap-avoid.  May show up as thieves or in ambushes.

Waterspawn:  Amphibious, but otherwise basic spawn.  Show up as specialist troops.

Venomspawn:  Otherwise basic spawn with poisoned claws and teeth.  Poison causes extreme pain, with a delayed effect of gradual reduction of physical stats.  Show up as specialist troops.

Warspawn:  Slightly stronger and tougher, can wield weapons and enter martial trances.  Main warriors and may lead ambushes.

Deathspawn:  Very strong and tough, but somewhat less agile.  Noticeably larger than others, prone to rage, and are building destroyers.  Heavy support and shock troops.

Spawnlords:  Leaders of the spawn.  Taller, stronger, tougher and more agile than base spawn.  Have trap-avoid and building destroyer.  Two arms may wield weapons, and may enter martial trances.  Only show up leading sieges.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 03, 2012, 10:40:24 pm
I am aware Asea. not to sound like a dick but do you think before you post half the time? (I know that's gonna sound horrible regardless, sorry.)

As far as castes

- baseline spawn: What we fight now, but more resistant to cutting weapons.
- Macrospawn: A vastly larger spawn. Still has some concept of group cohesion.
- Spawnlords: Powerful fire spitting Spawn.

Flying ones.. no. because then they'll be able to circumvent damn near ANY defensive measure which,. as strange as it sounds, would be a game breaker.

Noncastes

Roving Spawn: Packs of spawn that are just raoming about killing and eating whatever they run into.
Megaspawn: Bronze Collosi size spawn that roam about alone smashing shit for fun.


With roving spawn and megaspawn, and then normal siege-y spawn, I somehow got a mental image of a five way battle between spawn, spawn, goblins, bigger spawn, and dwarves. O.o

Also, I wasn't on for like a day? Then everything got all... Tense. Anyways. Love you guys. Love the fort. Love the continuity. Don't melt down into a fiery mass of nerd rage please. :) Tantrum spiral among the players would be an incredibly odd thing for a succession fort to die of.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 10:58:25 pm
Hans, we need you around to defuse us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 03, 2012, 11:05:58 pm
And I'm a felon. You, intelligent, reasonable, logical people, need me, a highly volatile drug addicted felon, around to calm you down.
...
Society is awesome sometimes.
Anyways. I'm not going to jail monday. This time. If I do, then it's complete bullshit, because I've done everything correctly this time. So, I shall be around to defuse you all. :) In the meantime, I shall post a story update sometime soon, after I have time to collaborate, collate, and edit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 03, 2012, 11:06:55 pm
Here's the next (and probably-final for the forseeable future) installment of my sidestory:


Now, if it's all the same to everyone else, I'd like to call it quits here. One thing that came to light during the previous argument was that I have completely and utterly failed to either build or communicate even the rudiments of a coherent setting (and made my guy a stealth God Mode Stu to boot), to the detriment of both my story and the canon as a whole. I'm not sure how to really fix any of it, but it seems better to just drop the plotline here rather than risk screwing things up for everyone further with my monkey-on-a-keyboard hackery.

I don't want to leave the story unfinished, but I don't think it's even worth finishing anymore, so I'm just going to call this project a failure and move on to something else that hopefully won't involve writing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 03, 2012, 11:27:36 pm
Mr Frog, if you leave, you take at least a quarter of the awesome with you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 03, 2012, 11:29:14 pm
+1, so please keep your storyline going
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 03, 2012, 11:37:32 pm
Potentially as much as forty-five percent. There is a reason Dorf!Frog is in... Pretty much every single side-story. Because you, not Dorf!Frog, are awesome and we think you are cool, intelligent, and have good ideas. Your contributions are highly valued.

But I'm not going to tell you to stay if it is going to make you upset and/or start feeling like we're steamrolling you. :/ I just am telling you that I want you to stay because... Er... I want you to stay. I like things how they are right now, and it would be less fun without you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 04, 2012, 12:20:58 am
I just am telling you that I want you to stay because... Er... I want you to stay. I like things how they are right now, and it would be less fun without you.
I second this...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 04, 2012, 06:24:48 am
Hey, whoa! "Call it quits"? Don't leave the thread! :( Honestly, if it's going to be an ultimatum, I'd much rather you'd stay. Take a break from writing for a while, if you'd like. Relax and go with the flow, just cool down. If you really need to, I suppose you could take a vacation from the thread itself, but seriously, don't leave us permanently. Like Hans said - it wouldn't be as fun without you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 06:38:13 am
What the hell did I miss while I was sleeping?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 04, 2012, 06:50:13 am
What the hell did I miss while I was sleeping?

think mr.frog is holding the virtual gun to his head and threatening to jump of the ledge..... at the same time... other than that not much ....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 04, 2012, 07:52:11 am
-snip of !!SCIENCE!!-

you really, really hate dwarves don't you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 09:24:55 am
-snip of !!SCIENCE!!-

you really, really hate dwarves don't you?

Not really, look at how tough the spawn were intended to be compared to how they turned out.  Originally the spawnlord was also poisonous as a venomspawn and amphibious as well, but I decided that might be too much.  Still, I figure that these should cause no problems given that you would know to prepare for them ahead of time.

Edit: Also, the race as originally envisioned lived underground and might attack from either aboveground or through the caverns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 04, 2012, 09:32:14 am
this is why I don't like having a later year...too much bat shit insane nonsense.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 09:42:02 am
I must ask though, who here thinks the guys I listed should be adapted into Hollistic Spawn and who thinks they deserve to be kept a unique race in themselves?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 04, 2012, 10:27:52 am
Spoiler: Melodrama (click to show/hide)

We apologize for the technical difficulties and now return you to your regularly-scheduled meta-clusterfuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 04, 2012, 11:11:38 am
:/ Well, whatever makes you happy, Mr Frog. Hopefully you'll still be okay with lurking or something.

As a side note, I'm tempted to 'Quote Section!' that non-spoilered part.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 04, 2012, 11:57:48 am
Spoiler: Re:Melodrama (click to show/hide)

I'll second that quote...



I haven't gotten enough written for a full Vanya/Urist update yet, but I'm working on it.


@ Soulslicerjames: They're all definitely possible, from what I can tell... Sounds like you're almost making them into a sentient race of their own, though - like they're not just wild beasts anymore. Almost playable, in fact... like... Spawn Fortress.
I would add "Godspawn": A particularly rare incarnation that's amassed itself a conglomerated body of flesh and bones from fallen dead... Would make a nice megabeast/boss. Also, I wouldn't mind experimenting with birds... creating a flying (but weak) version of the Spawn would make things really interesting for the unlucky person who had to fight them. I imagine they wouldn't be able to spread the infection, though, or it'd be gamebreaking... They might be like flying piranhas, I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 01:28:00 pm
bah. seeing the frogs ideas made it fun. if you stop posting as much then i think we will all co nuts with crazy ideas. besides, you are the resident modder, we need you to make spearbreakers 2. and it wont be fun without seeing what torment the original will do to the perky person.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 01:32:30 pm
@ Soulslicerjames: They're all definitely possible, from what I can tell... Sounds like you're almost making them into a sentient race of their own, though - like they're not just wild beasts anymore. Almost playable, in fact... like... Spawn Fortress.

Kinda, I always intended for them to be a threat, just like goblins.  I was mostly focussed on how they would actually BE a threat, with things like workspawn being put in to explain how they survive as a psudo-civilization (as it says, they do all the non-military stuff, explaining how, for example, the warspawn attacking you got nice weapons if none of the types attacking do things like metalwork).  Though mostly I wrote it all down as I didn't want to forget and know I'm not going to learn how to mod anytime soon.  I even have stuff written up on their reproduction.  My only problem is how, not being related to Spawn of Hollistic if kept as a race of their own, I feel it would be best to rename the race overall.  I only used "spawn" because I can't think of any name that fits them better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 01:36:23 pm
I always saw the spawn as just dilling and eating everything they ran into. Hungery? Walk outside and kill something. Thirsty? Drink it's blood. Larva demanding food? Kill it and feed it to the rest so they shut up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 01:45:14 pm
hmmmmm.... sounds like some humans.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 01:49:59 pm
I always saw the spawn as just dilling and eating everything they ran into. Hungery? Walk outside and kill something. Thirsty? Drink it's blood. Larva demanding food? Kill it and feed it to the rest so they shut up.

As I said, this started as an unique race of it's own, and you are welcome to keep it that way or adapt it for the Hollistic Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 01:53:17 pm
now if there were only more weapons...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 02:05:27 pm
Planned weapons, some  of them already made:

Railguns - The ones the dwarves will have will trade rate of fire seen in the stories to devestating power.
Chainswords----|
Buzzhammers--|
Chainaxes------| All of thses are self explainitory (they run off Chainsaw Good basically.)
Sawpikes-------|
Mughammers - Massive spiked mugs on the end of a sturdy pole.
Mug Rifles -  Actually more of an air gun that fires mugs.
Gladius for shits and giggles
Fist saw - basically half of a small serrated disc on a handle.
Mug - Yup. an actual mug as a small bludegoning weapon.
Nightsticks - Intended to be wooden billy clubs for the fortress guard but macedwarves will find metal ones a good stand in for a proper mace.

Almost forgot the Grindeaxe, an axe made of a bunch of mechanisms and does what it says. grinds against the target, tearing away bits. Exlcuding the chainweapons this is probably one of the most visceral weapons cause it yanks and tears rather than cutting or slicing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 02:08:25 pm
well, there is the timewar. say some moron pops up with a weapon from that. then what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 02:10:42 pm
Those railguns can't be emulated in DF at present. Therefore, as a handwave (I hate calling it such though) the ones Dorf!Mr Frog gave the dwarves the ability to produce traded a high rate of fire for destroy an APC with a couple shots type of destructive power.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 02:12:12 pm
ahh. although i would LOVE to see some of my drawings become objects in DF. but i still have to find a scanner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 04, 2012, 05:48:43 pm
Sweet bejeebus that's a lot of posts since I last posted  :o

Those railguns can't be emulated in DF at present. Therefore, as a handwave (I hate calling it such though) the ones Dorf!Mr Frog gave the dwarves the ability to produce traded a high rate of fire for destroy an APC with a couple shots type of destructive power.

Couldn't you just amp up the firepower of a ballista? Or did I miss a vital piece of plot?

And how's the fort been holding up? I'm dying to know  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 05:53:17 pm
Most of the posts concern nerdrage.  And the railguns in question are of the man portable variety. The way ranged combat works in DF makes rapid fire impossible except with ludacris FPS.

I got some railgun raws and fiddled with them to make them nightmarish engines of destruction a dwarf could bring to bear in with almost no hinderence aside from wieght (it's made mostly of steel.) Spearbreakers II, while largely unplanned since we haven't finished this, has weapons inspired by the fortress lined up and ready in many cases and have been introduced via the sidestories, among these the railguns.

However in the stories, the railguns fire like assault rifles, which can't be done in the DF game engine. So I have come up with them being designed witha  charge time of sorts, allowing the slugs to be propelled with devestating force. Even a megaspawn probably wouldn't survive a direct hit to the chest or lower body.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 04, 2012, 07:34:24 pm
To me, "railgun" just makes me think of a gun that fires a single projectile with a massive amount of force, but takes a while to reload anyway, so that makes more sense to me.

The nerdrage/arguing that happened the past few pages... I'd rather avoid getting involved (moreso since it's after the fact and I don't want to stir things up), but I'd still like to voice my opinion that Mr Frog, you should stick around and continue posting, but stopping your fic is completely up to you.

I enjoyed reading it - hell, I enjoy reading all of the story bits that get posted on here, regardless of how it ended up adding to the general clusterfuck of confusion - but if it stresses you out to write, and you don't wish to continue, then I won't say otherwise. I just don't want to see someone leave who's been around since the very beginning of this topic.

Hopefully my point of view won't be misunderstood. I can't consider myself a part of the "family" of regular posters since I've only posted a couple of times, but I truly don't want to see anyone leave. If I've misunderstood something myself, then I apologize, I read the last few pages this morning when I was still dead tired, so it's possible I skipped over/forgot something.

Now, onto more cheerful subject matter... the new poll. I completely forgot to vote on the last one, so I guess I should for this one :p I'm unsure which to choose, though. Torn between Vanya and Mr Frog, or maybe Fischer.

Anyway. I don't have anything else I can think of to say, so...

Also, I'm glad I remembered to spell Mr Frog without the period.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 08:03:44 pm
im the only one to vote for the frog? comeon!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 08:08:20 pm
I just had a scary thought.  What happens to a dwarf's soul if he turns into a spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 08:10:12 pm
... Mother of god WHAT HAVE WE DONE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 04, 2012, 08:13:54 pm
There's not an "all of the above" option? Oh, and where's Urist and Hans?

Splint's railguns are uber. They pin anything but a bronze colossus (or a manamaid) against a wall, often sending them flying back twenty spaces. Interestingly, if they don't hit a wall, they usually just wind up with a bruised/broken limb.

Jack Magnus: If you post a few times, and you're a regular reader, I consider you part of the Spearbreakers family. And you meet both those criteria. I also second what you said about Frog. And thanks for considering Vanya. :) Glad to read that.

@Megaman: No, you can't edit ballista raws, as far as I know. Railguns work better anyway. Serrated disc launchers are fun, too, if you like bisecting enemies (or just general gore if you're not skilled).


edit: I have no idea... I hadn't even thought of it... I guess it joins Sankis' army... It's probably like selling your soul to the devil, but without the "selling" aspect... more like the devil flat out stealing your soul... that's scary.  :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 08:14:56 pm
... how long have there been spawn? 2 years? and no one has asked that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 04, 2012, 08:26:37 pm
Whatever the answer, I think this should be listed under the TvTropes page as fridge horror.  But really, do we even want to know? :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 08:36:33 pm
Probably not. And I had cpompletely forgotten about the disc launcher I have't used them, in so long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 08:43:58 pm
*smiles*





*smile ends*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 04, 2012, 08:58:47 pm
A dwarf who becomes a HS2 doesn't die. Therefore, their souls don't leave their bodies, until true death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 04, 2012, 09:00:51 pm
Thus, does thier soul know what's going on? You know, are they still in there, helpless to stop thier body's actions?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 09:01:34 pm
hopefully its just dreaming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 04, 2012, 09:20:02 pm
Of course they are fully conscious. This is Dwarf Fortress. It's like Yeerks from Animorphs. The host's mind isn't destroyed, they just lose control of their actions. A Spawn's soul isn't erased, it's ever watching, trapped in a nightmare.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 04, 2012, 09:21:42 pm
owch.



i wonder what our turned dwarves are thinking?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 04, 2012, 09:29:21 pm
A dwarf who becomes a HS2 doesn't die. Therefore, their souls don't leave their bodies, until true death.
I like this idea a lot better than mine.

edit: Especially the part where they're awake and forced to watch every second of it.
That means they actually feel themselves being stretched and ripped to pieces as they transform. It's like getting put on a torture machine that does the whole job in a matter of seconds... I can't imagine how painful that'd be.

o.O Might it actually be a mercy to end the lives of Ashsaber and Softa?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 04, 2012, 09:37:29 pm
Darkness fills my mind. -winks- it's just zombie logic. The undead died. The infected are alive. Thus, the soul's situation is verified.
A mercy killing? We don't euthanize. What we should do is make life better for them. Build them good rooms.

Could we build a danger room for them? Set up up so in the event of a zombie apocalypse, and we fall, we can release them to avenge us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 04, 2012, 09:55:37 pm
If I remember right, Spawn don't have [INTELLIGENT] or [CAN_LEARN] (I hope, anyway), which means they can't gain skills. This would make a danger room useless. However... If we go back to my SPAWN SCIENCE post... I think that if we danger room'd our soldiers and then intentionally turned them into Spawn... that would make a good spawn force. The total output would be very small, though: Lots of regular spawn for one Uberspawn in full armor.

then again, I'd consider that "dwarfy".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 04, 2012, 10:06:02 pm
And horrible. So, super dwarfy. Like the air drowned mer babies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 05, 2012, 01:23:59 am
Whoa.

Holy Fan Fic of Awesome, Batman! :o Just read through the whole batch of it since I went AWOL for a couple of weeks... Talk about archive panic. -_-
Hans, Mr Frog and Talvieno have been pouring out some seriously excellent fanfic there. Plus, the Spearbreakers universe has turned into the central battlefield of a time war now? Little wonder there are blood-covered wastelands everywhere.

Also, if this:
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!
isn't in the quotes section already, it really needs to be there. Spearbreakers is so inconceivably badass that even world-ending abominations run in terror.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 05, 2012, 01:28:12 am
I am adamant that we are actually the spawn, who took over Spearbreakers and that the "spawn" are actually dwarves. It is the only sensible explanation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 05, 2012, 01:38:07 am
Whoa.

Holy Fan Fic of Awesome, Batman! :o Just read through the whole batch of it since I went AWOL for a couple of weeks... Talk about archive panic. -_-
Hans, Mr Frog and Talvieno have been pouring out some seriously excellent fanfic there. Plus, the Spearbreakers universe has turned into the central battlefield of a time war now? Little wonder there are blood-covered wastelands everywhere.

Also, if this:
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!
isn't in the quotes section already, it really needs to be there. Spearbreakers is so inconceivably badass that even world-ending abominations run in terror.


Sus! :) Indeed, there was a sudden mass of fanfics within the last month or so.
I'ma skip the compliment. :P But thanks.
And I was waiting for a nomination.  8) I was shamelessly trying for one. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 05, 2012, 02:19:32 am
I think of quotable line constantly. Usually just AFTER I post. By then, it's too late, and as punishment for thinking too slow, i force myself to let it go.

Also, if splint can give me until Monday, i can catch up Rose's journal. I'm not with my computer til tomorrow night.

WARNING: OFF TOPIC
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 05, 2012, 07:28:14 am
Holy Fan Fic of Awesome, Batman! :o
I like this... This sums up most of what Spearbreakers is about pretty well. Or possibly "Holy clusterfucked fanfic of awesome, batman" or "Holy fanfic of clusterfucked awesome, batman"... Those would work, too.

Either way, quotes section, anyone? I'd like to see that on the front page... (Also, Sus, put up your nomination. Hans has another quote.)

Also, sorry about the Archive Panic thing. :-\ lol    I imagine that's scared off a lot of potential readers. I need to condense everything that's important into a *.docx when I get the time - it would make reading easier.

edit:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 05, 2012, 10:21:54 am
25th Galena, 207.

Seems a few of Stausic's masterpieces were lost during the cleanup. I thought he'd brush it off, but it seems.... Well...

Stausic Amecshibbi, jewler, has been found dead, head stuffed in a magma smelter. [Yeah I added the head in smelter bit. I don't know how else he could have died.]

No-Hair saw him stuff his head into one of the smelters in the forgeworks. Had a bucket birgade put him out so we won't need to worry too much about his ghost. Also had to cut the party short. [Undesignated the diningroom then redisignated] Needed to get that food inside and with some of us at the party we weren't really helping much with that. I had had to repurpose some of the old quarry on the living level to hold food we bought.

26th Galena, 207.

I've begun my meeting with the human representative. More surface booze and fish are in order.

(http://i47.tinypic.com/2r7mubs.png)

28th Galena, 207.

Another necromancer failed his manhood test. Suffered a slight case of head trauma from Hans' shield.

6th Limestone, 207.

Crusher started pitching a fit. Evidently someone sold his shoes and pants while he was getting changed for training. He'll probably get a hammering if anyone gets hurt... Oh and another necromancer. This one had the great fun of running into Fischer and Jack Magnus. It didn't end well.

[I forgot to assign the bodyguard detail full uniforms, though Crusher's clothes really did get sold for some reason (probably left unattended too long.) Crusher kept pitching a fit and someone has a nicer room than the baron, so I had to up the value to avoid retarded tantrumming from the ingame dorf.]

10th Limestone, 207.

I had to go with sub-par materials for the fist itself, as we finally began running out of Iron bars. Guess we'll just have to find another magnetite cluster and make more is all. Also had an order put out for shoes, pants, and shirts, if only to help everyone stay clothed and keep the rest of my guards from pitching a fit.

14th Limestone, 207.

Put in a request for leather and cloth, tons of drinks and alot of meat and fish from the humans. Black bronze, iron and a little platinum as well. It'll be expensive, but will all the junk we have laying around we should be more than able to afford it.

16th Limestone, 207. Intermitant entry.

Just getting used to the wieght of this monster of a hammer is challenging. Crusher, Thumper, and even Rose seem to be more accustomed to using these weapons than me. Guess that's what I get for being a desk jockey for the better part of 12 years.

19th Limestone, 207.

Migrants arrived, and I've decided to arrange a welcome party, partly as also to recognize the groups from earlier who made it in as well.

(http://i45.tinypic.com/14uhl50.png)

25th Limestone, 207.

I've lain the foundation for a project Talvi thought of, a giant hand clawing up from the bloodplain as a monument to the war against the undead. I am also establishing a surface farm with a small watchtower, to make use of all those surface seeds we have.

(http://i49.tinypic.com/10ft5rn.png)

I also guess I should include a sketch of a prision being built near the shops and Fischer's tomb. It is currently being smoothed over by a few of the new arrivals and old hands. I've requested some gold doors be made for Fischer's resting place, and copper ones to be installed in the prison.

(http://i50.tinypic.com/2r38m86.png)

The fist will have to wait for the time being. Also...

(http://i48.tinypic.com/2zdn9n6.jpg)

Why the fuck is he down there? I'm sitting up he twiddling my beard waiting to finish our negotiations, and he's down by the wells jerking off or something. Bah. Fuck him, I'm gonna get a drink and some more mugs. I already broke four waiting for him.

[There we are, another short update. I had to take a breather, between the work overload earlier in the week I did and the general nastiness the other day. I'll try and get another one done in the next day or so, if not two.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 05, 2012, 11:53:19 am
Lol, poor unexercised splint. Lets buy him some jane fonda tapes. I'll chip in a dorfbuck.
Heck, I'll just have Rose go drill sergeant on him. It would be fitting.
"Get on the ground and gimme twenty pushups, NOW DAMMIT NOT WHEN YOU FINISH WITH YOUR SIPPEE CUP! MOVEMOVEMOVE!!!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 05, 2012, 01:12:03 pm
More along the lines of doing more paperwork than fighting since the war doing this to him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 05, 2012, 01:16:56 pm
YAY! UPDATE!

and i see thet my view of necromancers in accepted.  ;D ;) :D :D :D


also, whats xahnel been doing that has gotten somany downloads?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 05, 2012, 01:22:30 pm
Lol, since you asked, it's a mario texture pack for minecraft. Pm tavlieno, he'll link it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 05, 2012, 01:25:03 pm
oh, that. glad its popular. i dont really like texture packs myself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 05, 2012, 07:29:39 pm
I agree with making sure everyone has clothes.  All the dwarves may be conditioned to accept horror, but it's probably best that we don't scare visitors away...  Scratch that, we should see if nude dwarves will keep all the gobbos and necros away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 05, 2012, 07:31:23 pm
They'll go insane without at least the minimum of shirt-pants-shoes. Kind of strange though for that to cause madness, even in dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 05, 2012, 07:49:29 pm
They'll go insane without at least the minimum of shirt-pants-shoes. Kind of strange though for that to cause madness, even in dwarves.

You seem to be forgetting that these very same dwarves can balance out the death of the entire fort by eating in a really nice dining room :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 05, 2012, 07:56:13 pm
Seems there's more to cause bad thoughts than good thoughs now. Plus just cause our dwarves are boozed up and given heavy doses of sedatives in thier food doesn't mean thier blind. It just means they can sleep at night while Ashsaber and Softa continue screeching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 05, 2012, 09:31:41 pm
Lol, how many dwarves are underdressed? How many are unhapppy? Would Splint accept being Drill Sergeant-ed by Rose?

Anyone wanna text? I'm lonely and bored. Almost all my freinds are no longer texting...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 05, 2012, 09:35:51 pm
Too lazy to dredge up your number and I'm drawing something. Yes I'm being a bad little man.

And just my guards cause I forgot to assign full uniforms. So my avatar suffered too. And I don't mind belligerent wimmenz (Yes, I am indeed being humerously sexist.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 05, 2012, 10:21:52 pm
Too lazy to dredge up your number and I'm drawing something. Yes I'm being a bad little man.

And just my guards cause I forgot to assign full uniforms. So my avatar suffered too. And I don't mind belligerent wimmenz (Yes, I am indeed being humerously sexist.)


Your humer, it is making me want to tell fibulas. :P Lamest joke I've ever made. >.<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 06, 2012, 12:29:54 am
Then count on Rose applying a swift boot to the rear.
"You can go one Armok-damned day without booze! I was on quarter rations the entire way here just as a toughness challenge! DON'T TELL ME YOU NEED BOOZE TO FUNCTION! HOW ABOUT YOU FUNCTION WITH MY BOOT UP YOUR ASS?!"
Though, anything she tells him to do, she'll do. So, pushups for him means pushups for her too.
She's a fair drill sergeant. ;P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 06, 2012, 02:30:52 am
From the journal of Sus III

It has been quite a while since I last had time to write a journal. Most of that time, I've been in and out of the hospital, drugged out of my senses. I also seem to recall, albeit faintly, that shifty Mr Frog character jammng needles full of his "experimental curatives" into my arm every now and then... Or maybe it was just a drug-addled hallucination or a fit of sobriety? I don't honestly know anymore...

Still, I think there is something seriously amiss in this fortress. Mostly the hospital; before Mitch rearranged the whole thing, it was but a glorified morgue where the dead and dying lay in their own filth, unattended for days on end. Now, there seems to be more active "care", though I use that word with the proverbial pebble of rock salt... Some of the things going on in that place have nothing to do with making the patients better, and some seem to have an outright opposite effect.

Speaking of Mr Frog, he has been acting strange lately, even for his usual, cryptic self... He seems different somehow, as if he was unsure of who he was. I referred to a recent talk I had with him the other day, and he just gave me a blank stare like he'd forgotten all about it. He's also spending quite a lot of time with that strange vagrant girl and her friends, Urist and Hans I think they're called. Were I the suspicious type, I could swear there's something fishy going on with the four of them. As it is, however, I'm just glad to be back on my feet again, so I'll play it safe and just steer clear of any strange business...

What else? Oh, it's raining blood again, mountain barbarian blood to be specific. Smells like over-cooked bacon. Also, a couple of necromancer's apprentices have been giving us a bit of a bother, although nothing like the disaster that got my cousin, that blessed foolhardy dorf called Sus I Bibandeler, killed. Our military seems to be well on top of things for now. In other words, it's pretty much Tuesday for Spearbreakers. Oh, and a human caravan made it through, that certainly merits a mention. They brought a nice selection of drinks, though I myself find human beverages a bit watery to my liking.

P.S. Splint held a big party to honour the heroes that finally ended the undead menace. He made a big speech too, saying he would draw up plans for a great monument of some kind, to "celebrate the undying Dwarven spirit", I recall he said. I kind of agree; after surviving so long in this hellish place, we're at least entitled to some sort of display of our pride. I guess those lurking Necromancers and Spawn ambushes will keep making trouble to any construction crews topside, though...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 06, 2012, 06:10:24 am
Hooray for update (yes, I'm late)!   And awesome journal entry, Sus - pretty good. lol   Glad to see you back. :)

Your humer, it is making me want to tell fibulas. :P Lamest joke I've ever made. >.<
lol - I laughed just because I didn't expect you to make puns.

Splint - could we have a list of the dorfs that make up the Fortress Guard?

And finally, Vanya story update coming soon!

edit: Wait, Talvi organized a party? :o Sounds like I need to make a journal entry or three for her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 06, 2012, 09:47:12 am
Another update of V's journal. I'm a bit rushed today, but no worries - Hans and I put a lot of work into this piece (and he'll be showing the mission from Urist's and Hans' point of view before too long ;D ).

Vanya's Journal
Ballpoint Mission, Part II


Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 10:41:19 am
Oh damn. Excellent work. I have to wonder where they got the guns though; Mr Frog had given them melee weapons and the only gun he had was basically a mag-cel equivelent of a zip gun (The man isn't a gunsmith afterall.)

But this also raises a question of how did OG!Frog get his PEA from Ballpoint at Eris.... Oh god I just made my own brain hurt with that.

Sorry I didn't get another update done. I instead drew my interpretation of Vanya in her full equipment disguise (Complete with a fake smoke grenade!) It took longer than I thought it would.

Edit: We also have two new additions to the mascot list, as mentioned: Danman Nimarkob, a Barbarian War Party leader, with two broken arms, and Setnek Nilnalthish, Holistic Spawn thief who's arm popped out and both legs broke.

Fortress Guard list

Megaman Duralkol - Guard Captain/Playerdorf
ThatAussieGuy  Eshtannicat - Playerdorf
Gold Amosttimnar - Likes native gold
Brass Amber - Likes brass
Longland Adilbasen - Likes to drink longland beer
Marmot Osthinrith - Likes hoary marmots
Stibnite Taditon - Likes stibnite
Acacia Asteshekast - Likes acacia trees
Granite Onuldakas - Likes granite
Marlin Amostekast - Likes to eat marlin

They were named after something they like if unclaimed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 06, 2012, 12:06:59 pm
The guns will possibly be explained in Hanslanda's update... Now you have another reason to look forwards to it. ;) As to the PEA, Busta!Frog doesn't have it. OG!Frog does, but Vanya scooped a large number of unrelated PEAs into the backpack she stole. Maybe they'll prove useful, maybe they won't - either way, she failed her mission again. Wasn't her fault this time, though.

If you wouldn't mind posting it, I wouldn't mind seeing your interpretation of Vanya. (hint hint)

Finally, I'd thought we had more than two named dwarves in the military. :-\ Huh.   Oh well. I'm sure Megaman and ThatAussieGuy probably wouldn't be that happy with their apparent lack of clothing. :P

edit: fortress guard, not military.  ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 12:12:17 pm
That's just the fortress guard. Most of the claimed dorfs either perform vital functions or are members of the Automated Fuck You Machine that is our army.

EDIT: Also, I'll post it when I have the drawing of her in her normal fortress attire done, along with Mr Frog (the joke for Mr Frog's pic: Cave Moss shouldn't be doing that.....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 06, 2012, 12:15:06 pm
The Automated Fuck You Machine that is our army.


GUILTY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 12:24:59 pm
More of a compliment to our soldiers really. We'll just need ALOT more fighing animals and the axelords will need to lead the charge once the guard and civil defense units shoot the clown car's inital assault to bits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 06, 2012, 12:48:24 pm
Considering the use of the term "clown car", I'm going to guess that my military dorf will be going down in a blaze of glory. Literally.

And good story update, Talvieno :) Jealousy is a very strong emotion, so I'm not surprised seeing it spring up here. Should be interesting to see Hans' perspective once he posts it later, not to mention the next update after that.

I actually played a bit of DF myself in the past few days... although my skill level hasn't improved much. The new hauling code irritates the hell out of me, I can't imagine what sort of nightmare managing Spearbreakers would be in that regard. At least disabling barrels in my seed stockpiles kills a fair amount of the cancellation spam.

Then I accidentally gave my fey mooded legendary+1 armorsmith the position of baron, who then glitched up so now he's permanently on break, so I kinda cursed and swore and shut it off for a while >.>

Anyway. Don't want to get too off topic :p Glad to see some story updates, can't wait for more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 01:03:26 pm
I will be able to post my side of those two updates tonight, barring unfortunate legal entanglements. I did everything I was supposed to, so they really shouldn't send me to jail today. We'll know by six or so, and if I don't go, I'll have an update for ya'll by eight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 06, 2012, 01:18:05 pm
i volunteer "Aseaheru, Army Dwarf" to lead the assault! or do open the car! OR to take on a ambush of spawn in just a cloak! or to be part of some random experiment! i really dont give a gnomes ass as long as he winds up dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 01:20:05 pm
Speaking of updates, I'll have one for you guys once the fight with the minortaur is done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 01:23:16 pm
Speaking of updates, I'll have one for you guys once the fight with the minortaur is done.


Gary, the Minortaur has arrived! He has pustules on his face, and he menaces with an aura of friendlessness! Beware his general social ineptitude!

Lol, Splint, stop making typos that I can make puns with! :P It's killing me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 01:26:57 pm
Hey, it helps lighten the mood doesn't it? And a preview of what Fischer did: I think she's channeling the rage of the spawn she has killed in her teeth. She bit the fucker and shook him around until he passed out, at which point he suffered pike-induced head trauma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 06, 2012, 01:34:36 pm
can i fight it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 01:43:50 pm
It's already dead. if you don't want the dwarf I can just strike the name off the records, because you're making it clear you no longer want the dwarf. i can alternativly just rename him if that's the problem.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 06, 2012, 01:51:39 pm
please do. i dont know why i was given a replacement randomly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 02:02:36 pm
[You weren't given a replacement, your dwarf never died. I left you as a strike-thru on the list to be funny.]

26th Limestone, 207.

Stupid prick still hasn't shown up to finish our negoiations. Fischer killed a deer that a huntsman didn't bother to finish when he ran out of ammo, so we got a little home-killed venision now, which is good. I swear I keep hearing things as of late.... Maybe Stova's spirit is haunting my hammer or something.

The prison construction is progressing smoothly and the doors for Fischer's tomb are done. She'll rest like a royal when that terrible day comes.

There seems to be some architectural glitch for the surface farm so I'm having the stairs dismantled and a ramp put up instead. And I'm still sitting here with my thumb stuck up my ass until that damned merchant representative sees fit to drag his lazy ass up here.

6th Sandstone, 207.

He finally stopped whacking off by the wells or whatever he was doing and met with me today. The prison is also nearing final completion with all the facilities the guard will need for training, and a small office to hold trials in so we don't have another fiasco like with the military liason and Hans.

8th Sandstone, 207. Intermitant Entry.

Rose has been a touch out of line lately. As the diplomat is sleeping in the skulker barracks Rose decided to organize a rather harsh training regimen for myself and the other bodyguards. Almost reminds me of Stova to be honest, but there's something... off about her. bah, maybe I'm just getting paranoid...

15th Sandstone, 207.

Prison's done. Each cell contains a bed, a place to eat, a restrant, and a place for personal effects should the imprisoned decide to bring them into the cell with them (Journals, spare clothes, sketchbooks and the like.) I've also had sets of bars on both ends installed on the corridor as a back-up measure and asked Mr Frog to install whatever security measures it is he's spread around the place in each cell as well.

(http://i46.tinypic.com/5bu5fk.png)

16th Sandstone, 207. Intermitent Entry.

This is embarressing. Turns out the reason no-one got the farms made or the tower built was the door to them was locked. I feel a bit.... Stupid for not asking if that was the problem.

17th Sandstone, 207.

(http://i46.tinypic.com/14kftr5.png)

The drumbeats sounded of a great beast arriving into our territory! A minortaur to be specific. Even as just a child it stands larger than any of us here. Fischer said she'd fight the beast alone. I have every bit of confidence in her.

(http://i46.tinypic.com/fcu2w1.png) [This was just as the battle was about to begin. Place your bets dwarfs and dwarfettes!]

She met the beast out on the hill, more or less in the middle of our bloodplain. The stupid brute charged her and while it succeeded in knocking her over, it lost its balance and they tumbled over eachother, with Fischer managing to get on top of it (I was watching from the bridged-tower.) She stabbed the bullman in the arm, a sickening crack being audible even up from the tower before the beast got up, only to be bitten twice by the Colonel and knocked over by her charge! I dare say she must be possessed by the spirits of the spawn she's slain as she was able to shake the beast about like a ragdoll after she bit it, the thing making one pitiful cry before it passed out. She then rammed her pike into it's head multiple times before the beast breathed no more.

Afterwards I saw her tear the fell beat's head off, spit it on her pike and raise it triumphantly over herself and let out a cry of victory to all of us watching from the tower. We have since mounted said head, after having Mr Frog cure it so it wouldn't rot, in the main dining hall.

20th Sandstone, 207.

Agreement's been brokered and the merchants are still packing in to head off. We did dump quite a bit on them, as it's taking a long time for them to actually finish. The diplomat bid us farewell and left on good terms. My hammer seems  pleased by this.

(http://i48.tinypic.com/2n9vm9g.png)

(http://i50.tinypic.com/316w0fb.png)

25th Sandstone, 207.

Surface farm is built and walled in. Other than the minotaur, nothing eventful really happened as of late. I'm sure the spawn, barbarians, or goblins will have something to say about that when the home caravan arrives.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 06, 2012, 02:16:33 pm
lovely. just lovely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 06, 2012, 04:56:16 pm
Since you are turning out updates at a faster rate than i can, i'll have to relay more story stuffs. I want Rose to show Halen to Splint. If you need any dialogue, feel free to ask.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 06, 2012, 08:23:18 pm
Oh damn. Excellent work. I have to wonder where they got the guns though; Mr Frog had given them melee weapons and the only gun he had was basically a mag-cel equivelent of a zip gun (The man isn't a gunsmith afterall.)

But this also raises a question of how did OG!Frog get his PEA from Ballpoint at Eris.... Oh god I just made my own brain hurt with that.

Sorry I didn't get another update done. I instead drew my interpretation of Vanya in her full equipment disguise (Complete with a fake smoke grenade!) It took longer than I thought it would.

Edit: We also have two new additions to the mascot list, as mentioned: Danman Nimarkob, a Barbarian War Party leader, with two broken arms, and Setnek Nilnalthish, Holistic Spawn thief who's arm popped out and both legs broke.

Fortress Guard list

Megaman Duralkol - Guard Captain/Playerdorf
ThatAussieGuy  Eshtannicat - Playerdorf
Gold Amosttimnar - Likes native gold
Brass Amber - Likes brass
Longland Adilbasen - Likes to drink longland beer
Marmot Osthinrith - Likes hoary marmots
Stibnite Taditon - Likes stibnite
Acacia Asteshekast - Likes acacia trees
Granite Onuldakas - Likes granite
Marlin Amostekast - Likes to eat marlin

They were named after something they like if unclaimed.

YES I get good rooms :D Mind if I ask what my kill count is, if anything?

I've never had a guild representative as a diplomat. In fact, I thought that guilds haven't been in effect since 40d.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 08:28:41 pm
As I recall you need to be barony first anyway for the elf diplomat and the guild rep to show up. I used DF hack for mostly nitpicky shit (Basically putting out the spotaneously combusting Stausic and fixing bugged traders) and reenable dthe diplomats. I'm still trying to figure out how to get dwarves to arrive at my human settlements (I can get elves and of course humans, but strangly no dwarves.)

I think you have one headshot kill to your name, dunno. I'll have a peak when I finish drawing the unarmored Vanya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 06, 2012, 08:36:09 pm
As I recall you need to be barony first anyway for the elf diplomat and the guild rep to show up.

Nope! Mayors/expeditions/whatever are fine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 08:39:38 pm
Huh. Strange. Whenever I fixed them before I never got visits until I got to a barony. Well, not from the humans anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 09:14:22 pm
With much ado, and long, hard hours of carefully editing, I now present for your reading pleasure, the second half of the Incursion into Ballpoint. I must give full credit to Talvieno for collaborating with me on this, as it was mostly his idea. :P

Urist and Hans: Dwarven Discord
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 09:33:34 pm
Thought you got sent to jail man! And just to give you guys an idea of what the railguns sound like (just for shits and giggles)  Just watch this. (http://www.youtube.com/watch?v=hKujW3j4URc)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 06, 2012, 09:41:22 pm
YES ANOTHER HANSLADA STORY :D

Thought you got sent to jail man! And just to give you guys an idea of what the railguns sound like (just for shits and giggles)  Just watch this. (http://www.youtube.com/watch?v=hKujW3j4URc)

Well, that's not what a railgun actually sounds like. THIS is what it sounds like: http://www.youtube.com/watch?v=y54aLcC3G74  basically, it's just a really big firecracker.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 09:50:01 pm
You clearly aren't familiar with rule of cool. That's largely the premise of how all weapons designed by me operate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 09:53:37 pm
You clearly aren't familiar with rule of cool. That's largely the premise of how all weapons designed by me operate.


This. :P

And I didn't go to jail this time because I wanted to write some damn gunfighting. :P But seriously, it was by the skin of my teeth. ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 09:54:57 pm
Plus that was a REALLY big rail gun firing one shot in that video. These were small automatic weapons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Orodogoth on August 06, 2012, 10:12:08 pm
Hey, I've been following the thread for a while, enjoying it so far. Can I be dwarfed as a male soapmaker named Orodogoth?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 10:22:08 pm
Oddly enough, I think we got one last migrant wave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 06, 2012, 10:30:14 pm
So, splint, when is the next update planned? I'm wondering if i should start writing, or just wait until you post again. If you won't post tomorrow, i can definitely get an update of my own written.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 10:33:37 pm
You don't need to wait on updates if it occured already. Just post what you've got.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 06, 2012, 10:44:50 pm
I am only halfway finished with the update before the last. Then you dropped the last one. So, i wanna know if there will be one tomorrow, because if so, i'll prolly just wait to add that, and make it a good long read, instead of a few short ones.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 10:45:50 pm
I plan to do one a day minimum until my turn is over.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 11:03:20 pm
Like a boss.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 06, 2012, 11:03:42 pm
Like a Fischer.

Fyfy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 11:11:10 pm
Wow, how did I mispell her name so horribly?

Oh god, what will happen to us if Fischer ever dies?! What if she dies of *Gasp* OLD AGE?!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 06, 2012, 11:28:50 pm
Wow, how did I mispell her name so horribly?

Oh god, what will happen to us if Fischer ever dies?! What if she dies of *Gasp* OLD AGE?!?

Nah, I think that that's about as likely as her failing to conquer Hell single-handedly. Literally.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 11:31:37 pm
Fischer: She knows the secrets of life and death... Biblically.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 11:33:17 pm
Fischer knows a few facts of life:

Complacancy kills.
Sharp metal stick + enemy's face = dead enemy.
Heavy armor can make people confuse your gender.
To hell with relationships, I have Spawn to kill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 11:36:50 pm
And last, but not least, skill with a pike directly translates to running speed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 06, 2012, 11:50:00 pm
Good thing Superdorf has been able to hide out from Urist McLuthor, otherwise, she'd spend all her time fending off glowing green space rocks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 06, 2012, 11:53:41 pm
Fischer's only weakness is that she has no weakness. I'm... Not sure how that works, admittedly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 06, 2012, 11:56:51 pm
Her only weakness is bordom. if she were to become bored, she'd go insane and kill us all. Thankfully so long as she can train or kill things that aren't us, she remains unbored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lord Inquisitor on August 07, 2012, 12:00:23 am
Have read the entire of this insane and at times very confusing thread.  Be interesting to see how long will this last or will it be forgotten about by main people as seems to happen to all the interesting threads. Also notify don't see to work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 12:04:00 am
As it stands, it's less forgotten about and usually the good thread owners go compeltely MIA. Except Mr Frog, he's on hiatus to rebuild his possibly damaged ego.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 12:07:48 am
Yeah, given that this thing has 82 pages worth of posts in 50 ppp format, I don't think this is gonna be abandoned anytime soon :D

Incidentally, I was thinking about doing a small narrative about my dorf considering that he's the captain of the guard and all. Any thoughts? Also, can I be the hammerer? Pretty please  :-* ?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 12:09:15 am
Weaver is the hammerer sorry to say.l And go for it! While our overseer logs are lacking we make up for it with all the side stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 12:19:54 am
Weaver is the hammerer sorry to say.

Well, I guess I'll just have to wait for him to have an "unfortunate accident."

And go for it! While our overseer logs are lacking we make up for it with all the side stuff.

Alright, I'll get started on it soon then. Fortunately I saved myself a copy of the fortress to play around with, so I have some personalities to write around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 12:23:13 am
No accidents here. This is a military installation and killing our dwarves is counter productive to its nature. Plus I will question any and all cave in deaths and demand proof any deaths unrelated to enemy action were accidental. The only thing I can't do that for is Stausic because there were no combat reports and he was perfectly happy. Just randomly comusted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lord Inquisitor on August 07, 2012, 12:28:48 am
Yeah, given that this thing has 82 pages worth of posts in 50 ppp format, I don't think this is gonna be abandoned anytime soon :D

Any chance of someone compiling this into a easier to read relatively continuous document or is that the long term plan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 07, 2012, 12:29:28 am
No accidents here. This is a military installation and killing our dwarves is counter productive to its nature. Plus I will question any and all cave in deaths and demand proof any deaths unrelated to enemy action were accidental. The only thing I can't do that for is Stausic because there were no combat reports and he was perfectly happy. Just randomly comusted.


Sure, that's what I would say too. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 12:31:20 am
The only thing I can't do that for is Stausic because there were no combat reports and he was perfectly happy. Just randomly comusted.

So he defected to a British prog. folk band (http://en.wikipedia.org/wiki/Comus_(band))? That's odd to say the least.

Any chance of someone compiling this into a easier to read relatively continuous document or is that the long term plan.

I'd say that's more a long term goal than anything, but you'd have to ask Talvi and Splint about that; I only joined this mess a few weeks ago :P

FAKEEDIT: Double ninja'd!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 12:35:49 am
@ Hans -  Didn't have a reason to kill him and din't even know he was dead until someone found him and I zoomed to find him having evidently stuffed his head ina magma smelter.

@ Megaman - Fuckin' Typo Fairy....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 12:50:30 am
@ Hans -  Didn't have a reason to kill him and din't even know he was dead until someone found him and I zoomed to find him having evidently stuffed his head ina magma smelter.

Suuure you didn't.

And you left me a perfect opportunity to make an obscure joke. I couldn't resist it :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 12:54:14 am
He was a jewler. A non-noble, and a first year. I don't even know how the fuck he managed to kill himself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on August 07, 2012, 01:19:52 am
Two cents prior to story as far as i've read the plot.
1: HS-2 is Ballpoint's spawn sample, in my plot i've made reference to Parasol having HS-1 and HS-1G (the Original Sample and the Greater spawn sample so Syrupleaf style spawn)
2: HS-X is what Spearbreakers is up against, it is a mutation of the HS-2  and currently it is the smartest of the spawn series.

The Betrayal:
Spoiler (click to show/hide)

Ninja'd X 20
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 07, 2012, 01:59:08 am
Except Mr Frog, he's on hiatus to rebuild his possibly damaged ego.

Nonsense! My ego is locked in an adamantine-plated strongbox and buried at an undisclosed location on an undisclosed planet in an undisclosed universe. It ain't getting no damage no how.

Okay, yeah, it pretty much deflates if someone looks at me funny :V  I'm a pansy, I admit it.

I'm mostly just embarrassed, though; I wasn't exactly on my best behaviour there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on August 07, 2012, 02:37:40 am
Your not a Pansy, your "MR (no period) FROG" one of the primary reasons for this  !!MADNESS!! !!FUN!! , without you most of us wouldn't even have side stories.  so if your ego's abit deflated at the moment just look back over the almost 300 pages and know that this is a masterpiece.

No wait I take that back.  This place makes SPARTA look like Pre-School and we had World War 1 and 2 for Breakfast.

and most of us are crazy, Bat-shit insane, Insanity on the edge of making Clown Cars run for their mommas, enough to want...
 !!MORE!!

Edit: Sorry insanity took place, your awesome Mr Frog is what this is trying to say.  I blame this on a mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 07, 2012, 04:04:14 am
Except Mr Frog, he's on hiatus to rebuild his possibly damaged ego.

Nonsense! My ego is locked in an adamantine-plated strongbox and buried at an undisclosed location on an undisclosed planet in an undisclosed universe. It ain't getting no damage no how.

Okay, yeah, it pretty much deflates if someone looks at me funny :V  I'm a pansy, I admit it.

I'm mostly just embarrassed, though; I wasn't exactly on my best behaviour there.

Just do what I do, have an ego so over-inflated that it automatically writes off anything that could damage it as spiteful LIES from your enemies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 06:17:25 am
So much to reply to!  :o First, an update, then, an epic post by Hanslanda, then two lurkers come out...

First thing, Fischer jokes. (Except they're not jokes.)
Second: Epic update, Hanslanda! Very, very awesome. But I can't take the credit for it - half of it was your idea.

Third: Hey, Orodogoth, Inquisitor. Welcome to the madness (though "madness" is as much of an understatement as saying Fischer kicks ass).

Yeah, given that this thing has 82 pages worth of posts in 50 ppp format, I don't think this is gonna be abandoned anytime soon :D
Any chance of someone compiling this into a easier to read relatively continuous document or is that the long term plan.
EHHHhhhhh... I guess I'll get to work on it. Might as well, this is the third time it's been mentioned that it'd be useful. Unfortunately, I'm not sure if I have enough of the Word trial left on this computer (and no administrator access)... I'll try anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 07:16:57 am
Am i the only one who see's strikethroughs as red underlines?
@talvieno: i'd be glad to help. You can focus on the overseer posts, and i can try to get each side story into it's own document. I'd also happily volunteer my mediafire account for cloud storage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 07:40:57 am
I think so... I see the strikethroughs without a problem. But the text was red - that might be why the underline was.

I've spent the last hour, and I've gotten through page 10 of 275. The file is already 4 MB in size. For those of you lazy to do math (me), I'm only 3.6% of the way through. At this rate, that means I have 26 hours left to work, and the file will be 110 MB in size. If, you know, it keeps up at this rate. Hopefully it won't.


Xahnel, if you could sort out the side stories, that'd be awesome. The trouble is, a lot of them are interconnected so that you have to read ALL the stories in order for any of it to make sense. :-\ That's why I was trying to put them in order, arranged among the overseer posts. If you'd rather I do just overseer posts, I'll do that. (For now, anyway - so much of Spearbreakers (maybe 2/3?) is in side stories (which are actually official - not just "fan fic") that to get the full experience you have to read the side stories, too.)

I have a mediafire account too, actually, and wouldn't have a problem volunteering it, so long as nothing gets deleted. I have some of my programs up there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 07:59:43 am
Well then... If you do two hour increments, and accoutning for new updates, it'll take... Fifteen days. Roughly.
As for the side stories, i was considering putting them all as standalone documents, with a warning to readers to remember the stories are all connected, and to (attempt to, anyways) understand the story, you gotta read it all. Just makes it less frightening in size, as it is broken into bite sized chunks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 08:39:10 am
Fifteen days... Oh, joy.  :'( Splint, what have you done by starting such a monstrous tale?
Seriously, though, is this the Boatmurdered of 2012? Even if not, I don't think there's anything quite like it.

In the middle of page 21 now, filesize 6.7 MB. This is going to be a pain to upload somewhere, and I can't remember what my mediafire limit is (it's a free account).

I think putting the sidestories into separate documents is a great idea - go for it. :) Several of them are long enough to merit it, and it'd help cut down the reading difficulty. I still need to update the story archive post, though - haven't done it in about a week. :-\


EDIT: Here's what I have so far. I spent all my time this morning on it. :P Didn't even get a chance to reply to PMs. Or write. (to those I needed to reply to, I apologize. :( I'll get to it soon.)
http://www.mediafire.com/?m9jrgr0b3on6gx4 (http://www.mediafire.com/?m9jrgr0b3on6gx4)


reedit: typos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 09:33:37 am
If it can't earn that title, with all of the criscrossing nightmarish hell of continuity snarls and people randomly stuffing thier heads in magma smelters, I will be VERY disappoint.

Also: I think we may need to adapt many a chuck norris joke to Col. Fischer Jokes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 09:58:05 am
Superdorf, AKA Colonel Fischer Norris: Chuck Norris' illegitimate Kryptonian dorf baby.
I like it, it's got a ring to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 01:03:19 pm
Those three jokes/facts I posted were really just adapted Chuck Norris jokes... And they fit. Fischer is the dwarven Chuck Norris, and I'd bet she could easily spear his roundhouse-kicking hide.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 01:13:08 pm
So, splint, Word tells me you sometimes don't spellcheck. ;P

Specifically, interim.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 01:15:11 pm
Shut up. Typos happen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 07, 2012, 01:17:29 pm
do you know what i noticed? these dwarves make Omaha beach look like candyland.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 01:35:24 pm
So, splint, Word tells me you sometimes don't spellcheck. ;P

Specifically, interim[/i].
Lol, I've corrected that one a lot. :P
We're just kidding around, Splint - your in-character updates are more than worth any minor inconveniences.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 01:44:46 pm
I am a generally distempered person when it comes to typos. Not grammar nazi bad, but still. When I miss things I get annoyed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 01:54:58 pm
Then you should be annoyed to know that the total typo count easily topped 300, not counting words and names I had to force the computer to add to the dictionary for each different form, and grammar where the computer only thought it was right. Took me ten minutes to correct them all.

Word is your freind, my freind.

SPLINT'S EVERYTHING SO FAR (http://www.mediafire.com/?il91wp889ujcetg)
If you have a specific font you want for your entries, tell me, otherwise I'll just pick what matches you best in my brain.
Splint seemed a Rockwell typefont.

Next: Tavlieno
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 02:00:22 pm
Then you should be annoyed to know that the total typo count easily topped 300, not counting words and names I had to force the computer to add to the dictionary for each different form, and grammar where the computer only thought it was right. Took me ten minutes to correct them all.

Word is your freind, my freind.

SPLINT'S EVERYTHING SO FAR (http://www.mediafire.com/?il91wp889ujcetg)
If you have a specific font you want for your entries, tell me, otherwise I'll just pick what matches you best in my brain.
Splint seemed a Rockwell typefont.

Next: Tavlieno
I hope those were intentional. ;D

I'm currently at page 35. Not as bad as I'd feared; I'm making slow, but steady progress. I just re-found this little gem:
Wait. Crap. I just realized something:

Spoiler: DON'T PANIC (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 02:06:51 pm
Wait, just what are you doing? Going page by page? I thought you were just copying the overseer's updates...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 02:18:33 pm
I'm getting it into a format anyone could read, if they really wanted to read the whole thing. I'm basically taking out all the derails (and most of the random chatter) and rearranging the story posts so that they're chronologically correct.

Since overseer entries are so closely tied to story entries, and vice versa, it's the only thing I could think of doing, if I didn't want to have to explain huge quantities of missing details myself (plus, I'd have trouble catching them all).



...what are we going to do if we get an overseer who refuses to write in canon? :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 02:31:02 pm
Worst come to worst we'll have to write it in such a manner for him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 02:41:56 pm
Apply Fischer's pike to their skull?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 02:51:19 pm
Apply Fischer's pike to through their skull?
fixed that for you.

At page 50, and I think I'm going to take a break for now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 07, 2012, 02:52:14 pm
"Pike-on apply directly to the forehead, pike-on apply directly to the forehead, pike-on apply directly to the forehead"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 02:57:48 pm
"Pike-on apply directly to the forehead, pike-on apply directly to the forehead, pike-on apply directly to the forehead"
I hate your commercial, but I love your product. (which is probably dead Spawn, or anything else she comes across)

I'm betting Fischer could actually kill a zombie.



This place makes Sparta look like preschool, and we had World War I and II for breakfast.
Missed this. Epic.

Here's the new link, fifty pages. (http://www.mediafire.com/?8119299k2mz1a6u) What do you think of it, Xahnel?
edit: this is taking up soooooo much of my time. Is what I'm doing actually appreciated/deemed necessary, or am I just wasting my time with this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 07, 2012, 03:13:57 pm
I'm pretty sure anyone not wanting to sift through the mountains upon mountains of crap will appreciate it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 04:17:45 pm
Couldn't see it, cause i'm at home now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 07, 2012, 04:54:19 pm
No wait I take that back.  This place makes SPARTA look like Pre-School and we had World War 1 and 2 for Breakfast.
Quotes section?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 07, 2012, 05:06:38 pm
@Talvieno: I'm fairly sure it is appreciated. It will certainly make reading through this big bastard a whole lot easier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 07, 2012, 06:59:26 pm
I'll get back to work on it, then... lol


Quote added. Still need to get to adding the stories from the past week.


edit: just for fun.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 07:18:53 pm

Here's the new link, fifty pages. (http://www.mediafire.com/?8119299k2mz1a6u) What do you think of it, Xahnel?
edit: this is taking up soooooo much of my time. Is what I'm doing actually appreciated/deemed necessary, or am I just wasting my time with this?

This is VERY appreciated :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 07, 2012, 08:01:13 pm
no one noticed my refrence to the clusterfuck that was Omaha beach.  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 07, 2012, 08:59:25 pm
no one noticed my refrence to the clusterfuck that was Omaha beach.  :'(


Talvi commented on it, and yes we did. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 07, 2012, 09:17:59 pm
THIS. IS. SPEEEAAARBREEEAAAKEEEEEEEEERS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 07, 2012, 09:38:00 pm
THIS. IS. SPEEEAAARBREEEAAAKEEEEEEEEERS!

*punts cavy into Ash's cell*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 07, 2012, 11:30:13 pm
THIS. IS. SPEEEAAARBREEEAAAKEEEEEEEEERS!

*punts cavy into Ash's cell*

It the Cavy in the body part, shattering the floating rib and bruising the gut!
The cavy retches.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 08, 2012, 12:10:28 am
Sign me up for a turn, if we last that long it will be my mission to fix this place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 08, 2012, 12:12:19 am
Sign me up for a turn, if we last that long it will be my mission to fix this place.


...
O.o
o.O
o.o
O.O

Nope, still doesn't compute.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 12:21:22 am
I have realized that, because Mitch and Paintbrush didn't really add much, it only took roughly 4-5 years for this place to become a veritable bedlam house, with doors leading nowhere, impossibly verticle well shafts in the hopital, rooms with no discernable purpose and is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy and tremendous pride.

I fucking love you guys for this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 08, 2012, 12:24:53 am
I have realized that, because mitch and Paintbrush didn't really ad much, it only took rough 4-5 years for this place to become a vertiable bedlam house, with doors leading nowhere, impossibly verticle well shafts in the hopital, rooms with no discernable purpose and is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy and tremendous pride utter existential terror.


FTFY.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 08, 2012, 12:27:57 am
I have realized that, because mitch and Paintbrush didn't really ad much, it only took rough 4-5 years for this place to become a vertiable bedlam house, with doors leading nowhere, impossibly verticle well shafts in the hopital, rooms with no discernable purpose and is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy and tremendous pride.
This should go on the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 08, 2012, 04:44:25 am
I have realized that, because mitch and Paintbrush didn't really ad much, it only took rough 4-5 years for this place to become a vertiable bedlam house, with doors leading nowhere, impossibly verticle well shafts in the hopital, rooms with no discernable purpose and is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy and tremendous pride.

Yeah it takes about half a year to figure out what the fuck does what, but ah well ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 08, 2012, 06:45:58 am
Story index has been updated, as has the second post! Woot, that's done. I also added an unofficial quotes poll to the second post. Longer quotes couldn't fit, sadly. (edit: link fixed.)

Going to keep working on the Spearbreakers.doc now, since people appreciate it. (Thanks for the feedback, btw)



About Splint's new quote: Should I rewrite it as Hans suggested?


edit:
THIS. IS. SPEEEAAARBREEEAAAKEEEEEEEEERS!

*punts cavy into Ash's cell*
Nooooooooooooooooooooooooooooooooo


REEDIT: Spent the morning working on nothing but the craziness that is the *.doc - I got 40 pages of the thread done, and that puts me up to page 90. (Also, Splint, hope you don't mind - I took the liberty of adding your unposted prologue at the beginning as a bonus treat for people who download the doc. If you want me to take it out, or to edit it, say the word.)
Link coming in a minute here. I'm going to refrain from including it in the second post until I have it finished.

By the way... Is there some reason that nobody's on?  ???



Final edit: Link. (http://www.mediafire.com/?hefz53xkcayk3af)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 08, 2012, 11:00:12 am
i now want a turn. i hope i can figure out images here by then...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 12:43:44 pm
Because I fell asleep late (Curse you Hans and Corai! :P) and couldn't be bothered to get up. Might be moving soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 08, 2012, 01:49:59 pm
this is sort of unrelated but i had just seen a person rip out a spawn's tongue. really. the tongue. of a spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 08, 2012, 02:09:12 pm
Not sure I follow?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 02:24:42 pm
He downloaded the spawn or ripped them from a Spearbreakers save and one of his soldiers decided sticking his head in its maw was a good idea. Evidently it was as he came out with the spawn's tongue and his head still attached.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 08, 2012, 02:26:43 pm
I assume that dwarf was Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 08, 2012, 04:08:23 pm
He/She should give it to a taxidermist, and wear it as a trophy.  Then NOONE will ever question his/her badassery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: bukitodinos on August 08, 2012, 04:22:39 pm
This is too good to be true. We're gonna get a siege of 80 Spawn mounted on necromancers or something in a few months, I just know it.

We're gonna get a siege of 80 Spawn mounted on necromancers

siege of 80 Spawn mounted on necromancers

80 Spawn mounted on necromancers

Spawn mounted on necromancers

found this, this image in my mind is so wrong right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 08, 2012, 05:43:50 pm
You keep using that word... I do not think it means what you think it means.


No, really, somehow I don't think that's anatomically possible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 08, 2012, 07:06:52 pm
Spawn.
Mounted.
On.

Necromancers.


This must be drawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 08, 2012, 07:24:13 pm
Yes... That's something I'd find humorous to see. lol

I've reached June 04th - page 119 of 279. I'm currently up to my neck in continuity snarl, and my brain is fizzleded. Figuring the snarl out in a list is one thing, but apparently putting it into practice is a forgotten beast of a different color.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 08, 2012, 08:02:58 pm
nononononono, i took the mod for the spawn, played it and one of the military reached into the head of a spawn and ripped out the spawns tongue. the dude never put his head into the spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 08:19:28 pm
Talvieno, think you could spare a few minutes from archiving to help me with something? Send an email if yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 08, 2012, 08:55:09 pm
a forgotten beast of a different color? i thought they just came in materials.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 08, 2012, 10:33:08 pm
a forgotten beast of a different color? i thought they just came in materials.  :-\


... It was a joke. A play on words of the phrase 'Horse of a different color'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 10:34:03 pm
I think he was being funny and the joke was misaimmed. Currently working on the next update. Who here would want to capture that skinless frog for a zoo?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 08, 2012, 10:36:15 pm
Mr Frog certainly would. Also, I think that would be an awesome mascot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 10:38:07 pm
Welllll.......... I only know two ways to do so. A cave in trap is a hit or miss affair (did it once before with a giant crab thing in shockedtowns, got lucky on the flight pattern of the FB when it got smacked by the cloud) or a webbed trap. Would anyone object to DFhacking a web onto a trap for the purpose? Because the goal is to take it alive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 10:50:49 pm
If you lock him up, and tame him, and set his release to ONLY be the final fuck you to whatever grinds us to dust, that's fine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:00:03 pm
I don't think FBs are tameable. But kids seem to love them (the Giant FB crab cage was evidently the favorite party spot for the kids in Shockedtowns.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 08, 2012, 11:05:25 pm
I don't think FBs are tameable. But kids seem to love them (the Giant FB crab cage was evidently the favorite party spot for the kids in Shockedtowns.)


This... This is awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:09:29 pm
Yup. Small human children love thier toxic dust spewing giant crabs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 11:19:42 pm
Even with no exotic? You did say you turned it off...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:22:16 pm
I think FBs are considered sentient. That's why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Megaman3321 on August 08, 2012, 11:24:09 pm
I think FBs are considered sentient. That's why.

Except they're not sentient since dwarves can butcher them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:31:19 pm
They may just flat not be tameable in that case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 11:33:43 pm
... Hmmm... Would our froggy friend still be considered hostile to Spawn/Necromancers/Zombies/Goblins/The Joker and his Posse?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:35:19 pm
Yes. He'll be listed as an uninvited guest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 11:39:13 pm
I... Just had an idea. If he is sentient, does that mean he can be danger roomed? And if he can, can we put him in a danger room/apartment suite for training, feeding, and eventually releasing as a living Frog God against those who dared to take Spearbreakers down?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 08, 2012, 11:40:28 pm
While that sounds epic, I don't think it can learn. But the idea of Frog monster talking to us is indeed epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 08, 2012, 11:45:00 pm
For the sake of dwarven science, and in the name of Spearbreakers, you should at least give it a try. Go forth, and capture Junior! AND THEN MAKE HIM A FORCE THIS WORLD WILL NOT SOON FORGET AGAIN!

Xahnel cancels typing, too busy laughing maniacally!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 09, 2012, 12:50:15 am
That's a terrible idea.  Don't you know that training a monster/abomination/crime against nature ALWAYS results in it turning on you at the worst possible moment?

James headshots Xahnel with a 40k bolter, in a vain attempt to stop the madness before it's too late!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 12:54:27 am
Don't you know this is Spearbreakers? We are the crime against nature. At this point, we're just making friends with other crimes against nature. Like Ash and Softa. And Skinless!Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 12:55:19 am
It's a literal frog Hans. not a demented Mr Frog abomination.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 01:02:48 am
I know. Play on words again. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 09, 2012, 01:05:08 am
Build a square room with cage traps all along the walls and a support hooked up to an otherwise-unsupported constructed floor in the center. That way, no matter where the beast flies, it'll hit a wall, land on a cage, and be captured.

Mr Frog needs that thing back, dammit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 01:05:36 am
OOC update:

Home caravan has arrived, metal stores recovering from building the majority of the fist, which is also nearly done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 01:40:18 am
So, we're calling him Junior now? No one opposed? Sweet.

JUNIOR, THE FORGOTTEN BEAST SKINLESS FROG.

:I

Booyah.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 01:42:07 am
Oh, the humans are still trying to load up the endless flood of useless shit we sold them. They might actually go insane before they load up and leave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 01:47:44 am
Oh, the humans are still trying to load up the endless flood of useless shit we sold them. They might actually go insane before they load up and leave.


Dwarf: Here, have some mugs.
Human: Alright, let's load 'em up.
*Three months later*
Human: Where are all these fucking mugs coming from?!? Is this some kind of sick joke, you little bearded liver?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 01:53:16 am
Actually..... It was oddly not mugs. Just the teeming hordes of useless garbage the enemy keeps leaving behind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 09, 2012, 01:54:36 am
Goblin: Okay guys, remember. Run in and die!
Goblin 2: Wait, how will that defeat the dwarves?
Goblin: We ain't attacking the dwarves, we are going to defeat the HUMANS by making them take all our crap the dwarves trade them!
All: HOO HAH!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 01:59:50 am
Goblin: Okay guys, remember. Run in and die!
Goblin 2: Wait, how will that defeat the dwarves?
Goblin: We ain't attacking the dwarves, we are going to defeat the HUMANS by making them take all our crap the dwarves trade them!
All: HOO HAH!


Oh my god, the Goblins are brilliant, in a twisted, mostly retarded kind of way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 09, 2012, 02:14:44 am
this is sort of unrelated but i had just seen a person rip out a spawn's tongue. really. the tongue. of a spawn.
Every argument against that person ever after:
*tongue slap* "I ripped this off a goddamn Spawn, so your argument is invalid, bitch!"

Who here would want to capture that skinless frog for a zoo?
Hells yes, do want!
It would fit in nicely with our Spawn collection. Because ‼SCIENCE‼.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 06:19:36 am
Goblin: Okay guys, remember. Run in and die!
Goblin 2: Wait, how will that defeat the dwarves?
Goblin: We ain't attacking the dwarves, we are going to defeat the HUMANS by making them take all our crap the dwarves trade them!
All: HOO HAH!
Beautiful. lol

And I'm all for capturing a skinless frog. Provided it doesn't get free.    (And you know that somebody's going to set it free at some point.)
I'm also all for putting random, useless spikes EVERYWHERE. Just because.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 09, 2012, 06:28:04 am
and link them to random pressure plates around the fort (triggered by everyone)
will be fun to watch dwarves (especially babies) getting skevered
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 07:41:23 am
Skevered? That should be a word.

Talvi's Journal, 21st of Sandstone
Spoiler (click to show/hide)


edit: Hanslanda, I hadn't noticed before just how little Urist sleeps. :P There's at least four of Urist's updates between two of Vanya's, because she sleeps pretty often... Keeping track of the days is a bit confusing. I think we might have an actual chronological continuity problem. :-\ Hopefully not, but we'll see...

reedit: Armok's infinite beard, what have I gotten myself into... o_o
Okay, just hit page 145, and I'm getting Splint's stories into the continuity. If I was up to my neck in snarls before, I'm possibly drowning now.     I can only hope the readers won't feel the same way. Seriously, guys, there's like four different stories happening at once, and none of them are in order.
But... this is Spearbreakers... Mugs come in the door, and sanity goes out the window...

my brain is mush.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 10:30:05 am
Alot of stories  seem to run simultaneous with others, so that may be part of the problem.

Ok, so the fist is done as of 25th Timber folks. Had to use copper to finish it but the forearm and palm of the fist are made of iron.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 10:43:16 am

edit: Hanslanda, I hadn't noticed before just how little Urist sleeps. :P There's at least four of Urist's updates between two of Vanya's, because she sleeps pretty often... Keeping track of the days is a bit confusing. I think we might have an actual chronological continuity problem. :-\ Hopefully not, but we'll see...


It's all the mind-altering drugs and high stress situations I tell ya. :P But more seriously, I just kind of assumed sleeping and such happened 'off-camera' as it were, in any spaces between the updates with enough time for him to catch a nap.

reedit: Armok's infinite beard, what have I gotten myself into... o_o
Okay, just hit page 145, and I'm getting Splint's stories into the continuity. If I was up to my neck in snarls before, I'm possibly drowning now.     I can only hope the readers won't feel the same way. Seriously, guys, there's like four different stories happening at once, and none of them are in order.
But... this is Spearbreakers... Mugs come in the door, and sanity goes out the window...

my brain is mush.


Spearbreakers: Continuity means 'happens at the same time', right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 10:52:03 am
Usually there weren't any "off-camera" gaps - it went from one convo to the next without any breaks, or he left one place and started walking to the next. :P It's fine, though - I got it all figured out. Vanya slept twice in chapters 1-8, once right before Urist arrived, which was around where Urist battled zombies and spawn, which was the Mr Frog cavy burglary mission. The second time was when Urist tried to sleep off the effects of the drug. Later that day, the Vanya/Frog Talvi/Frog battles happened, followed by Urist saving the fortress from an evil mysterious rogue Parasol agent. Now while all this is happening, Ecem and Bugi are fighting the timewar, Ecem gets knocked out, and finally comes to - right around the time that Urist is talking to Armok. I had to figure this all out earlier today. :P Hence why my brain is mush.

And yeah. In Spearbreakers, everything happens all at once. There is no fuse.


@Splint: That's exactly what the problem is, but I think I have it largely worked out. It's crazy how far I had to shift the stories around to get it to work, but readers of the Spearbreakers.doc will find their read much easier. (though still bizarrely complex.)

I don't really mind the copper. I'm sure somebody else will come along and turn it into something shinier. Or spikier.


an edit: halfway through is equal to just over 120k words. Did you know we've written half this thread in the past month and a half?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 10:55:20 am
If anyone even tries to alter the FIST OF RAEG I will come into thier apartment and beat them with a pitchblende mug untill they stop moving. Speaking of which, I have a very small update coming in just a little bit so sit tight. i gotta upload the pictures. there will be three missing (FBs take time to draw damn it!) Copper is sufficently shiny and it won't be getting rained on by blood constantly (that was to avoid the damned caught in freakish weather from building up repeatedly.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 10:57:14 am
... This all makes sense, and also makes for a very busy day for Urist. O.o

Also, since you ordered it all nice and fancy like that, we could just make the whole thing one giant multi-authored collaborative novel. Or two novels. :P


If anyone even tries to alter the FIST OF RAEG I will come into thier apartment and beat them with a pitchblende mug untill they stop moving. Speaking of which, I have a very small update coming in just a little bit so sit tight. i gotta upload the pictures. there will be three missing (FBs take time to draw damn it!) Copper is sufficently shiny and it won't be getting rained on by blood constantly (that was to avoid the damned caught in freakish weather from building up repeatedly.)


I lol'd.

Also, the FIST OF RAEG isn't in the blood rain? IIRC, the non-bleeding part of the map was kinda small and in the top left corner. Is the Fist given sufficient display area for people to appreciate its majesty?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 11:02:24 am
Give me a moment, I'll take a pic of the Spearbreakers map, zoomed out. If I recall right, the blood side is the bottom-right quadrant. Or just the east side in general... Either way, I think Splint means that it is in the blood rain.

Can't wait to see the pics, Splint. :) And copper is fine.  I think it actually fits Spearbreakers that it's made out of a conglomeration of materials.

Novel? I don't know.    That'd be a really, really long novel. o.O   But still, maybe. I've never done any real bookprinting, so I wouldn't know.
(Actually, if like you said, we could split it into two novels, I'd definitely want a copy. :P)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:07:31 am
Hell yes. We could make money off this bitch. If it ever has a sufficiently dramatic and suspenseful end. FPS death would be a bitch to write about. ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 11:18:55 am
We could publish this. There are book printing companies that will run off a copy whenever one is ordered. However, i think any money made should be sent to Toady One, so he can makes even more Dwarf Fortress.

Using those publishers could be a bit expensive, though, as they would charge the cost of materials, along with shipping, handling, and whatever profit we would get. Could be maybe fifteen, twenty bucks. Unless we paperback it immediately.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 11:27:04 am
I would go with sending the money to Toady One, too. Or at least any profit made from it. I don't think I'd mind paperbacking immediately, though. (most of the books I own are paperback, heh)

I don't think FPS death with be a problem. If anyone moves too slowly, Splint will probably kick them out. None of us want to go through an updateless "Will he? Won't he?" minireign again... :P


edit: that was so off-topic I think I might remove it. My brain must be mushier than I thought.
reedit: I did remove it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:37:17 am
Actually just under half the map is bloodrain free. Plus it's the tallest structure on the map right now, and merchants seem to prefer my open-air road into the depot so they have to pass right under its shadow. Any invaders coming into the map will be greeted by The Fist of RAEG no matter what direction they come from.

Things I've done
- An aboveground stature garden to fight cave adaptation.
- THE FIST OF RAEG, my first ever truely pointless construction.
- Added an at least respectable aboveground aspect to the fortress.
- Spikewalked a Spawn scout into mascotdom.
- Cleaned up the mess of bodies (also remains are now gathered up promptly and taken to the dump following battles now.)
- Disassembled the danger room. We don't need it anymore and that was a desperation measure to start with.
- Built a surface farm.

The garden and surface farm combined took the better part of four months to build and the fist took half my turn (started in hematite, finished in timber)

Quad ninja'd. screw you guys.

Off-topic
I got a new dog. Joy. And my idiot boxer is scaring her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 11:52:41 am
Here ya go, Hanslanda. Think I'm going to have to get off for a while, though.
Spoiler (click to show/hide)

I think it's ironic that it was you, Splint, the one who's been so crazy about keeping the fortress alive, right from the beginning, that decided to finally un-turtle and build aboveground.

Can't wait to see the fist. :) And the update. And the statue garden. And the road... You built a lot.

...wait. You built a surface farm? :-\

Off-topic
What kind of dog?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:59:15 am
A small one with a watch tower I've basically used up all the nonbloodplain building space for monuments :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 12:41:37 pm
27th Sandstone, 207. Intermitant Entry.
Mr Frog informs me we now have three "Uninvited Guests" roaming around the caverns.

Kob - A towering glob of water. Mr Frog says he managed to slip into the caverns and got a sample of it's spittle, which has some unknown effect but is at least slightly corrosive to copper. I could send fischer down to kill that one alone.

Ugeth - He called this one a human torch, just with less human and more torch. I wonder if we could rig up a water trap to eliminate that thing?

Thiliri Romigaretho - A huge dust exuding frog with no skin and hornet-like mandibles. We could mobilize the civil defense units to kill it at range, but Mr Frog says he wants it alive. How we'd go about that I have no idea. I've heard tell that Great Spinner webs can entangle them...

[Author's OoC note: I personally am all for cheating to capture certain FBs that are too dangerous to send Fischer after but Mr Frog would want for research. Just DFhack some webbing onto a trap for them. And I do think someone should kill that flaming FB, cause it lighting the caverns on fire is probably hurting FPS. Cave in traps run the risk of accidently killing them (which is gaurenteed if it yanks the support itself.)]

28th Sandstone, 207. Intermitant Entry.

I've decided to include some drawings since I'm bored out of my mind of the "Guests."

(http://i48.tinypic.com/f24i9k.png)

(http://i46.tinypic.com/2ik6p1s.png)

(http://i49.tinypic.com/5tros1.png)

9th Timber, 207. Intermitant Entry.

The fist is nearing completion. It took a little over a week to get enough iron to finish the palm. However the sheer number of furnace operators allowed our iron stocks to recover exponentially.

Also saw a flock of ravens, and Loud Whispers spent some time on the top of the the thumb of the fist just staring at them for some reason. He left a note saying "revenge" scrawled on it everywhere with a picture of a raven on it.

12th Timber, 207.

Caravan from home arrived today. I actually think the humans are still loading up thier haul...

(http://i49.tinypic.com/33fakr4.png)

14th Timber, 207.

Since I wasn't busy (Rose was in bed at the time.) I've already begun placing our orders for materials from home.

(http://i48.tinypic.com/19xnwi.png)

Oh, and did I mention anywhere the humans ARE STILL TRYING TO LOAD UP ALL THE SHIT WE SOLD THEM!?

(http://i47.tinypic.com/34zeu5h.png) [ Yes. the humans are still trying to load all the useless shit we sold them up.]

We're also elevating by leaps and bounds! We're now a county of the nation!

(http://i46.tinypic.com/30tntyo.png)

The liason also mentioned being impressed by our little monument.

17th Timber, 207.

It's done.... It's FINALLY DONE AHAHAHAHAHA!!! YOU HEAR THAT VOICES!? YOU CAN'T JUDGE ME NOW, I HAVE A GIANT FUCK YOU SIGN ON MY LAWN AHAHAHAHAHAHA!!!!!!!!!!!!

[EDIT: Fixed a date mess up.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 12:57:20 pm
Yay, update!

I'd like to personally adopt Ugeth, the flaming forgotten beast, if that's all right... You know, basically, I'd prefer it not to get killed. Yet. FPS aside, if you could keep it alive for a while, I think I'd find that very helpful... Not saying we can't ever kill it, but I'd just like it alive for the time being.
...Don't kill it.


The trade depot looks so... un-Spearbreakers now. :( I'm not sure I like the idea of all the random garbage having been Fastdwarfed up anymore.   (I'm sure it'll all be back within a year or so, though)

Quote
It's done.... It's FINALLY DONE AHAHAHAHAHA!!! YOU HEAR THAT VOICES!? YOU CAN'T JUDGE ME NOW, I HAVE A GIANT FUCK YOU SIGN ON MY LAWN AHAHAHAHAHAHA!!!!!!!!!!!!
He's snapped.... He's FINALLY SNAPPED AHAHAHAHAHA!!!
dorf!Splint lost it? I thought for sure he'd be the last one standing, yelling, "FOR STOVA!!!" and charging the enemy.

Awesome that we're a county... You're now Count Splint, no longer S.O.A.P: Splint, Overseer And Pencilpusher. I imagine that's why we don't have any soap - you hated the name so much you banned it from the fortress. Hopefully Orodogoth has been set to start making soap... ...right?

And looking forwards to pics. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 01:04:46 pm
Actually the old wagon gate is still littered with junk laying around, mostly discharged bolts, and the remains of several caravans can be found based on clumps of random items just laying there. And I just flat out autodump most of it. I was going to trashcompact it but just clumping it into one space was enough to help FPS. And he hasn't completely snapped. he's hearing things and thinks his hammer is talking to him is all. Perhaps Stova really is haunting his hammer?

As far as soap goes I have no idea. Hell I don't think we even have a proper soaper's station to begin with, though our dwarves seem hardy enough to not need it.

Off-topic answer
A basset hound that got rescued from crack addicts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 09, 2012, 01:11:45 pm
..........



my emotions are oddly mixed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 01:46:30 pm
Holy shit. I missed this post: http://www.bay12forums.com/smf/index.php?topic=102730.msg3423525#msg3423525 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3423525#msg3423525)
This whole time I thought that Ecem and Bugi had gotten the PEA from Ballpoint. This opens up a whole new mind-boggling branch of the story that needs explained... How the fork did the PEA get to Frog's room at Spearbreakers in the first place?

Spearbreakers appears dead in that entry, though... ...did you add time travelers, Splint? :-\ If you did, the whole canon is gone past any hope of my ever fixing it with a single timeline.


Our dwarves will need it, trust me... Eventually, somebody's going to get hurt, and then they'll turn and hurt everybody else, and those that don't die of turning will die of infection. If we don't have soap. :P

EDIT:
Also, is this nominatable?
http://www.bay12forums.com/smf/index.php?topic=102730.msg3424906#msg3424906 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3424906#msg3424906)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 01:52:59 pm
I figured it was pretty clear some timetravle was involved, what with them being worried about leaving stuff behind in a useable state and whatnot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 03:26:11 pm
Actually, I think I got it figured out. :) With you placing those events so far in the future, it doesn't really conflict with anything and gives Mr Frog plenty of time to get his PEA back where it needed to be, so that Ecem and Bugi could pick it up later.

That said, congrats... You've created a timeloop paradox all by yourself. :P Still, good post.


I'm currently at page 180, 150k words, and the file size is 15 MB... not at all what I expected. Apparently Mr Frog and I posted more pictures during our turns than anyone else combined. :-\ scary thought.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 03:32:12 pm
Well I more implied that he had someone retrieve it for him and smuggled it into Eris' front, or it was simply a model he got from Joseph.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 05:08:39 pm
You know, with careful application of "the future is unsure", we could have multiple /possible and visitable/ future time lines.

I'm considering having rose develop a crush on someone. Any volunteers/people that would be amusing, or will i call on the RNG to answer?
EDIT: Rose's idea of romance: "would you rather: A. Take me to dinner, or B. Be used as a nail?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 05:28:19 pm
So basically she's varying shades of unstable, violent, and batshit crazy?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 05:43:45 pm
The politically correct term is "empowered". So, preeetty much. I AM considerimg having her last few years of time in the dented desert be a sort of delusion, with her as the sole survivor of a razed fort. All her memories of people after the destruction of the fort were imagined. She is an angry, lonely, and socially inept person, who's mind cracked under extreme pressure, but she's stronger for it, because she is damned if she is going to let another fort die on her.
TL;DR:  Heroic BSOD, but she Got Better, and is now a Fiery Redhead with a depleted uranium hammer and something to prove to herself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 09, 2012, 08:00:50 pm
 :D ;D :D


heres a idea: Spearbreakers 2 is AFTER the timewars, in a world screwed-up by the results of the four factions punching holes in shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 09, 2012, 08:45:34 pm
Hmm... Yeah, I thought that's what was going to happen.

Also, I'd like to find a way to work Scythods into the canon... granted, they're not as deadly as manamaids, but at least you can look at them without bleeding from your eyes.

@Xahnel: I like Rose's character.
I'm considering having rose develop a crush on someone. Any volunteers/people that would be amusing, or will i call on the RNG to answer?
EDIT: Rose's idea of romance: "would you rather: A. Take me to dinner, or B. Be used as a nail?"
Hrmmmm... Well....... I have Talvi... She might be crazy enough to be interested... (kidding, btw.  I don't have any male characters in this for some reason. :-\)

I would like Vanya to get dwarfed, though - even if just so she gets mentioned in the writeup. Probably as an engraver - I'm betting we could use more of those.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 09, 2012, 09:06:34 pm
Spearbreakers: Where the shit hits the fan so hard even the chimps won't go near it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 09:10:18 pm
Not really much demand for engravers. And engraving anything inhabited might make the retarded avatar of me grumpy to the point of insanity.

DO NOT engrave Fischer's tomb until she dies. Cause it's classed as a royal tomb right now as it has gem elements, a streak of red hematite, and is composed the rest in solid magnetite. Along with that she has a steel sarcophigus, gold doors, all three kinds of pewter statues and a sterling silver statue.

Although if Fischer dies that probably means most of the fort is going to be close behind so....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 09:22:40 pm
@talvieno: i might just take you up on that. >;) -chuckles evilly-
Also, nothing wrong with running female characters, most of my characters are females. I find it easier, to be honest.
@the thread in general: As for the next iteration... I do has one idea for my own character, but it would involve making a modded species, and by my agreement with Mr Frog, i am not allowed to request mods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 09:57:24 pm
(http://i46.tinypic.com/2ik6p1s.png)
Ugeth the human torch.

(http://i48.tinypic.com/f24i9k.png)
Kob the water glob.

(http://i49.tinypic.com/5tros1.png)
Thirili or whatever the fuck his name is, the skinless toxin spewing frog.

(http://i45.tinypic.com/2ild9ud.png)
Superdorf herself. Yes the helmet's impractical, but that's just so the enemy has a slight chance of living past 30 seconds. Also she bolted the shield to her bracer.

FB pics in the entry, and here, along with my rendition of our superdorf Col. Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 10:12:04 pm
Sweet, can't wait to see tomorrow. And the frog's name is Junior. Because Mr Frog.
EDIT: I just realised, there are only THREE explantations for anything epic happening in this story.
1. Because Spearbreakers.
2. Because Mr Frog.
3. Because mugs.
Your argument is now forever invalid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 09, 2012, 11:03:41 pm
@Talvieno:

If scythods go in, so will the seqivet, right? ;) Because if there's one thing Spearbreakers 2 needs, it's armed ninja-ambushing hostiles that bypass locked doors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:05:47 pm
Sweet, can't wait to see tomorrow. And the frog's name is Junior. Because Mr Frog.
EDIT: I just realised, there are only THREE explantations for anything epic happening in this story.
1. Because Spearbreakers.
2. Because Mr Frog.
3. Because mugs.
Your argument is now forever invalid.


You forgot one.
0. Because the laughter of a thirsting god.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 09, 2012, 11:06:50 pm
Hanslanda, we ALL KNOW Armok ran off screaming in terror of this fort by now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:08:31 pm
Seqivet? That sounds like something unpleasent that would want to hunt people for sport.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:13:06 pm
Hanslanda, we ALL KNOW Armok ran off screaming in terror of this fort by now.


Armok has failed a strange mood!
Armok has gone Stark Raving Mad!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:14:59 pm
Only took 5 years for it to become a confusing mess of pointless doors and unused rooms. 6 if you want to count all the extra doors I installed for no reason and the giant middle finger I built being added confusions.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 11:17:22 pm
For some reason, i feel the need to explain the Three Reasons. If you got it, ignore me. If you didn't, read on.
1. Because Spearbreakers.
The fort itself. It attracts the attention of Fun to be had far and wide, and provides fodder for our stories. Which leads nicely into
2. Because Mr Frog.
A very great deal of our fiction has something to do with Mr Frog. He provides more story fun than can be easily calculated.
3. Because mugs.
One of our main sources of wealth, by now, every person on the continent has at least one Spearbreakers mug. This is also our most fun meme, because as has been stated, you must add one mug to any calculations involving this fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:20:53 pm
4. because Fischer.
Fischer is such a terrifying engine of destruction that she has become our Chuck Norris, with her crowning moment of awesome being suriving alone against a group of spawn, getting knocked into a pond, and SURVIVING.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:22:38 pm
4. because Fischer.
Fischer is such a terrifying engine of destruction that she has become our Chuck Norris, with her crowning moment of awesome being suriving alone against a group of spawn, getting knocked into a pond, and SURVIVING.


I thought her crowning moment of awesome was when the spawn turned tail and ran in fear from her dark and terrible majesty?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:24:27 pm
No they ran after second squad(Paintbrush and his axelords) chopped an ambush party and a half to ribbons.

But she can easily go toe-to-toe against most spawn solo. A megaspawn would probably kill her though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 11:27:00 pm
Dark and terrible majesty?
...
...
...
Give fischer a rat leather backpack.
WE HAVE FOUND THE ONE TO OPPOSE HOLLISTIC DETECTIVE.
Woah, Matrix flashback.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:30:58 pm
No, Fischer is a walking engine of pike-based doom. She fights like a true dorf, with a proper fucking weapon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:32:33 pm
Dark and terrible majesty?
...
...
...
Give fischer a rat leather backpack.
WE HAVE FOUND THE ONE TO OPPOSE HOLLISTIC DETECTIVE.
Woah, Matrix flashback.


Fischer is so much more than Holistic ever could have been. Because:
No, Fischer is a walking engine of pike-based doom. She fights like a true dorf, with a proper fucking weapon.


Where is your demon-god now, Spawn? Because ours fights with a goddamn pointy stick, not a backpack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 09, 2012, 11:34:22 pm
Umm, Fischer fights with a weapon. The Detective didn't.




If HD could make things explode with a BACKPACK, then she could turn Fishcer into her bitch easily. Quickly, make Fischer a master of making stuff explode with a pike!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:35:55 pm
Umm, Fischer fights with a weapon. The Detective didn't.

If HD could make things explode with a BACKPACK, then she could turn Fishcer into her bitch easily. Quickly, make Fischer a master of making stuff explode with a pike!


I forgot that HD wore artifact Adamantine armor, my bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:36:38 pm
She doesn't need to make them explode into lumps of goolicious gore. She needs only leave two holes in her enemies, one in thier heart, and one in thier head. Because that's how The Colonel rolls. And if she can't stab it, SHE'LL FUCKING BITE IT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 11:41:08 pm
Actually, you know what, this has been bothering me. Why the assumption Fischer fits Badass is Dark/Crazy? Whenever i read about a champion, or an army, they are called insane, murderers, montrous beings. Our Fischer, our Champion Superdorf, shouldn't be seen as a monster, or dark, just because she kicks ass. She fights for Spearbreakers. I say, she's our brightest star, and who we should strive to emulate. She didn't get strong through fell rituals, or deals with the devil. She is Fischer Norris, last Dorf of Dorf!Krypton, the daughter of the living god, Chuck Norris. She is the Dorf of Tomorrow. She is Superdorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:44:49 pm
Hehe, that would be an epic combat log:

Holistic Detective, Demon-Goddess, strikes Fischer in the arm with her rat leather backpack, bruising the fat and bruising the muscle!  
Fischer is propelled by the force of the blow!
Fischer skids along the ground on her arm, breaking the bone and jamming the bone through the muscle!
Fischer: Oh bitch, you don't even understand what you just did.
HD: Back in MY day, we didn't have parabolic arcs, and fancy skidding damage. We had-
Fischer stabs the Demon-Goddess in the upper body through the artifact adamantine armor with Splashslowed, breaking the left true ribs and puncturing the heart!
A major artery has been severed.  
Fischer twists the embedded pike in the wound!
Fischer stabs the Demon-Goddess in the head with Splashslowed, tearing a tendon, shattering the skull, and tearing the brain!
Holistic Detective has become enraged!
Fischer: Oh shi-
Holistic Detective strikes Fischer in the lower body with the rat leather backpack, bruising the guts!
Fischer is propelled by the force of the blow! 

Spoiler (click to show/hide)


Fischer is Dark/Crazy because this is Dwarf Fortress. Also, HD got strong the same way Fischer did, and only turned when the Fortress refused to die. So, if Spearbreakers ever just won't die, then the same could happen to Fischer. Besides, mugs. Anyone can be driven insane by enough mugs. Also, have you considered what would go down if Fischer mooded and failed her mood?  :o Cuz I just did. It was epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 09, 2012, 11:46:03 pm
Hehe, that would be an epic combat log:

Holistic Detective, Demon-Goddess, strikes Fischer in the arm with her rat leather backpack, bruising the fat and bruising the muscle!  
Fischer is propelled by the force of the blow!
Fischer skids along the ground on her arm, breaking the bone and jamming the bone through the muscle!
Fischer: Oh bitch, you don't even understand what you just did.
HD: Back in MY day, we didn't have parabolic arcs, and fancy skidding damage. We had-
Fischer stabs the Demon-Goddess in the upper body through the artifact adamantine armor with Splashslowed, breaking the left true ribs and puncturing the heart!
A major artery has been severed.  
Fischer twists the embedded pike in the wound!
Fischer stabs the Demon-Goddess in the head with Splashslowed, tearing a tendon, shattering the skull, and tearing the brain!
Holistic Detective has become enraged!
Fischer: Oh shi-
Holistic Detective strikes Fischer in the lower body with the rat leather backpack, bruising the guts!
Fischer is propelled by the force of the blow!

Splint, crack open your painting program.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 09, 2012, 11:46:42 pm
No they ran after second squad(Paintbrush and his axelords) chopped an ambush party and a half to ribbons.

Hey don't judge me it's not my fault the spawn are THIS squishy!!!

:-P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 09, 2012, 11:51:13 pm
It's not that they're squishy. it's just the nature of chopping weapons and thier habit of removing limbs and liberating lower bodies from upper bodies.

And She's dark because:

1. Few relationships past long-term aqaintence. no lover.
2. She lives in fucking Spearbreakers.
3. She glitched out and ran at lightspeed for a bit.
4. She lives in fucking Spearbreakers.
5. Need I repeat 2 and 4?

@ Corai - why should I?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 09, 2012, 11:56:56 pm
Spearbreakers isn't dark, it's just not safe for sanity.
Being a loner is almost a requirement for a superhero (not a supervillian, may i say, because supervillians know heroes won't go after their freinds or family).
And superspeed isn't a power solely granted by dark powers. It is also granted by light powers, and even neuteal powers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 09, 2012, 11:57:43 pm
Spearbreakers isn't dark, it's just not safe for sanity.
Being a loner is almost a requirement for a superhero (not a supervillian, may i say, because supervillians know heroes won't go after their freinds or family).
And superspeed isn't a power solely granted by dark powers. It is also granted by light powers, and even neuteal powers.


I have no idea what to say right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:00:57 am
A superhero usually doesn't go around threatening to beat her subordinates within an inch of thier lives and drills them till they nearly die, or take joy in watching people from thier own country get thier face squished to mush, as has been implied in several stories that mentioned her. And while sane dorfs like fighting, I think she likes fighting a little too much, even by dwarven standards.

Although whoever floated the fear of the pitch black dark of outside (Spearbreakers has torches everywhere) hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 12:10:02 am
A superhero usually doesn't go around threatening to beat her subordinates within an inch of thier lives and drills them till they nearly die, or take joy in watching people from thier own country get thier face squished to mush, as has been implied in several stories that mentioned her. And while sane dorfs like fighting, I think she likes fighting a little too much, even by dwarven standards.
You gotta make allowances, it's not an exact replica. She is a dwarf, after all, and she obviously wasn't raised by Ma and Pa Kent. But, considering the circumstances of her life, she makes a damn fine DF example of Superman, simply because she isn't our lex luthor.
I say Fischer is a good person who is doing the best she can under this fort's temporal circunstances. After all, wouldn't any of us be irritable in the same place?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 12:14:59 am
... I find myself agreeing with Splint. Fischer is kind of a bloodthirsty psycho, at least in my mind. That's how I wrote her, at least. Good for the fort, bad for individuals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:16:06 am
@ Xahnel - Ok, you forget: This is Dwarf Fortress. This fort only took 5 years to turn into a glorified nuthouse. I can't remember the name of the fort but this clearly isn't a success story. She's at best a morally unhinged lunatic, even by dwarven standards, due to her claiming a minotaur head for a trophy in the narrative and getting down when Hans and Urist weren't executed. Hell her idea of a good time is probably killing things, no matter how mundane (She killed a deer for no good reason afterall.) her soldiers own people respect her, her enemies fear her.

And Armok is pleased with her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 12:22:48 am
Meh, still say that the fort's heroes shouldn't be seen as dangerous lunatics... Mostly because EVERYONE DOES THE SAME THING. I have yet to see a fort where the characters weren't afraid of the military.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 12:24:00 am
In a medieval society, there are very good reasons to be afraid of the military. Mostly because you have no rights whatsoever, and they carry big sharp things and are good at dismembering living creatures with them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:30:54 am
I think what makes it worse is I see Fischer as being acceptive of being seen as a blood thirsty monster. Hell she probably tries to propagate that image outside of Spearbreakers to intimidate aggressors. My lack of real attacks can be seen as it succeeeding.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 12:38:00 am
True, but most mediavel societies wouldn't have females in charge of the local army. And they wouldn't be dealing with the local living zombies from a demon goddess, either. Besides, our overseers aren't mediavel, so mediavel ideas don't apply to our military, modern ones do. They are there to keep our sorry characters alive, and Fischer is the best at it. I doesn't care what you guys says, Fischer is our hero. At the end of the day, when the call goes out for someone to Be Super, she is the one who steps up the highest. So what if she's cranky, frightening, sometimes kills helpless animals, and beats on her fellow soldiers in training? She is still Fischer Norris, Superdorf.

I just noticed that both the idea of her being Super, and the idea of her being a Norris were both my ideas, and you guys have happily accepted it. Makes me feel like I belong. It's a warm and fuzzy feeling. n.n
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 10, 2012, 12:38:52 am
If I ever get off my lazy arse and start writing journal entries for my dwarf, then I am going with Xahnel's definition of Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:42:03 am
Everyone has a different idea of our soldiers.

Some fear them
Some respect them.
Some love them for what they do.
Some hate them for thier potential madness and disregard for dwarven morals.

In the end, all that matters is one simple fact: To fuck with Spearbreakers is to forfiet your life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 10, 2012, 03:33:09 am
It's not that they're squishy. it's just the nature of chopping weapons and thier habit of removing limbs and liberating lower bodies from upper bodies.

Exactly the mere fact that they drop limbs like a tree in autumn is an indicator that they are well, squishy....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 06:18:30 am
Yikes... Massive Fischer derail. :D Very awesome.

(First, hooray for pics, Splint! They look awesome. I hadn't known you could draw so well until just recently. :P But where's the rest of them?)

I imagine Fischer as not so much psycho... but more... "You're gonna die and there's nothing you can do about it, but don't bother trying to make my job easier because I'll probably be bored even if you do your worst." Kind of "no mercy"... I don't like the idea of Fischer being a ravening lunatic at all. Or a villain. Simply that she's badass is good enough for me.


And now, for seqivet.
It's the second year of your fort. Everything's going smoothly - you've managed to build a new hospital, it's not like Spearbreakers'. You've got a drawbridge and a huge moat filled with water from a nearby river. You've got a long path leading to the fortress filled with pointy spikes and cave traps, and you're finally getting the semblance of a working military.
Suddenly, something goes wrong. The game pauses and the screen moves to the dining room, deep within the fortress. "An ambush! Curse them!" It's a band of seqivet - seven of them, to be exact. They kill a dwarf or two before you can even do anything about it.
You send in a single squad - fortunately the barracks is right next door. When the squad arrives, the seqivet disappear. You fear they haven't actually been vaporized, as you don't have a Colonel Fischer, and your mind is on high alert, so you have your squad search the dining room from corner to corner. Moments later... "An ambush! Curse them!" The screen has moved to the opposite side of the fortress, at the statue garden - it's the same band of seqivet.
Now you're actually scared. You wish you hadn't left the drawbridge down, and that you'd remembered to build an F.R.O.G... And possibly that you hadn't made the hallways quite so wide. You rush your soldiers - all of them - to the statue garden. One of your civilians has gotten off a lucky hit - one of the seqivet are wounded and trailing pink blood, in contrast to Scythod Green or Troll Blue. But as soon as the soldiers arrive, the seqivet disappear again. You try to lock both doors to the garden to trap them, but they've already claimed the far door. Not knowing what else to do, you move your entire military to the center of the fortress, hoping you'll be able to reach wherever they pop up next in time.
But they never show up again. Have they left? Are they lurking somewhere in the fortress? Are they waiting for you to let your guard down? Should you raise the drawbridge lest more come, or keep it down in case they decide to leave? You don't know, but you're biting your nails in terrified, paranoid anticipation of your next encounter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 10, 2012, 09:16:58 am
Is Fischer insane?  All I can say is "sanity is defined by the majority." (Quoted from Terry Prachett's Discworld series book "thief of time", pg. 284)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 09:22:36 am
Lol, talvieno, you might wanna go back to your last responce. There's something that might shock you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 09:33:51 am
Is Fischer insane?  All I can say is "sanity is defined by the majority." (Quoted from Terry Prachett's Discworld series book "thief of time", pg. 284)
Cool, so we vote on it? And I never read Discworld, but I've heard of it...

Lol, talvieno, you might wanna go back to your last responce. There's something that might shock you.
Umm... What am I missing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 09:45:51 am
That would be the "rose romance" convo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 09:50:00 am
@Talvieno: The seqivet sound epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 10, 2012, 09:57:39 am
[...] When the squad arrives, the seqivet disappear. You fear they haven't actually been vaporized, as you don't have a Colonel Fischer [...]

I think this should go in the quotes section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 09:58:47 am
Seconded. We may have to start a seperate quote section just for Fischer at some point. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 10:13:03 am
Holy shit, Xahnel. :o I hadn't noticed it. Talvi and Rose? That'd be epic. :P Talvi has a very easygoing nature, but she'd feel "uppity" if she got pushed around too much... That could be fun. lol  Plus, if she's mad at Mr Frog, she might want to get back at him... she might mistakenly believe that a good way of doing that would be to have a relationship with Rose. :P  When are you writing that journal entry, anyway? (or did you write it already and I missed it? o.o)

Pausing work on the Spearbreakers.doc for now - I'm at page 238 (booyah, baby).


Also, woot! My third nominated quote. :)

edit: By the way, do you have any idea how many times we've derailed this thread? We've invented rederailing, interrailing and extrarailing, I'm pretty sure. But we do it so well you don't notice it until you're trying to compact everything and weed out everything unimportant.

Seconded. We may have to start a seperate quote section just for Fischer at some point. :P
That'll probably be my job....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 10:28:39 am
I'm gonna write it up today. Gonna get splint's last few entries, and save then to a notepad, and write from there.
As for Tavli and Rose, rose looks for two things in romance: one, a pulse, and two, the ability to not make her mad. If you got those, you're solid. She's also quite a nice person once you get past the barriers.
How many pages and words is Spearbreakers in the doc?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 11:05:15 am
The only problem I see the Seqivet has is going back into ambush mode, unless there's a way to make them do that on thier own.

Gonna try to get the rest of my turn done today or tomorrow. Then I got some planning to do for a human-themed game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 11:14:44 am
That was actually a recount of one of my games where I was testing them for Mr Frog. They actually do that. (However, they suck at sieges because Mr Frog wanted them to sit at the edge of the map.)
Looking forwards to your next update, Splint. :)

@Xahnel - I think Talvi might manage it, then... Provided Talvi's bizarre quotes amuse Rose, instead of annoying her. And her country accent. And general lack of intelligence.

As to the word/page count... I'd left it out intentionally. :P Since I'm so close to finishing, I wanted to keep quiet about it until I finish, to try to blow your minds (and trust me, that WILL happen). Filesize is 18 MB, though. We need more pictures.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 11:22:14 am
Sent you the names of the songs that might be stuck in your head, not to veer too far off topic.  And now the Seqivet sound quite intimidating. But in Spearbreakers II if they have the ill fortune to get spotted by a railgun team, it'll be over for them before they can even do anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:11:37 pm
Ok, this a bump post and an OoC update.

Seems I derped and got the final date wrong on my last official update. it is currently the 18th of Timber.
Goblins attacking, as expected. I'm unsure if I want to send Fischer alone against them or not. Ecem was able to survive solo against a whole squad of goblins and he didn't even have a shield so...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 12:18:08 pm
I think Fischer can take them. But I'd have a backup squad standing by just in case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 12:22:30 pm
Yeah... Posting might have to wait... The county's library internet is out. I need to pimp slap the moron who thought making every computer in the library system dependant on one building was a good idea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:23:45 pm
I decided to have three dorfs take them on.

Fischer and two dwarves of her choosing. Decided to go with Jack magnus, and Draignean.

So a hammergob squad led by a swordsgob vs Col. Fischer, Zap Barnnidorf and Jack Magnus the angry vikingdorf.

I'll give them a minute, tops.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 12:33:38 pm
Yeah. Perhaps four attacks each before they're obliterated. None land.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 12:36:12 pm
Well. Mr Frog must be a fucking troll, because right before Fischer and the goblin Sergeant met, he oneshotted him. He seems rather insistant on standing his ground despite not being activated.

EDIT: Fischer seems to really enjoy biting people. And none of these poor bastards are even getting more than one attack in and it either misses horribly or gets blocked and counterstruck with a metal pole. four dorfs, one not even a good soldier, vs 7 goblins.

Tally so far: three dead goblins and two severly injured.

This update will just be covering the battle to be honest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 01:09:50 pm
In retrospect, was Mr Frog's Combat And Training Simulator (CATS) necessary at all? Even without a couple squads of overpowered dwarves, we have Mr Frog himself, who's an interdimensional-time-traveler/neurobiologist/inventor. And if that fails, he can DJ them to death.  And not only that, we have FISCHER.

More fun with words:
I imagine Fischer's acronym would be something along the lines of "Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns".
Her name is an anagram of "Choleric Felons". I think this rather suits her...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 01:16:00 pm
Some pikegoblins led by a swordgoblin ran to aid thier hammergob fellows. most of whom are now dead/near death due to missing multiple important organs.

What amounts to a few conscripts versus a dwarven engine of doom and her two aides.

Those poor goblin bastards don't have a chance in hell do they.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 02:41:36 pm
18th Timber, 207. Intermitant Entry.

As of the 18th of Timber, we have four dwarves, maybe five, have developed infections at some point. OverlordTNT, both of Sus' relatives, Gemblade, and possibly Gorefast. I say possibly as Gorefast was suffering from a fever and was ordered by Fischer to either "Stop your bitching or get the hell out of this barracks." He stopped bitching. I must admit, between her head taking and general nastiness to anyone, she scares me. But I've known her since before the war (She left the army to be a mercenary afterwards, hence how I even found her) And I can still see that timid little dwarfette she used to be in there. Hell she's still afraid of the dark outside. It's partially why I insisted on torches every ten feet. The last thing we need is Fischer killing us all because she thought we were bogeymen or something.

Anyway, I have low hopes for those with infections survivng. If I could find a soaper's station I'd gladly try to get soap production going. Perhaps I should get som lye made ahead of time...

19th Timber, 207

(http://i47.tinypic.com/10qw2tw.png)

The drumbeats were sounded again. This time for goblins. As expected, so I sent word to have Fischer pick two dwarves to bring with her to deal with the enemy. I should have expected as such since it's caravan season and a scout got bludgeoned by the caravaneers the other day.

I'm told she didn't even hesitate and told Jack Magnus, one of two axelords in her squad, to follow her and she dragged Draignean out by the collar of his mail shirt. She said she had to drag him out because he was shining his shield and talking to it again.

(http://i50.tinypic.com/250qhyt.png) [three unlucky dorfs were outside, though Fischer is right there too. hammergobs led by a swordsgob.]

Reports say Mr Frog was insistent on providing fire support for the soldiers, with Fischer demanding the goblin face her like a man. The goblin gladly obliged, but didn't even get to fight. I have since had the beats sent out for them to engage all enemy combatants and to let as few escape as possible. I am going to head up to the tower so I can watch the spectacle.

(http://i46.tinypic.com/2lwkd4z.png)
 
(http://i48.tinypic.com/2ewdrtv.png)

[Mr Frog killed the goblin squad leader. excluding the two blocks, he freaking one-shotted him.]

(http://i45.tinypic.com/295eqev.png)

Fischer got the first one besides the leader. Jack and Draignean confirmed that the poor bitch didn't even get to swing her hammer. [Seriously. She moves three times fast than any of the other soldiers. WHAT THE FUCK IS SHE ON. She did all that before either of the other two army dorfs even caught up with her!] Fischer claimed the kill as a bleedout, though Mr Frog and Draignean decided they needed to get involved in the already good-as-dead goblin's demise. Draignean was  attacked from behind by the next goblin, and Fischer tackled the poor fool and took a bite out of his upper body.

Jack went after the next, who tried to pry Fischer off her comrade only to have Jack chop her foot off. He then dragged her away by the belt and tried to smash he skull with the pmmel of his axe, but it was sadly poorly aimed and looked to have glanced off the crest of the helmet. The goblin managed to  smack Jack upside the head and he stumbled into FIscher and Draignean, leaving two severly injured goblins trying to drag themselves away from the battle while two others tried to hold out fighting dwarves off.

It didn't work out so well. However...

(http://i47.tinypic.com/10qw2tw.png)

More goblins attacked, led by yet another swordgoblin sergeant came a squad of goblin.... Pikemen. Hoooo boy those poor sods didn't even know what they were walking into.

Jack's first victim succumb to blood loss as the first pikegoblin and the sword-sergeant closed the gap, only for the sergeant to be liberate of it's left leg. I must say, it's quite enjoyable to watch these fights.... perhaps I should find a good place to build an arena so we can have so good entertainment? Anyway, one of the goblins had second thoughts and tried to retreat, leaving a trail of blood gushing from it's arm, courtesy of Draignean. Actually it seems the rest of the goblins have all gotten the same idea, save the ones still being mauled by Fischer, Jack and Draignean. Speaking of which, the one Jack was killing finally died of blood loss.

Since we can't be having any uppity goblins scaring away Fischer's livelihood, I shouted down for them to run the survivors down. Jack chased down the nearest pikegoblin he could see and promptly chopped him to ribbons, but then-

(http://i47.tinypic.com/10qw2tw.png)

Hammergoblins led by an axegoblin, undeterred by the sight of thier comrades' flight, decided to try and jump the lone Jack Magnus! I gave word to the drummer to send out for the rest of first squad, simply because I didn't think, as mighty as Jack is, he can fight that many goblins alone. However, as first squad began pouring into the battle line, Jack began trimming the goblin hedges, severing four limbs faster than I could see. I could tell by his swift movements he had been blessed by the war god in his hour of need. He bisected one goblin, bashed the teeth out of the next, thumped one in the chest, and severed three left limbs all in one smooth motion, While Fischer and Draignean rand down a goblin fleeing to the north, and Krypta set about killing one of the last of the earlier hammergoblins.

All while this happened, a dwarf I don't even know went to work foisting out an endless supply of crap on the home caravan. Hell some of the better made and decorated mugs bought a ton of bin-wood, metal ores, and steel making flux. Just the sheer volume of stuff we'll be dumping on them alone will probably make them take as long to leave as the humans are taking. They bought all the food and drink save the piles of plump helmets, which we have mountains of, though not anywhere near rivaling the heaps of mugs and useless loot.

Honestly Jack did well, smashing aside his aggressors who may have been shocked to see more dwarves come charging out of the gate to meet them. After all was said and done, Krypta killed the axegoblin sergeant, and jack killed the remaining survivors of his squad. while some of the pike goblins escaped (two to be exact,) I'd say this battle was a win. The caravans will help spread our warriors' glory far and wide and the goblins shall hopefully come knocking with more substantial forces.

[God damn that was messy. Goblin giblets everywhere and more shit we'll need to foist on another caravan, unless the next overseer just wants to go through and manually assign all the uless foreign-made loot to be incinerated. As you can see, I prefer to look at any engagments that happen happening in one day's fighting,  as when people say a battle lasted days I think it sound stupid. Realistically nothing living could fight for days nonstop except titans and biological FBs.

Also, if anyone hasn't noticed I'm trying to best Mitch in number of updates, hence these shortish ones. :P]

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 10, 2012, 02:50:08 pm
...and Jack Magnus the angry vikingdorf.

I admit, I laughed at this. Also quite honored to have been chosen to go with Draignean and Fischer :p

Hey, I actually spelled the names right this time.

Also - yes, Mr Frog being a troll and sniping gobbos randomly amused me greatly.


Hm. I wonder what Fischer's stats are, nowadays. Must be legendary across the board combat wise, but I wonder what her attributes (strength, endurance, etc) are at.

(I figure dorf!Magnus is fairly good as well, considering he was sent along with Draignean and Fischer.)


... I just looked at the turn list for the first time in months, most likely. I seriously am wondering just how long it'll take to get to Corai's turn. I'm assuming we'll live that long, solely because of Fischer.

I'm afraid to think of how the fortress would look like at that point, too. Probably more mindfuck to look at than a M.C. Escher drawing.

Psuedo-edit: Ninja'd by Splint. Figures >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 02:52:05 pm
You slapped the shit of the goblins who tried to gang up on you. two bisected, one smashed head, two blood loss. Honestly the only one in that group you didn't kill was the squad leader.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 10, 2012, 03:00:09 pm
Sounds a lot like my Skyrim character (also named Magnus). Constantly getting beheadings, even on ghosts. Not even gonna ask how that works, but yeah.

Surprised I got so many kills, though - would've expected Fischer to have used that super speed thing and caused all of the goblins to implode or something before I did anything.

And yes, an arena to use for "live training exercises" and other forms of entertainment would be good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 03:02:33 pm
For some reason, until I switch the orders to a station order Fischer and Draignean just stood around near the stature garden where they killed a guy trying to flee. Left that out cause that was more a gameplay glitch than anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 10, 2012, 03:16:16 pm
Did the humans leave yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 03:24:49 pm
Copying splints updates for my journal.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 10, 2012, 03:25:21 pm
It seems that even in DF, I play the sniper :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 03:30:53 pm
Did the humans leave yet?

STILL loading up. Like I said, they may go nuts before they leave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 10, 2012, 03:34:20 pm
And then they'll leave behind still more piles of crap. Swell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 03:36:31 pm
Controversial (in my opinion):
Quote
Also, if anyone hasn't noticed I'm trying to best Mitch in number of updates, hence these shortish ones.
I really don't like this idea... :P I see more updates as a bad thing, and not at all a good one. It makes it more difficult for people to read them all if they come along later, and gives me more work to do.

DO NOT autodump the goblin corpses, please. Spearbreakers NEEDS bones lying around. Otherwise it's too... neat and tidy. This is my favorite Spearbreakers pic:
(http://tnypic.net/cc586.png)
This would look absolutely boring without any bones.
I'm fine with them being gotten up manually... but honestly, from now on, could we do it legit? :P

edit: pic fixed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 03:38:44 pm
I'm not autodumping anything made right now. The dorfs are either dumping them or taking them to the dump on thier own.

Off-topic

Fucking basset hound has MAJOR seperation anxiety issues.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 03:47:29 pm
So, Talvi, I got the updates, and I'll be writing soon. I am most definitly going through with the idea?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 04:10:25 pm
Yep, go right ahead, Xahnel. :) This oughta be fun.

Major update on the doc coming in about... 15 mins or so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 04:21:49 pm
VERY WELL.

THUS IT SHALL BE WRITTEN!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 04:37:23 pm
Gentlemen... It is done.

Spearbreakers.doc (Download link) (http://www.mediafire.com/?frq9f37w3wma6f5) (Mirror 1) (http://www.mediafire.com/?frq9f37w3wma6f5) (Mirror 2) (http://www.mediafire.com/?frq9f37w3wma6f5) (Mediafire) (http://www.mediafire.com/?frq9f37w3wma6f5)
I joke. They all link to the same thing.

The complete story of Spearbreakers, as it stands so far. Statistics:

My friends, we have created an epic that rivals the succession forts of lore. All derails aside, this is the fruit of our labor, in the form of condensed awesomesauce.


edit: They link to the correct doc again. Also, PDF links on the first page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 10, 2012, 04:38:58 pm
\o/ \o/ \o/

Still sane?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 10, 2012, 04:39:07 pm
Seventeen HOURS? to read.



Good sir, when I get off my ass and download that. Then I shall read this just to attempt to prove you wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 10, 2012, 04:49:18 pm
Sane? I just used the word awesomesauce, so no, I am not sane. :P But then again, didn't we all leave our sanity at the door when we signed up for Spearbreakers?
no, really, my mind is shot. I will take a break now.


And Corai, that figure is based on how it takes me around eight hours to read a 120k word book. And I read fast. And I wrote that 120k book, so I'm likely skipping little bits without realizing it. But go right ahead and try to prove me wrong. ;D

disclaimer: I am only human. I probably messed something up in there or skipped something or forgot something, or otherwise screwed it up. If I did, and somebody notices it... let me know.
also, if somebody can tell me how to fix the background colors, that'd be much appreciated, because I have no idea how to go about doing that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 04:57:43 pm
Press ctrl a, and then click the little paint bucket in the top right hand corner.
Also, how many typos? Did you check?
Finally, everyone, consider this: we have written two and a half books of shear data, and we're just eight years in. imagine how much MORE we're gonna write.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 10, 2012, 08:46:26 pm
SOMEONE USED AWESOMESAUSE!  :D ;D :D :D :D *YAY*


MUHAHAHAHAHAHAHAHA! I HAVE WON! A WORD I SEAD GOT USED BY ONE OF THE GODS OF THE FORUMS! AND I STILL CANT SPELL!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 08:50:14 pm
You're getting better. That's what matters. Barring another battle I'll try and get myself through the winter tomorrow.

Off-Topic: The tinychat's been oddly vacent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 09:28:42 pm
Sorry, been working. :P Be there in a moment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 10, 2012, 09:47:36 pm
hey han, i like the sig. i wish i had a smaller one. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 10, 2012, 09:48:20 pm
Thank you sir. And you could post yours in the Sigtext thread, then just provide a link to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 10, 2012, 09:50:22 pm
ill try.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 10:02:55 pm
So, yeah, tomorrow it's official: rose x talvi is A Thing. Prolly shouldn't have mentioned rose spent all day in bed one day, splint.
EDIT: I apologize to any tavli frog shippers, but the story Sank Your Ship.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 10, 2012, 10:16:48 pm
The fact she was sleeping is why he was able to meet with the liason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 10:40:07 pm
I still ran with it. >:)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 10, 2012, 10:44:34 pm
Gentlemen... It is done.

Spearbreakers.doc (Download link) (http://www.mediafire.com/?xsu9nbdkeu9t2yn) (Mirror 1) (http://www.mediafire.com/?xsu9nbdkeu9t2yn) (Mirror 2) (http://www.mediafire.com/?xsu9nbdkeu9t2yn) (Mediafire) (http://www.mediafire.com/?xsu9nbdkeu9t2yn)
I joke. They all link to the same thing.

The complete story of Spearbreakers, as it stands so far. Statistics:
  • 20.47 MB
  • 250,549 words - roughly equal to 2.5 full-length novels. This would take somewhere around 17 hours to read.
  • 658 pages - if made into a book. It would undoubtedly take more than one.

My friends, we have created an epic that rivals the succession forts of lore. All derails aside, this is the fruit of our labor, in the form of condensed awesomesauce.

is this up on the mainpage yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 10, 2012, 10:47:50 pm
Indeed it is. And we should contact toady one to get him to set up an adfly link to the download.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 11, 2012, 12:07:51 am
meh, why bother
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 12:14:57 am
I enjoy the fact our TVTropes page is steadily growing. I take joy in that for no damned reason other than it spreading the madness beyond Bay12.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 11, 2012, 12:46:40 am
I enjoy the fact our TVTropes page is steadily growing. I take joy in that for no damned reason other than it spreading the madness beyond Bay12.


Spearbreakers: Breaking new dimensions of madness since 2012
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 11, 2012, 12:49:11 am
I should download this and have some good readin'. Pity my iPod doesn't support Docs, so i can only read at home. :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 11, 2012, 02:23:49 am
just convert it to pdf....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 11, 2012, 02:41:08 am
iPod Nano, a very old one. I think it only supports txt files. Oh well, I will just read it here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 11, 2012, 03:18:48 am
copy paste it to editor and save it as text then....

@Tlvi what is wrong with using just black text why would you highlght it and set the text to white?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 11, 2012, 06:29:53 am
SOMEONE USED AWESOMESAUSE!  :D ;D :D :D :D *YAY*
MUHAHAHAHAHAHAHAHA! I HAVE WON! A WORD I SEAD GOT USED BY ONE OF THE GODS OF THE FORUMS! AND I STILL CANT SPELL!
Somebody considers me a god of the forums? Seriously? Can't say I agree with you, but that's awesome of you to say - thanks. :)

So, yeah, tomorrow it's official: rose x talvi is A Thing. Prolly shouldn't have mentioned rose spent all day in bed one day, splint.
EDIT: I apologize to any tavli frog shippers, but the story Sank Your Ship.
Xahnel, could you hold off on that a bit while I get a few things straightened out? Maybe just have Rose meet Talvi to begin with. It'll be more natural anyway.

Indeed it is. And we should contact toady one to get him to set up an adfly link to the download.
Not worth it. Adfly hardly brings in any money at all.

I should download this and have some good readin'. Pity my iPod doesn't support Docs, so i can only read at home. :3 [IS_HINT]
Yes, I hadn't thought about it...  Sorry you can't read it. :( Let me get everything else straightened out, and then I'll see what I can do.

@Tlvi what is wrong with using just black text why would you highlght it and set the text to white?
For one thing, I find it easier on the eyes... but mainly, because Formatting. The computer I'm currently being forced to use only has Microsoft Word 2002 installed, and it doesn't have anywhere near to all the features of 2007 (which I lost when my laptop became a brick). Quotes and spoilertext have an artificial background behind them that's ignored by Word for some reason - changing the background color doesn't affect it, and it looks horrible. I'm going to try to figure out a way around that. I thought I'd get up what I had so that people could read it right away, but now I'm wondering if I should've waited. :-\

edit:
I enjoy the fact our TVTropes page is steadily growing. I take joy in that for no damned reason other than it spreading the madness beyond Bay12.
my fault. sorry. I probably shouldn't have been the one to do it.
edit: On the other hand, I find it highly amusing. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 07:03:14 am
The journal goes back to the fifteenth of timber. Don't worry, I didn't rush it or anything. You did say her reasoning for being with Rose is a feeble attempt to make Mr Frog jealous. I just went with the normal "getting back at the ex with someone new" speed. If you want, i can pm it to you when i get to the library.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 11, 2012, 09:56:32 am
The Story Thus Far (Edited and Reuploaded):
Spearbreakers.doc (Download link) (http://www.mediafire.com/?frq9f37w3wma6f5) | Spearbreakers.pdf (Download link) (http://www.mediafire.com/?y1c80yysa6vmqff)

Paintbrushturkey, your problems are fixed. I had to go through and manually remove the shading from every paragraph (seriously a pain, and had to do it on a different computer). Everything is black text with a white background now. It looks a lot, lot neater.
And just for you, Reudh - it's also in *.pdf format. :) Enjoy.


Xahnel - yeah, PM it to me so I can look it over. Still trying to work a few things out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 12:18:30 pm
Alright boys and girls, I am awake, and I am making my next forray into Spearbreakers. Once more, barring another battle (Those are a bitch to write from a journal perspective) I should be done today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 11, 2012, 12:42:26 pm
And then we will have to PM Bombzero, unless he's lurking.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 11, 2012, 01:18:30 pm
So, yeah, tomorrow it's official: rose x talvi is A Thing. Prolly shouldn't have mentioned rose spent all day in bed one day, splint.
EDIT: I apologize to any tavli frog shippers, but the story Sank Your Ship.
O_O I have no idea how I missed that...   Um, Xahnel... That's way out-of-character for Talvi... I've established in a number of places she's largely the romantic type, and I can't see her getting into bed with Rose (or anyone, for that matter), not even to get back at Mr Frog. :-\   But especially not with Rose - she wouldn't really like Rose that much anyway (that's part of what I thought was funny) - she doesn't like masculine female types (like Fischer, for example). I thought you just meant dating or something.


@ Splint: Looking forwards to the next journal. And hopefully things will break from Spearbreakers tradition and the shit won't hit the fan at the end of your turn. Something tells me it will, though. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 01:57:23 pm
I secretly hope a siege will hit around new years.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 01:59:03 pm
That was a joke, Talvi. ;P

Also, Rose isn't a muscle head, she's just irritable and armed with a heavy hammer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 11, 2012, 02:11:57 pm
@X:

Yes, because there are few occupations so dainty as caving skulls in with a hammer.

(DISCLAIMER: I respect a woman's right to cave in anyone's skull using whatever implement she chooses provided the need is great enough, and I think Talvieno does as well; I just don't think dorf!Talvi would.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 02:13:21 pm
Well, compared to Fischer, Rose IS dainty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 02:14:54 pm
heavy Depleted Uranium Banhammer.

I don't know if using the above implement to shatter bones and squish skulls is any more feminine than spearing people through the face with a pike.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 02:17:34 pm
The conversations we have...
"Is it more feminine to stab people or smash people?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 02:19:03 pm
Niether, it's more feminine to shoot Fischer out of a catapult at the enemy. (No that wasn't supposed to make sense.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 11, 2012, 02:20:19 pm
lol :P If we want to get technical, then the type of war hammer dwarves would have would probably weigh around 20-80 pounds... if made out of iron. It takes serious muscle to swing something like that around.    Rose would definitely be pretty muscular - war hammers are heavy weapons. And I was ninja'd by four people because I was looking stuff up. :-\

And finally... I didn't get it. I thought you were serious. :P

Ninja'd FIVE times.

edited: typos
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 02:22:48 pm
Well I can find a peice of 40k fanart that can describe the results of Fischer being used as artillary ammo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 02:24:00 pm
I pmed the journal, Talvieno.

No, I wouldn't go so far with someone's character, not without permission or collaboration.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 11, 2012, 05:00:47 pm
Hey talvi, sorry if i came across as miffed i was just wondering, it was just a couple of clicks to remove it and then print it anyways, so not a big deal (btw just in case i haven't said it, it's great that you have collated all the stories into a cohesive dociment :-), thanks, this will hopefully give me the motivation to read it all :-))

next time you have formatting issues let me know and i'll give it my best shot to fix them :-)

PS: damn ninja'd x13...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 05:11:26 pm
Talvi, if the journal passes muster, would you post it for me? The library is closed, and won't open til monday.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 11, 2012, 05:19:17 pm
Will do, Xahnel.

The Following is Posted By Xahnel
DISCLAIMER: I AM NOT THE REAL XAHNEL

From Rose's Journal
Spoiler (click to show/hide)


The Following is Posted by Talvieno
DISCLAIMER: THIS IS NOT A REAL DISCLAIMER
@Paintbrushturkey: It's all right, no problem. :) However...
Quote
it was just a couple of clicks to remove it
Teach me, master. :o It took me three hours to accomplish what apparently took you all of three minutes.
And thanks - I'm very glad to hear you like it. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 07:14:42 pm
I've decided to make a bunch of small tombs for my personal guards and the army sergeants and those who've shown themselves truely skilled heroes. They'll get a coffin made from thier favorite metal if we have it, though others will recieve and iron one instead.

Thumper: Bismuth Bronze
Rose: Rose gold (She likes Adamantine, and if I give her a sarcophagus made of that game!Splint will pitch a fit.)
Crusher: Iron (likes Adamantine and can't do that.)
Draignean: Bismuth Bronze
Jack Magnus: Sterling Silver
Paintbrush: Sterling Silver
Talvi: Fine Pewter (I think we have the materials to make one.)
Loud Whispers: Zinc
Mr Frog: Black Bronze

They'll all get an Iron statue as well.

EDIT: Found the burning bed. I casted to to keep it from burning. That HAD to be a major FPS strain with all the smoek it was producing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 11, 2012, 08:08:48 pm
that reminds me of the legend of hobo.

"im the burning lake!"
"no, who the %$&! are you?"
"im the burning bed!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 11, 2012, 08:09:45 pm
can i get my Dorfs thoughts and pefreances screen
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 08:21:35 pm
Of cooourse Rose likes Adamantine. What else would my tough girl likev
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 11, 2012, 08:35:37 pm
I think Xahnel is drunk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 11, 2012, 08:46:15 pm
No, i'm just saying, everything digital dorf rose does seems to match very well with real rose. Also, i don't drink.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lord Inquisitor on August 11, 2012, 10:02:15 pm
I think Xahnel is drunk.
his not drunk, I am!

 give him more beer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 11, 2012, 10:08:49 pm
I think Xahnel is drunk.
his not drunk, I am!

 give him more beer.


... Definitely not a bot. So that's why they thought you were one, you are just drunk. This explains so much.

On-Topic: Good update Xahnel. :D Also, excited for Bombzero's turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 10:36:53 pm
Ok, so I fell asleep at my desk (head was basically welded to it with spit) So who wants to know what about thier dorfs?

Bukit: Orthoclase, silver, alexandrite, the color sandy taupe, picks, slabs, kapok wood, geese, rainbow trout, and crutches. Likes to eat/drink cow meat, guppies, and gutter cruor. Hates leeches.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 11, 2012, 10:40:19 pm
Hans do anything fun other than hit that one dood in the head with a shield? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 10:48:20 pm
No recently. And these stupid ravens are slowing down the humans' loadup time. they keep flying into the depot, scaring the merchants, and then promtply getting murderized by the caravan guards, both human and dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 11, 2012, 11:40:09 pm
Simply due to the gravity of this situation, I must bump this: THE HUMANS FINALLY FUCKING LEFT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 11, 2012, 11:52:55 pm
Damn, I just lost fifty Urists to Corai. I had good odds that they'd go crazy too. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 12:17:18 am
So it seems I've had two deaths as a result of poor design in the forgeworks. Stausic was killed by magma mist I think (magma splashed on him; his slab reads a bleed out death) and an engraver has gone missing, likely during some touch up work on the forgework walls or killed in a similar fashion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 12, 2012, 12:30:19 am
Splint, is there, like, a list of freinds for the dwarves? If so, who is Rose freinds with?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 01:17:12 am
No friends for Rose. Just a mass of passing aquiantences.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 12, 2012, 04:05:15 am
@Paintbrushturkey: It's all right, no problem. :) However...
Quote
it was just a couple of clicks to remove it
Teach me, master. :o It took me three hours to accomplish what apparently took you all of three minutes.
And thanks - I'm very glad to hear you like it. :D

Uhm, click the top of the document, scroll all the way down to the bottom of the document, shift click the bottom of the document, set text to black and highlighting and fill to no fill?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 12, 2012, 07:42:18 am
Uhm, click the top of the document, scroll all the way down to the bottom of the document, shift click the bottom of the document Ctrl+A, set text to black and highlighting and fill to no fill?
Tried that, it removed the color from everything but the text. I'm guessing you're using something different.

@Splint: Update today?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 07:44:25 am
It's coming it's coming. As I said I fell asleep and I kinda slacked off on it last night. I'm into winter, and as stated previously we now have two confirmed magma related deaths.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 12, 2012, 08:02:59 am
MAGMAAAAAAAAAA. All right then, glad to hear it (and no worries, man).

I'm actually all for flooding the blood plain with magma now. Just because. I'm also for random spikes everywhere, as previously stated, as well as keeping the bones lying around. After all, this is Spearbreakers, and we are Hell. It's like that quote... "Battle not with monsters, lest you become a monster, and if you gaze into the abyss, the abyss gazes also into you."   (This one quote might sum up the entire Boatmurdered/Headshoots/Syrupleaf/Spearbreakers series, actually.)
We've definitely battled monsters, and gazed into the abyss... We might as well look like it, too, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 08:12:07 am
Yeah, hi. I am an elf who likes to avoid necromancers having an army laying around. The intact enough bits that can bite or throw people around or attack them in general are going into the trash closet.

Oh and Kramer got possessed. looks like the voices are back for another round.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 12, 2012, 08:20:12 am
Blah. :( I like the bones. Maybe we could at least leave the teeth? That's plenty enough to look like bones, what with 2s everywhere.

Kramar was HorridOwn4ge's dwarf, right? What workshop did he claim?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 08:46:47 am
Craftsman shop.

Now I present a rant from the most !!FUN!! hating man on Bay12.

This place isn't hell. Confusing to the point of being nearly sanity breaking yes, hell no.

Magma: It stays on the forgeworks level. Bulding anything involving moving magma upwards will be considered an act of sabotage and an active attempt to kill dwarves of the fortress and said player's dorf will be either stricken from the game or put into a lone suicide unit and thrown in the caverns. I'm not kidding. Stop mentioning using magma for anything but making metal items.

Anyone who misinterrpeted this place as a shining bastion or some last hold out is sadly mistaken. Dozens of other fortresses were set up for the same reason: Thin those fuckers out and gather up as many dwarves you can for battle.

You dicks broke my army's organization beyond repair. While this was expected, I also expected you to at least abide by making pikedwarves the main force. Instead there's twice as many crossbow armed civvies as actual soldiers and about ten too many axelords (They were supposed to be limited for a reason: Axes tend to be extra choppy and therefore make killing spawn too easy.) Now they're past the point of being useful and just run drills constantly, active or not.

I have been up too long and am grumpy. If I don't finish today, tough shit, write a story to occupy time. For any further information see my pointless metal fuck you sign out front, and stick it where it fits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 12, 2012, 09:48:46 am
was going to post this here, but decided better... splint check your inbox

there is a solution to the axelord problem.... unassign their axes....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 12, 2012, 12:36:23 pm
Like I said before, if dorf!Magnus can be reassigned to another squad using a different weapon, go for it. I personally don't give a shit if it gets me killed due to no experience with the new weapon, if it makes you feel any better to have more pikedwarves instead of axedwarves, go for it.

(Although I would ask for a redorf if mine got murdered at some point whenever possible)

Magma... I personally have no experience with pumping/pumpstacks/mechanics beyond traps and drawbridges in general, so I'm unsure what to say here. I've always treated magma as the "fuck you, you all burn" endgame weapon to murder or at least piss off everything you target, so I'd agree to some extent here with what knowledge I have.

Although, magma geysers spewing lava randomly would be amusing to me, it'd also be a FPS drain as well. And I doubt we really want that right now, lol.

I'd post something smartassed about your grumpy comment as well (@Splint), but I feel it might be misinterpreted as being serious :p

Anyway. I have my own fortress to screw around with in the meantime, having gotten myself back into playing DF for myself (and finally effing learning how to use minecarts). Quantum stockpiles make organization so much easier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 02:15:48 pm
was going to post this here, but decided better... splint check your inbox

there is a solution to the axelord problem.... unassign their axes....


You tell me that again and I'll send you to fight the human torch alone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 02:27:37 pm
splint is angry today, isent he?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 02:34:38 pm
Indeed I am. And I reserve the right to completely snap and vent as needed. But he's told me the weapon thing twice now and if I hear it again someone's axelord WILL die. I'm pretty fucking paranoid right now as it is because, due to me blowing off steam and an offhand comment someone's going to arrange an accident to kill me.

Which will in turn prompt me to flip further shit and demand retribution. And if anyone else suggests assigning them different weapons that doesn't help us know who is actually what due to the guys with axes being well past level 15 with said axes.

I'm sorry I'm flipping out but for the love of god tread lightly because I'm apt to percieve just about anything as a personal attack right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 02:53:53 pm
take a fort, save it and then kill it. then replace with the saved version.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 03:27:55 pm
Once I get the pics up I'll have another update ready. It wont be the ender one as promised, but it's something. Kramar finished his fancy walking stick by the way. And I am beginning to lay the groundwork for the assault on hell. Hopefully three months will be enough prep time.

We have a slight problem. Gorefast turned into a spawn. Because the fight happened- HIS FUCKING HAND!!!!!!!!!!!! Oh wow that explains it.... I thought he got hurt fighting the goblins in spring and got an infection or something, cause someone did get injured by a counterstrike..... Shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 12, 2012, 04:04:19 pm
Infections don't cause fevers, Splint. At least not that I'm aware of.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 04:07:04 pm
I would imagine that's a normal immune response. I rarely have dwarves die of infection (only happened once as far asI can remeber. Usually if they get injured it's a deaths entence.)

Ok, so attack hell or don't attack hell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 04:33:58 pm
give it time.


we still have how many people waiting to have a shot at this, let them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 04:40:23 pm
Well I got a gate rigged up to keep them from pathing into the fort and the animals should attract them right into the guard and civil defense unit's firing lines. If memory serves, they demons, while devastignly strong fall apart to even a bolt to the chest.

If you guys prefer after I fiish my turn I can keep a copy and enact the plan to see if it's viable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 04:51:35 pm
21st Timber, 207. Intermittant Entry.

I've decided at Rose's request to build a few small tombs for the my guard unit. I've also decided to take her advice on the limited booze intake, if only so I can think more clearly if there's a shortage. I've also decided a few individuals who've proved themselves will get one too, and shall have thier coffins made from thier metal of choice, except for  bluemetal. That stuff is too valuable to use on that.

Also it seem the local raven populous is insistant on running around (Well, flapping is probably a better term,) the trade depot, much to the caracaneers' annoyance. They're slowing down loadup time considerably.

22nd Timber, 207.

A goblin scout was spotted today by Otiluke. He didn't get very far before he was killed. Otiluke was either bringing a flail in or was armed with it for some solo drills and beat the little fucker pretty soundly with it. I also forbade a number of certain eggtypes from being collected so we can vbegin breeding giant emu for battle.

26th Timber, 207.

The humans are finally departing! Took them fucking long enough. They also asked me that next year could we refrain from having the scary dwarf with the wierd helmet and the redhead swcream at them to get thier shit in motion.

(http://i45.tinypic.com/2ecenup.png)

[Good fucking riddence!]

27th Timber, 207.

(http://i48.tinypic.com/zswjrr.png)

I think when I was having the walls of the forgeworks touched up he may have fallen into the magma; either that or some glbs splashed on him and lit him up. I'm going to start disassembling all the forgeworks and rebuild them, with the functioning parts placed directly over the magma rather than the exposed piping and holes Mr Frog had thrown up just to get them running. this is going to be a bitch... I'll have to make sure all the bars of metal and tools and other goods are moved out before I disassemble the forges and such. Hell I probably won't be able to clear that up  in the few months I have left.

Oh,and it seems the madness that claimed The Master is making another go.

(http://i45.tinypic.com/20unx52.png)

Here's to you buddy! Hope you want things we have.

3rd Moonstone, 207. Intermitant Entry.

Whoever the fuck used the marble for doors is a dead dwarf. THAT WAS FOR STEEL YOU STUPID FUCK.

7th Moonstone, 207

(http://i46.tinypic.com/29y58pi.png) [Yes that's kramar. Won't display his nickname for some reason.]

Kramer spent the better part of five days gathering materials. Guess the voices won't be claiming this dwarf!

12th Moonstone, 207

After having locked himself in the shop for almost a week, he came out shouting he'd done it.

(http://i46.tinypic.com/1j5lrk.png)

It's name translates into universal as Waxlances. It is encrusted with and menaces with spikes of shale, decorated with chestnut chevrons and banded with rope reed fiber cloth and larch. In spawn bone, basically raised on the surface of it, is an image of the Minotaur Otob Strikeclaws the Eviserator and a Barbarian hero named Zalis Beerearly, with Zalis striking down the minotaur. It also has a goblin zombie named Runsoul and Fischer fighting in shale on the other side, with Fischer claiming victory. In alpaca wool on the top knob is a diamond. Overall, only worth 12000 coin compared to some of our more spectacular fortress heirlooms.

I've begun laying the groundwork for our assault on the underworld. The voices keep saying "Go down... Claim what is rightfully the dwarven people's.... Prove youselves worthy of your ancestors...." It's maddening...

13th Moonstone, 207.

(http://i49.tinypic.com/2akh5xu.png) Well, that didn't sound good...

Was that from the food stores!? FISCHER!!!

(http://i49.tinypic.com/2m5lcok.png)

DEAL WITH THAT!

The writing, while seeming nonsensical above seems to pick up.

Ok, so it turns out Gorefast had been injured during a fight with the spawn some time ago... As he had to go get his hand stitched up following a fight with a goblin I had assumed it was from the fighting in spring.... Man... Such a shame, he was a good soldier... We'll miss him.

Thankfully Fischer was getting food at the time and was able to respond to the threat. She would have made short work of him. However, I guess I should go over what she told me. it essentially amounted to one of the Fortress Guard, who goes by Brass.... Well... Fischer came out in time to hear Goreast make one shrill cry and saw Brass yanking the bolt out saying "Damned thing made me spill my dinner!"

(http://i46.tinypic.com/1jt4lx.png) [First shot too.]

(http://i49.tinypic.com/344v2a9.png) [All the blood is the slothbear's. What's what explained in the pic.]

14th Moonstone, 207.

Nothing of note happened today excluding a goblin that Zombi spotted. He went after it but it got a shot inside the guard of his shield and stabbed him in the hand, prompting him to run away (Some soldier he is. Hakah got a broken arm and he killed three spawn before he passed out.) I suspect Fischer will be busy this winter.

[That'll probably be it for moonstone barring an ambush. Oh, and here's an approximation of Fischer being used as catapult ammo.]

(http://i49.tinypic.com/34dms0x.png)

[Replace the following with the following

Guardsmen: Siege operators
Raining Chaos Marine bits: Raining goblin/Spawn bits
Basilisk Self-Propelled Artillary: Catapult, of course

The inital impact of Fischer with the enemy resulted in many being reduced to a fine paste or otherwise gibbed into chunky mustard. There were no nondwarven survivors.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 12, 2012, 05:19:16 pm
Now I present a rant from the most !!FUN!! hating man on Bay12.

I'm not ranting. And grand update Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on August 12, 2012, 05:19:55 pm
Man have I been gone for a long time.

...who made our front entrance look so pretty? I like it. Can I please get a quick summary of what happened since my turn ended?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 05:25:45 pm
A whole grand clusterfuck, including a polite nerdwar.

And I did. I basically built upon what had already been built on Talvieno's turn for the walls. I just added a barracks, a couple more towers and some roadwork.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 06:20:00 pm
how fun
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 12, 2012, 06:24:05 pm
If you guys prefer after I fiish my turn I can keep a copy and enact the plan to see if it's viable.
I like this idea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 06:35:37 pm
seconded
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 12, 2012, 07:37:10 pm
I love how Kramar's artifact is Holistic Spawn bone. I vote that we find a way to give that to Dwarf Splint - it's not quite a spawnbone throne, or a spawnbone chainscythe, but I figure it's good enough.
I still want to make that chainscythe.

I definitely didn't see Gorefast turning coming.... At least we got him taken care of without any problems (holy shit, oneshotting a Spawn with an iron bolt is badass). I think I'm going to make a journal entry on that in the relatively near future. I'm supposed to be "taking it easy" for the next few days, though. :( (I hate taking it easy.)

I'm against invading hell during your turn. I tried it with Paintbrushturkey's save, and it failed miserably. Everyone died. Quickly.

That aside, awesome update. :thumbup:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 07:38:58 pm
you realize now I'm tempted to do so out of sheer spite, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 12, 2012, 07:41:12 pm
BURN HELL DOWN! Wait, hell IS already burning?


...BURN IT DOWN ANYWAY!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 07:42:30 pm
BURN HELL DOWN! Wait, hell IS already burning?


...BURN IT DOWN ANYWAY!

I hereby decree this shall be at least one soldier's response when told to attack hell. (AKA anyone else think that's quote worthy?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 12, 2012, 07:47:15 pm
Quotable indeed.

So, yeah... CallingRosescreamingthatcausefirst

;P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 12, 2012, 07:50:45 pm
Quotable indeed.

So, yeah... CallingRosescreamingthatcausefirst

;P

I vote that Fischer stare at Rose mid-sentence, then finish it for her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 12, 2012, 07:56:45 pm
and here's a random little story based on that (basically to make it look nicer to read.)

---

The soldiers of Spearbreakers stood in the great Microcline room, battered, some dead, many injured, but otherwise unbeaten. Though many of them were sore and tired and most of the animals were dead, they looked to the opening. Victory was within thier reach. They had gazed into the abyss, and the abyss had blinked first. "Come on!" Rose yelled as she hefted her hammer. "Let's burn hell to the ground!" She then stopped and considered that stament. "... Or wait, it's already burning, so-" "We're dwarves Rose. We'll figure out a way to burn it down anyway after we kick the tenents out." Fischer said as she began to hea for the opening down. "Tenents?" One of the axelords said, obviously confused. "Yes, Tenents. Because this is Spearbreakers and anything underneath it is our property. These things are just renting the space, and they haven't paid thier rent."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 12, 2012, 08:09:00 pm
 :o


QUOTE IT!
and now, if you excuse me:
  maniacal laugh, maniacal laugh, maniacal laugh maniacal laugh
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 12, 2012, 11:10:48 pm
"This is Spearbreakers, and anything underneath it is our property. These things are just renting the space, and they haven't paid their rent."
Also nominating.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 13, 2012, 10:02:16 am
Thought I'd get this up. I've been working on it on and off, and I think it's ready now.
A side note: I'm not going to be on much the next few days. Just letting you guys know.


Vanya's Journal: The Nightmare
Spoiler (click to show/hide)

edited to appease Splint.
reedited because I'm picky about style. 8/14/2012
LATE edit: edited for clarity. 9/9/2012
ANOTHER EDIT: because I'm awesome. 11/27/2012
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 12:32:35 pm
And there's that damn idealistic view or what have you again! Gawd, no one listens do they? Nah I'm just kidding. Excellent work Talvieno. Shame you won't be on much.

It's amazing what watching a bunch of dwarves fail to bludgeon a giant to death can do for one's mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 13, 2012, 01:01:25 pm
I think you meant "fatalistic".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 01:04:40 pm
I don't know where people are getting this place being under a state of compelete apocalypse. The Timewar story alone makes ir pretty clear that things are going well enough that most nations can afford to fight eachother AND the spawn.

The Spawn just REALLY don't like us is all. And yes, fatalistic is probably a better word.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 13, 2012, 01:31:18 pm
I don't know where people are getting this place being under a state of compelete apocalypse. The Timewar story alone makes ir pretty clear that things are going well enough that most nations can afford to fight eachother AND the spawn.
Technically, those involved in the Timewar can manage a lot better than the dwarves can, with their extremely advanced tech (more advanced than what we have in real life), so that point doesn't quite count (or make sense :P). I seriously doubt that the dwarves have the extra resources to fight in the timewar.
Look at it from the dwarves' point of view - put yourself in their shoes.
Spoiler (click to show/hide)


If you don't look at it from a story standpoint, though, yeah, we're better off than we could be. :P I'm looking at it from a story standpoint, Splint. You've had the save for the past few weeks and it looks a lot cleaner and prettier for you - you're looking at it from a non-story, ingame perspective. Also, the journals are from Vanya's point of view, not mine.   She was sheltered to an extreme extent as she was growing up, and as a result, dark things have a tendency to look darker to her. I'm kind of disappointed that that's all that stood out in that whole journal entry, though. Still, thanks for the "excellent work" compliment. I'll be on when I can be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 01:53:35 pm
Ah, yes. Forgot about the whole sheltered bit. And the reason dorfs are dumb enough to come here is that for the most part the fortress is fabulously wealthy, even if the bizzarictecture leads you to think otherwise ("Why are there copper doors that lead to nothing everywhere!?" - An unlucky goblin who got inside.) Honestly I think only dwarves who live here know what true horror is.

Spoiler (click to show/hide)


I won't lie, I kinda feel like our dwarves have a right to be smug assholes to anyone who doesn't live in the fort since they pout up with all that shit and still stay sane. Usually. And I didn't consider Vanya's an elf, so things most dwarves wouldn't even care about after a certain amount of time probably still hit her pretty hard. Afterall, the average dwarf's reaction to baby and mother being fried is "Did I know them very well? Was I related? No? Who cares then."

And it does so make sense! If only taken in the context of the most advanced technology that doesn't belong to a megacorp being manportable firepower... Besides that I added a uranium mug to that standing so that automatically rendered it a mutated pile of shit :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 13, 2012, 02:19:10 pm
Quote
("Why are there copper doors that lead to nothing everywhere!?" - An unlucky goblin who got inside.)
I lol'd. That was great.

I think our dwarves have a right to be assholes, too. Especially to foreigners or people who don't live in the place. Really, in my opinion, newcomers would probably call it hell, if only figuratively speaking.

Quote
And I didn't consider Vanya's an elf
Spoiler: authorjoy (click to show/hide)

Quote
Afterall, the average dwarf's reaction to baby and mother being fried is "Did I know them very well? Was I related? No? Who cares then."
Technically, that pretty often starts tantrum spirals, so... lol

Quote
And it does so make sense!
Point conceded... Even if just by considering that most of our factions are from outside the spacetime-bubble anyway. :P If we're talking native nations, however... Well, none of the humans/goblins/elves are bothering to offer a full-scale war with us right now (so far).

edit: whoa, wait... Somebody used our pitchblende on mugs??
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 02:22:49 pm
I humbly request Bombzero or whoever goes next, that you kill the tree humper diplomat. Fischer needs some elves on her kill list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 13, 2012, 02:23:36 pm
I humbly request Bombzero or whoever goes next, that you kill the tree humper diplomat. Fischer needs some elves on her kill list.
I second this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 13, 2012, 02:33:30 pm
QUOTE ALL OF SPLINTS SECOND TO LAST POST.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 13, 2012, 05:30:19 pm
WOW...  I was unable to check up on this for the past few days due to the internet at my house being slower than half-frozen molasses, and there's 6 new pages?  I can't believe it.  YOU NEED TO PICK UP THE PACE EVERYONE!  FASTER!!  (menacingly brandishes whip)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 05:35:16 pm
I flipped shit the other day and may have scared everyone. plus we're still trying to minimize the unrelated to for talk. Not that it's working very well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 13, 2012, 06:03:08 pm
I kept from posting since I wanted to tread lightly until you cooled off, yea :p

@Talvieno: Good story update, although darker than I expected. Not that it bothers me or anything, I'm still interested to see what happens next.

@Splint: I'm all for pissing off the elves. I already dislike them based on their beliefs, and for the most part they act like assholes to everyone else anyway, so go for it.

Although I'd seriously start laughing like a goddamn maniac if an elf somehow managed to snipe Fischer with a bow. Elves are supposed to be stupidly good archers, right? Keep in mind that, despite my going through probably a dozen fortresses, I haven't experienced much of anything of military related things besides the occasional goblin/kobold thief, snatcher, and ambush. And one encounter with a blind cave ogre I'd rather forget...

Back to my own fortress, I guess. Now to figure out why my idiot dwarves are ignoring the materials in the original all purpose stockpile and refuse to move them downstairs... they can access them fine, the new stockpile clearly is working (accepts the same stuff and has been accepting input from other sources), and they did move the shit downstairs when I made them garbage dump them instead, but... still won't move them three tiles onto the stockpile (yes, I reclaimed after I dumped them). Infuriating little bastards.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 13, 2012, 06:05:59 pm
We going to war with elves? Come on, making Fischer fight elves is degrading. Its like sending a commando to kill a baby.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 06:15:15 pm
No, were sending a commando to kill hitler's teenage son. There's a difference. Plus to even start a battle they'll need to either jump a dorf gathering stuff topside or deliberatly pick a fight with first or second squad.

They try to enter the iron barracks (surface, with Fischer's 1st in it) they meet Fischer. They try to go in the depot entrance, they meet Paintbrushturkey and his axelords. Either way they'll be close enough for thier bows to be irrelevant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 13, 2012, 06:27:04 pm
muhahah!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 13, 2012, 06:40:23 pm
For the problem of to many axedwarfs in the military, I would recommend only sending them to deal with things you need slashing weapons to fight effectively, like necromancers.  (What makes undead count as needing slashing weapons while spawn don't?  The fact that undead NEED to be chopped to bits to keep from functioning, where spawn can be killed from a single pike-wound, in the right place of course)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 13, 2012, 06:43:01 pm
Why did that remind me I haven't finished Spawnified Ashsaber.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 14, 2012, 01:03:06 am
I dunno, for the same reason no one has posted for seven hours? Maybe everyone was reminded of things they had to do...?

Preview of rose's next journal post:
"the humans left?

... THE FUCKS ACTUALLY LEFT?!

 Damn it! I lost twenty mugs! I thought they would die of starvation first. Armokdamn morons. Splint said me and fischer scared them out of here."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 04:09:13 am
(http://i46.tinypic.com/2mixrq.png)

And here's my rendition of Dorf!Mr Frog. Probably nightmarishly off, so please don't unscrew my head Mr Frog. Sports a now dirty and worn labcoat with a faded Ballpoint Technology Bioengineering patch, his civili defense gear, and glasses. because I see him as wearing glasses. The beard as you can see is noticably shorter than a dwarf's would be, but just long enough to not garner any strange looks (or at least not too many.) The glove is made from dyed cave spider silk with a taruma plate inserted over the palm to reduce any hand injuries he might incur defending himself.

The original idea involed mutating cavemoss eating his pen, but I decied a simple rendition would suffice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aigre Excalibur on August 14, 2012, 04:29:23 am
I'd like to be Dorfed...
Name: Skirata
Profession: Marksman Dorf or sword-dorf
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 14, 2012, 07:34:19 am
Thanks for the feedback, Jack Magnus. :) Glad you liked it. Don't worry about the darkness - she's not actually as dark as she seemed in that "nightmare"... That's largely the fault of the corporation(s) that were controlling her (hence the total lack of emotion). (I love being vague.)

Heyaa, Aigre, and welcome to the thread. I don't think you'll have much trouble getting a marksdwarf (bahahaha), but swordsdwarf, maybe.


@Splint: Nice pic of Mr Frog. I'd imagined him differently, though... I guess I could possibly try to draw my rendition sometime. (It'll suck.)
Your pic reminded me of Atrus from the Myst series:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 14, 2012, 11:25:04 am
@Talvieno: That's what I expected, yeah. Nightmares are a powerful (and horrible) thing to experience, and unfortunately almost all of the ones I've ever had I never remember apart from an intense fear of everything on waking up as well as a massive sense of hopelessness. Not pleasant :p

@Splint: I like the rendition. I don't think I've ever really visualized dorf!Frog in my head before, so I can't really judge it against my own mental image of him, but he does look good. And yes, glasses are a must (in my eyes) for a scientist.

I'd comment more on my own fortress, but it'd feel too off topic >.> all I'll say is I have a healthy dislike for my world's kobolds currently. Where in the hell they got enough shit to haul off to mount an ambush I'll never know...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 14, 2012, 11:57:17 am
i always pictured mr frog as hunchedbacked. and older...  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 01:14:23 pm
I forgot the cloak honestly. and I'm probably waaaaaaay off on his appearence. I'm honestly worried Mr Frog is gonne rip my throat out for getting it wrong :P

EDIT
@ Aigre Excalibur - Welcome to the bedlam house. I dorf'd you as a pikedwarf, as that was the last unnamed soldier I'm aware of. All hte swordsdwarves are claimed or already named.

Ok boys and girls, once more barring a battle my next update or two will be the end of my turn. I'll have everything rigged up so all we'll need is to thin out our animal herds and mass produce bolts to take down the inital counterattack by the clowns. Once the demons collapse under the civil defense corps' hail of bolts 1st squad should be able to charge down and evict the malcontents down there. Before the assault proper I'll copy the save and see if my plan will work. If it does, then OPERATION: EVICTION will be a go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 14, 2012, 04:13:34 pm
Spearbreakers in a nutshell
 
Year one: Doin' good. :D
Year two: Hey, I think you weren't actually doing good.
Year three: What the unholy fuck were you guys doing?
Year four: I am simply magnificient, am I not?
Year five: Ya'll will nae be takin' me fort.
Year six: Hm. I can fix this. Hey I fixed it.
Year seven: And now the military is mega...
Year eight: ...So we can invade hell!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 14, 2012, 04:54:48 pm
QUOTE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 07:17:02 pm
15th Moonstone, 207. Intermittant Entry.

The merchants from home are heading off. I don't... remember if we traded with them. Oh well. I'm going to go ahead and stock up some bedrooms with thier necessities that were otherwise unused.

17th Moonstone, 207. Intermitatnt Entry.

Since we have a good amount of dye laying around from the lost caravans, I've decied to put it to use dying whatever cloth we have. Might as well do something useful with the stuff right?

25th Moonstone, 207.

We'll be importing ALOT of leather from home next year. I figure it will provide more substantial protection for the citizens if they get into a scrape than silk or plant cloth. Nothing really notewirthy happened, though aside from munitions as good a preparation as I could make for the invasion have been made. We may need someone willing to sacrifice themself though, and I'm loath to ask a miner to do so...

4th Opal, 207. Intermittant Entry.

Dauros got a bit... touchy when someone grabbed his pike today. They got a black eye and a gauntlet imprint on thier face.

8th Opal, 207. Intermittant Entry.

Note quite noteable, but I've ordered a wall erected around the food storeage in the quarry. Nothing  further to report, aside from Rose asking me about cactus milk booze. I told her that sounds all well and good but we don't have any cacti around here. She then proceeded to pimpslap me and say we can import some from the humans or elves. Uppity little bitch.

12 Opal, 207.

Export agreement made. Looks like the capital wants meat, metal and some odds and ends.

(http://i49.tinypic.com/1zh1v0n.png)

Just need to finish up with the pleasentires and such.

13th Opal, 207. Intermittant Entry.

Saw some actual wildlife while I was up on the fist of rage surveying the surroundings. Turkeys. I gotta say the view's incredible up there. Hope you like the view gods! HOPE YOU LIKE THE FUCKING VIEW.

16th Opal, 207.

Finally done. Once the liason departs we'll have been elevated further.

18th Opal, 207.

(http://i47.tinypic.com/339t4sm.png)

We're now becoming even more firmly entrenched in our nation's political machine, and our strength has probably made us known  all over our area of the world. Who knows? maybe the monarch will decide to move here! I hope we've conquered our corner of hell by then, we could make one bitchin' palace down there.

Put out an order for everyone to go ahead and bring in whatever other junk is still topside. We gotta get it out of here, so may as well gather it up. I also have plans  that will please our forge and war gods at the same time... Hope you like being run through  you tree humping queers...

21st Opal, 207. Intermittant Entry.

Wow. Actual rain! If anyone complains while they're out gathering stuff from the bloodplain, I'll have Rose make a house call with her fists. I also requested to have a few additional peices of furniture made, as per traditional arrangments for nobility (I only have one combat uniform and a hammer though... I don't see why any count would need more than one rack or stand...) Mitch said he'd take care of it.

25th Opal, 207. Intermittant Entry.

I got my furnishings. All masterworks.... I gotta hand it to Mitch, he's one damn talented mason.

[We can now assign a tax collector and dungeon master for shits and giggles if you guys want. They'll need the relevant rooms, and I recommend Stoner for the post of DM, as he's a high master animal trainer and already has the needed bedroom.]

28th Opal, 207.

I wrote a bunch fo stuff down and threw them in my helmet and had Crusher draw a lot. Whatever it was, I'd mandate just for the hell of it. He drew backpacks, so I ordered Corai to make a backpack. He asked why and I just told him why does he need a reason to kill time?

1st Obsidan, 207. Intermittant Entry.

Ah, Obsidian. A fine month. it's close to that time where I must pass off my duties as tradition demands, though I'll maintain my bookkeeping and diplomacy duties. I feel I've done much for the fortress... And yet so much still needs to be done...

[Sorry about the lack of pics just... nothing happened really. It's raining pretty hard and I don't want the power to die while I'm on my turn.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 14, 2012, 07:23:52 pm
Another day, another update. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 14, 2012, 07:25:48 pm
Canibetaxcollector?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 07:27:53 pm
If I could figure out where your room was so I could properly unassign it and move you into a nicer one, then yes. Otherwise that's up to the next overseer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 14, 2012, 08:09:02 pm
While i love the idea of rose pimpslapping people who point out the flaws in her ideas, that smacks (pun) of Flanderization to me. So, just as a plot point, she'll only hit you if you piss her off, or are the only person who can help her, and don't.
Also: i was almost done with other update! Why you make new one before can post? (translation: MUST. STOP. PROCRASTINATING. JOURNAL!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 14, 2012, 08:15:43 pm
FUN TIME!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 08:16:15 pm
Well Splint negoiates all the trade agreements now so....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mageziya on August 14, 2012, 09:22:41 pm
Having stumbled upon this, can some one explain the series of events that comprise of this nightmare?

Other than that this is Boatmurdered, but with mugs.

Heck, from what I can tell, the Hospital here is Boatmurdered's Elephants

FLOOD IT WITH MAGMA.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 09:24:21 pm
If we did that it'd weaponize magama. And knowing our luck we'd have magma crabs spontanously swim into said hopital and run rampant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 14, 2012, 09:29:06 pm
Spearbreakers in a nutshell
 
Year one: Doin' good. :D
Year two: Hey, I think you weren't actually doing good.
Year three: What the unholy fuck were you guys doing?
Year four: I am simply magnificient, am I not?
Year five: Ya'll will nae be takin' me fort.
Year six: Hm. I can fix this. Hey I fixed it.
Year seven: And now the military is mega...
Year eight: ...So we can invade hell!


This is relevant to the question at hand actually.

If we did that it'd weaponize magama. And knowing our luck we'd have magma crabs spontanously swim into said hopital and run rampant.


Hehe.
Us: Splint, magma?
Splint: No.
Us: Splint, magma the enemies?
Splint: No.
Us: Splint, magma ourselves?
Splint: Nah, then we'd get crabs in the hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mageziya on August 14, 2012, 09:31:19 pm
Could someone give me lore pointers?

Like what the Spawn is/are?

Why the Hospital is so bad?

Some notable dorfs.

and Major events.

Sorry if this is a bit much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 14, 2012, 09:35:00 pm
1. Demonic children of the Detective, from another succession game that was a succession to Headshoots. The Detective used a rat backpack to explode people. She ended the fort by turning into a skeleton and killed everyone, and did battle with the other champion. She came out on top against her (also skeleton) former foe. And thus, the succession had her "children" attack the fort.

2. "I got a broken leg." "Okay, i'll remove your arms." happened like, twenty times.

3. Fischer, the demonic warlord goddess of blood death that makes Armok wet himself.

4. Invasion of hell? I don't know any events.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mageziya on August 14, 2012, 09:36:30 pm
My brain has trouble comprehending the answer to one.

This fort needs to become more legendary than Boatmurdered.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 14, 2012, 09:41:03 pm
My brain has trouble comprehending the answer to one.

This fort needs to become more legendary than Boatmurdered.


Spawn are dwarves that have been infected with some sort of curse that transforms them. Their flesh sloughs off for the most part, their lower jaw splits in half, the tear formed goes down their chest, making their entire chest one big mouth, their finger bones elongate into hideous claws, and all bodily functions cease but their heart, which is turned into obsidian and is their only weak spot.
Also, we apparently decided that the dwarf so infected retains consciousness, but no control. Trapped in the body of a vicious monster that is now butchering his friends.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mageziya on August 14, 2012, 09:45:02 pm
Is a mod or a weird incident of DF's Procedural generator?

I'm guessing a mod.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 09:45:57 pm
Noteable dorfs

Splint: Count of Spearbreakers. Likely suffering a monor case of sanity slippage. Built a giant middle finger on the front lawn.

Fischer: Ambiguously gendered leader of the fortress military. Our Succession's memetic badass.

Draignean: Make Zap Brannigan from futurama a competant fighter and an incompetant commander and you have one of the fort's mascots.

Bombzero the mad butcher

Mr Frog: Djing drug addict bioweapons researcher who got duped into coming here by his superiors.

And that's just a few of them.


Events:

Zombie apocalypse we were forced to danger room to eradicate

Preparation for invading hell with nothing but soldiers and animals

spawn ambush where an axedorf got his face gnawed on and was unaffected

Fischer facing multiple spawn alone, almost drowned, and survived long enough for help to arrive.

The construction of the Spikewalk

The invention of the F.R.O.G. detection system....

Hospital:

Until Mitchewawa's reign, being sent to the hospital was the equivalent of a death sentence. That's all I want to say on the matter.

Hans got the spawn. And yes it is a mod. Alot of stuff was modded here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 14, 2012, 11:34:24 pm
Here is hoping Rose survives long enough to be notable! (pleasepleasepleasepleaseplease...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 14, 2012, 11:52:01 pm
Hopefully she will, as I don't intend to lead my bodyguards in battle untill the squad is at talented or better in the relevant skills.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 12:31:29 am
@Splint:

The Mr Frog pic isn't really doing it for me, sadly :(  The anatomy's kind of wonky, so it's hard to get a sense of the subject's stance or body language. A bit of extra time to make sure the various bones all hook up correctly and are the same length would improve everything.

I have an unfinished pic of Mr Frog lying around, so I think I'll maybe finish and post it for the sake of putting my money where my mouth is. And so that you all can laugh at how I inadvertently made his waist into a free-spinning axle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 12:52:18 am
Go screw, I'm not good at realistic. not very good anyway. I tend to fuck up on limbs and shit because when things look too long it wierds me out so I tend to go the shorter route.

And take tha go screw as you will. I'm not making another one, as I'm not tired enough to do so. And yes, I'm grumpy and I apologize. it's late and I'm hungry. and there's no food that doesn't require noisy cooking available.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 01:39:29 am
@Mageziya:

tl;dr Spawn: Evil. Nasty. Bitey. Contagious. Stay away. Kill if at all possible.

@Splint:

:-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 15, 2012, 02:07:09 am
Until Mitchewawa's reign, being sent to the hospital was the equivalent of a death sentence.
And after Mitch whipped the doctors into shape, poor Sus III was being taken such good care of it's a miracle they let him out at all.
"Uh, guys, I think I'm all healed up already..."
"What? Nah, back in the traction with you!"

Also, magma crabs in the hospital actually sounds like an improved over the pre-Mitchewawa setup.  :-\

And Spawn Syndrome (or, similarly, Husk conversion) should totally be added as an option for procedural creature generation in vanilla DF. Because ‼Fun‼ and ☼games☼.

Litast McHammerdorf has turned into a Forgotten Beast Frozen Extract Thrall!
Imagine that. Fun times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on August 15, 2012, 04:07:08 am
Until Mitchewawa's reign, being sent to the hospital was the equivalent of a death sentence.
And after Mitch whipped the doctors into shape, poor Sus III was being taken such good care of it's a miracle they let him out at all.
"Uh, guys, I think I'm all healed up already..."
"What? Nah, back in the traction with you!"

He kept passing out in the armoury. It was OK in the end though, because all of those fits he was having got NCommander to high-master diagnostician and wound dresser.

E: I hear the hospital these days is puckering its anus for another deficiency in being run properly.

If you can get the save running, have fun finding my two hidden easter eggs.

HINT: They both have my name in them.
Would that be the points you left somewhere? "Mitch cancels stuff"?

Oh, that counts as one. I made another easter egg (not a note) somewhere.

EE: With the current poll, if I ever imagined Mitch being drawn it'd be in some sort of communist-style propaganda poster.
'All hail Mitch! All hail his social reforms!'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 15, 2012, 06:55:44 am
Here is hoping Rose survives long enough to be notable! (pleasepleasepleasepleaseplease...)
Lol, not even Talvi is notable, apparently... (Which is odd, considering that Bombzero was notable, and he/she died a long time ago.) Short of Mary Sue'ing and driving Mr Frog crazy, it'll probably take you while to get Rose to where Splint considers her to be in the top five... But maybe it's just the character choice.

@Splint:

:-\

EE: With the current poll, if I ever imagined Mitch being drawn it'd be in some sort of communist-style propaganda poster.
'All hail Mitch! All hail his social reforms!'
I want to do that now... Wish I had more time. :-\ (And that I was a better artist, like Niccolo or Solpyre.) Splint only put the characters he felt comfortable with drawing into the poll, so that's why some characters like Talvi, Mitchewawa, Bombzero, Sus, Paintbrushturkey, etc. got left out. I have a feeling I'm lucky Vanya's in there at all - honestly, I think I made the chapters too long for most people to want to read them. :-\

This fort needs to become more legendary than Boatmurdered.
...is that even possible?

Anyway, in response to your question.
Spoiler: MAJOR EVENTS BY YEAR (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 15, 2012, 07:01:10 am
I cannot wait until it's my turn. Oh, how you will enjoy it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 15, 2012, 07:05:34 am
I cannot wait until it's my turn. Oh, how you will enjoy it.
I hope you mean that last ironically. It's more Fun that way.

edit: I PM'd Bombzero a couple days ago - no response yet. I'm going to wait another day, and then I'll try to contact Dariush.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 15, 2012, 07:48:41 am
so if im im guessing some people will have lost interest, jumping us forward a few years?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 10:45:47 am
I just listed SOME of the notable people in this whacky shack is all. And I may not bother with anyone else now since I am evidently inept at a humanoid's bodytype to the extent that it needs to be mentioned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 15, 2012, 11:42:52 am
this is still better than boatmurdered. after all, what it took them 10 years took us 6 in 3D!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 15, 2012, 12:53:29 pm
I just listed SOME of the notable people in this whacky shack is all. And I may not bother with anyone else now since I am evidently inept at a humanoid's bodytype to the extent that it needs to be mentioned.
:( Don't worry about Mr Frog's criticism overmuch, he does that for everybody. I liked it, anyway, even if it wasn't quite the image in my head. I think we all have a different take on what he looks like, and in my opinion you did a good job (definitely better than I could possibly do). Well, besides the cape, but who ever said he wears it all the time?

The best portrait I've ever done was a pixel-art style picture in Minecraft... which I'm reluctant to post here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 01:13:19 pm
@Splint:

If I thought you were a hopeless case, I wouldn't have commented at all. Just Google 'Human Skeleton' and memorize how long/wide key bones are in relation to each other. It's just a few numbers, and it'll help a lot -- I speak from experience.

If angles give you trouble, there are a bunch of fairly-intuitive techniques and equations that I might be able to teach you that can help, though those are more-complicated and thus probably better for PMs. I can probably give you some basic anatomy pointers in that case, as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 03:36:39 pm
My rendition of Mr Frog:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 03:43:10 pm
I'm not sure of what to make of this, partially because it looks like a more.... cleaned up (has his cloak, lab attire isn't covered in rough patch jobs and dirt/blood, beard's shorter and tider, and no civil defense gear) verson of what I did. Oh, hair color's lighter too. Good regardless though, and as such I make this statment. Splint Approves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 04:05:31 pm
I made his hair a little grey to reflect his age.

I'm every bit as irritated about the sparkling-clean suit as you are; the program I was using (a 3DS app called Colors! 3D) doesn't really lend itself to blending colours, so I wasn't sure how such a thing could be done properly and not look like he just spilled coffee on himself (which would be OOC -- Mr Frog knows that coffee is for wimps and that REAL scientists shoot up straight caffeine). Some shading work in general could have improved it greatly as a whole, I think :-\

I'm aware that he looks unarmed; it's a misconception that he likes to cultivate.

Also: I started this drawing before you posted yours :p  Any similarities are coincidental.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 04:09:29 pm
Still it's a little creepy. And I'm aware of the needle posiony things in his sleeves, the sneaky bastard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 15, 2012, 06:30:24 pm
@Mr Frog: That's a hell of a lot better than the stick figure crap I'm capable of drawing, lol. All of my creativity is focused into writing, not drawing.

The similarity between Splint and Mr Frog's versions is... uncanny. Both faces look (to me, anyway) extremely similar, apart from the hair color.

I can see where the "free-spinning axle" comment came from, though - although my immediate impression is that he's facing away, looking back towards us.

Or we could just say the drawing is of clone!Frog, and instead of being a biological clone, he's a robot. That would explain the axle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 15, 2012, 07:36:16 pm
@Maggie:

Frog's appearance has been described in the stories, if you'll remember.

Your immediate impression on his pose is correct, though I think I screwed up an angle somewhere. Frog must be hella flexible if he can twist his waist that far :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 15, 2012, 08:02:05 pm
due to the sudden interest in images i have drawn something new. you will get to see it, alog with the other drawings i have made for this when i find a %!)(&&*W%#(^@#(%*(#^T$&I!#%$*@#^$&(!%*$^$%@!863789@!%$79!%&($%&($(*#^&&(%$()!64 SCANNER!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 10:04:30 pm
Ever consider just getting a cheap replacement since your has clearly gona MIA during your move?

And on to business. Shall I have Fischer kill Danman and the spawn scout? or let them to continue a miserable existance under the spikewalk? letting them live gives us two mascots, but also renders the spiekwalk functionless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 15, 2012, 10:05:46 pm
Kill them. Functionality over epicness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 15, 2012, 10:26:38 pm
Kill them. Functionality over epicness.


My hoe speaks the truth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 10:27:23 pm
Alrighty, Obsidian is passing without incident. If those two are the the only response I get by the 20th of Obsidian, they die. Also my squad is now training and will do so full time barring diplomatic visits. Funilly enough, Rose was the only one who didn't show up for training, being asleep at the time of activation. (she has previous macedorf expierence evidently so she's the only real soldier in the squad right now, but that's an advantage.)

And if those two would like to tinychat, Im up for it. it gets boring around here when you guys aren't on to torment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 15, 2012, 10:29:01 pm
Kill them. Functionality over epicness.


My hoe speaks the truth.

I want to come up with a comeback that pokes fun at your use of drugs, but I can't think of anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 10:30:33 pm
I think he's as close to the Story! Mr Frog as we'll get, if that counts...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 15, 2012, 11:38:31 pm
Well, obviously if she is acting as drill sergeant, she'll need more rest, what with halen gently sapping her life force to survive. And perhaps you missed this, but i said i wanted rose to reveal halen to Splint. Preferably before he stops being overseer. Because story. And she respects him. Not too much, but more than anyone else.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 15, 2012, 11:44:19 pm
I'll do that. Oh and I decided to interpret fischer crushing a spawn's heart into oblivion with a punch as her tearing it out, and showing it to the spawn before crushing it in her cold, justifiably hate filled hand.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 12:05:20 am
Due to the natyure of the situation I must post this.

It is the 15th of Obsidian.

And the spawn have come in force. In fact, thier hive king leads them.

15th Obsidian.... Plenty of time to kill them all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 16, 2012, 12:28:41 am
Bwahahaha
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 16, 2012, 01:18:29 am
1. Release the Fischer!
2. And there was much screaming.
3. ? ? ? ?
4. living Spawn == 0
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 01:24:55 am
Fist kill went to Paintbrush, killed thier war dingo. Jack Magnus got the first proper kill when he liberated a spawn of it's head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 16, 2012, 04:06:47 am
I bet they were lying in wait until now just to give you a false sense of security.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 04:11:01 am
I wish these spawn died from brain taruma. Fischer literally has the hive king's ENTIRE PERSONAL GUARD bears included on top of her and she's still fighting. Why is stabbing it int the chest so much to ask for? If they died from brain trauma she'd have killed this bastard 6 times over by now.

EDIT: I've NEVER been this concerned in a battle. EVER. Fischer literally dove into the whole swarm of spawn. She's nearly been killed twice and her armor saved her. Whoever forged it, you would recieve an Adamantine Cross and they'd be free to do whatever they want FOREVER.

EDIT II: Ohgodohgodohgodohgod Fischer FUCKING PASSED OUT. Her helmet's the only thing keeping her alive right now!

EDIT III: Everyone's alive thankfully. Aseaheru lost the use of his left arm though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 16, 2012, 06:15:37 am
And once again, the shit hits the fan right at the end of somebody's turn. The Spearbreakers Tradition continues.

This sounds like a full-scale spawn siege... If you sent Fischer into the middle of that alone, she's screwed. Not even adamantine armor can protect against huge masses of them. I did testing that proves it... A single dwarf can survive up to around 6 spawn attacking at once, if they're really skilled and wearing full armor. Given the fact that it's Fischer, I'd bump the number up to about 18... Unfortunately, sieges tend to contain a lot more than just 16 invaders... :-\ We may have lost our best fighter. To the Spawn.
I imagine they're saying, "who's demoted to extra now??"


@ Mr Frog: Still a lot better than I could do. :\ Why is it I seem to have the least drawing talent of anyone? lol   Still, that's a lot closer to what I pictured. I can't see Mr Frog wearing "civvie gear" for anything... However, I imagined him wearing dark gray, and something that doesn't look so much like a high-quality suit. :P Cloak works fine - you did a good job on  it. Glasses are perfect, love the expression... Something appears to have happened to his legs, though. :P

I imagined him with combed-back dark brown hair with streaks of gray in it... I think I'm the only one who did. I just figured he'd want to keep his hair out of his face while he worked, and wouldn't care so much about how he looked otherwise.


EDIT: By the way, Bombzero sent me a message stating that he won't be playing. I sent one to Dariush, I guess we'll see if he feels up to taking it. If not, well, that means it's your turn, Reudh. :) And I know you're up-to-date, so at least that won't be an issue.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 06:22:16 am
A masterwork candy helmet saved Fischer's life. update will come soon.Spiler: WE FUCKING WON. Not only won, we trounced them because they moved in a way that spread them out, allowing our soldiers to gang up on them one or two at a time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 16, 2012, 06:32:02 am
Woot! Glad Fischer survived, and especially that we trounced them... lol   I didn't think that'd happen so easily. Sounds like a few people did get wounded, though. Seriously short battle...

edit: Wasn't it Talvi that forged most of the armor? :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 06:50:14 am
Reudh, you'll be up next buddy. GOt a dentist appointment so I can't talk no more right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 16, 2012, 06:50:47 am
Good thing that we didn't lose Fischer, that would probably have set PLAN:EVICTION back a few years minimum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 16, 2012, 06:59:27 am
So long as we still have Fischer, the fortress cannot fall.

...So long as Fischer isn't berserk, anyway. If she is, the fortress falls regardless. (and at least we don't have husks or thralls. A Fischer Thrall would be literally unstoppable. Actually, that's a plausible apocalypse scenario, ranked up there with tidal waves and comet collisions.


Anyway, when Fischer finally dies... that will be when we know it's hopeless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 16, 2012, 07:48:25 am
hmmm walls? or the cells?.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 16, 2012, 08:02:44 am
So my Axedwarves finally saw some action eh? Could i request that we get to first in the next siege :-) (pretty pretty please)..

Did fisher get bitten? if so we may still be fucked come sometime next year, but then given the fact that she's superdwarvenly though, perhaps she will be fine...

I nevertheless suggest you make use of those quarantine cells for any bitten dwarves...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 09:29:12 am
Nobody was given an infective bite. CLosest to that was Asea's and he got a burised bone but no tears. the tear came from when he got shook around and that doesn't transfer spawnitis.

Fischer was damn lucky to be honest. Page after page of just getting clawed kicked and bitten in the head only for her masterwork helmet to to deflect it.

And 2nd squad was sent because of the shear number of enemies (over 100!) and got a  disproportionate number of the kills simply because they had axes. However a member of Fischer's squad felled the hive king with a good whack with his pike. Honestly if the spawn died from brain trauma Fischer could have easily butchered the hive king and his guards a dozen times over in the time she wasted making the king a total (I mean total. All he could do was glare and make angry noises) quadruplegic. SHe actually did that to half of his guards when she flung herself at them. But this is a clear example of how alot of the fear went out the window. I'm not gonna bother retraining them with pikes, but choppy weapons make the spawn suddenly unthreatening.

On an unrelated note, I had to get a tooth pulled (curse my love of Dr Pepper!) so if I come off as grumpy it's because my mouth hurts. Alot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 16, 2012, 09:38:17 am
continuing the dentist de-rail:
Spoiler (click to show/hide)

On topic:
What should we call our plan to invade the HFS anyway?  I referred to it as PLAN:EVICTION in my previous post, but that just doesn't sound right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 16, 2012, 09:57:15 am
Another pile of spawn fall before Spearbreakers!

Well, if you want a new name, SQUATTER REMOVAL.

There is also the Kids Next Door option of making eviction into an acronym. I'll provide a word.
E
V
I
Clown/Clowns
T
I
O
N
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 16, 2012, 10:45:12 am
I'm Spawn, you cannot kill me, I'm invincible!
-Axe motherfucker?

On that note what is my killlist like? Don't hate me, I'm special ;-P and so is second squad.
I take it that most of 2nd squads kills are decapitations?
Perhaps reasign that squad as Fortressguard, you know capital punishment and all ;-).
On that note, is it just me or does it sound that second squad may have saved the fortress?
Is there any royalty left among the spawn nowadays or have we ehm.... axed them all (pardon the pun, but I couldn't resist, even though your temerament must be getting pretty choppy by now)?

Edit: How many teeth did the spawn loose, i recall fisher having an unhealthy fondness of beating people's teeth out :-)
Edit 2: I'm all in favor of EVICTION, but i think REPOSSESSION sounds better, let's face it we own this map, all the way to the bottom and all the way to the top ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 16, 2012, 12:38:12 pm
HA! he got injured! suicide squad him when we evict the spawn of hell! PLEASE!

also, i have a scanner, i just cant get the sodding thing to work. ANY OF THEM. i am also broke so i cant buy one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 16, 2012, 01:12:27 pm
I wonder if the reason Fischer survived is the same sort of reason a dwarf survives having his head munched on by a GCS, by wearing a helmet - in other words, can the spawn bite through a candy helmet? And if they can't, while a dwarf is unconscious, do spawn still automatically go for headshots via biting, or could they potentially grasp and shake (off) the head?

Regardless, a 100 strong siege is... impressive. Even if we completely butchered them again. I really wonder just how much of our military might relies on Fischer's presence, though... if we lost her, just how strong would the remaining military stand up? I'm guessing everyone else can hold their own, but I'd also guess that whatever has the ability to kill Fischer would make short work of everyone else as well.

Also, @Mr Frog: That's the first time I've ever been called Maggie.

... Honestly, I find it hilarious. If I ever get redorfed as a female dorf, that'll be my name for sure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 16, 2012, 01:45:58 pm
So long as we still have Fischer, the fortress cannot fall.

...So long as Fischer isn't berserk, anyway. If she is, the fortress falls regardless. (and at least we don't have husks or thralls. A Fischer Thrall would be literally unstoppable. Actually, that's a plausible apocalypse scenario, ranked up there with tidal waves and comet collisions.


Anyway, when Fischer finally dies... that will be when we know it's hopeless.


Heehee, I want this in the quotes section. Husk!Fischer could massacre entire countries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 16, 2012, 01:47:53 pm
-snip-
Heehee, I want this in the quotes section. Husk!Fischer could massacre entire countries dimensions.



FIXED!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 07:39:24 pm
Spawn like any other enemy go for headshots on knocked out enemies. The sole fact she had a hlelmet saved her.

And I'm not proud of the fact we have so many axe troops. Like I said, it feels cheap but due to the sheer number of enemies I couldn't pull punches. If the AI went for the instant killshot period, first would have been able to handle the mess and Fischer would have slaughtered the hive king and thensome and been able to keep fighting. But because the AI is stupid she kept landing nonlethal headshots (which pissed me off yo no end. That hive king should have been her kill.)

As far as the miltary goes, if Fischer dies, it'll more be a morale blow for us as players. Because axelords. Just going to say it now,when we get around to SPearbreakers II, I'm not gonna put up with so many choppy troops. And no, ironically most of thier kills where them punching spawn in the chest, not decapitactions/bisections. And again, retraining them is pointless because the color coding is confusing as all hell. Sorry, but when it comes to weapons I have SEVERE ocd. If it says they're an axeman, "THEY ARE A FUCKING AXEMAN. No, PUT THE FUCKING SWORD DOWN. AXE. MAN. *Forces axe in hands* AXE. MAN." This is also known as compunding the organizational clusterfuck because they'll be listed as axelords.... forever. because they've used the damn things too much. They're useful to have in a pinch like this yes, but I feel like every single overseer will rely on them if even spawn ambushes show up and that's part of that upsets me. They aren't the redshirts and shouldn't be doing most of the fighting. I've had to use them more than I would have liked already but I couldn't afford to pull punches due to enemies being near the civvies (I'm VERY protective fo adult dwarves who can actually do things. I couldn't give a damn about the kids OOC and would have been happy if they'd been killed.)

That being said, we did kill or drive off alot of the siege; about a third of it said "FUCK THIS. NOPENOPENOPENOPENOPENOPE-ad infinitum-" and buggered right the fuck off the map after the hive king and his guards were slaughtered. And about half of that third got run down by a VERY angry second squad (1st squad as a whole was about ready to collectivly fall on thier faces. Otherwise they would have done the killing instead.) As I slept the last...... 11 hours, I still need to upload the pictures and such then a proper update will follow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 16, 2012, 07:42:55 pm
FISCHER PASSED OUT?! How bad did she get hurt in that fight?



Edit: Happy 300th page!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 07:47:18 pm
Not a single scratch. She killed two one bear, the hive king's, and reduced three spawn and the hive king into nothing but extremly uppity torsos really. I mean they couldn't even bite between nerve damages and Fischer bashing or BITING out thier teeth.

E: I was counting one she injured as a kill. Derp.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 16, 2012, 07:54:44 pm
Fischer: Only stops fighting demonic armies when she runs out hatefuel, then continues fighting by luring them to attack her while she slumbers, giving her comrades time to kill them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 07:55:47 pm
That makes sense in the most fucked up way ever. Seriously.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 16, 2012, 08:04:27 pm
And I'm not proud of the fact we have so many axe troops. Like I said, it feels cheap but due to the sheer number of enemies I couldn't pull punches. If the AI went for the instant killshot period, first would have been able to handle the mess and Fischer would have slaughtered the hive king and thensome and been able to keep fighting.

Spoiler (click to show/hide)

And again, retraining them is pointless because the color coding is confusing as all hell. Sorry, but when it comes to weapons I have SEVERE ocd. If it says they're an axeman.

Spoiler (click to show/hide)

This is also known as compunding the organizational clusterfuck because they'll be listed as axelords.... forever. because they've used the damn things too much.

Spoiler (click to show/hide)

They're useful to have in a pinch like this yes, but I feel like every single overseer will rely on them if even spawn ambushes show up and that's part of that upsets me. They aren't the redshirts and shouldn't be doing most of the fighting. I've had to use them more than I would have liked already but I couldn't afford to pull punches due to enemies being near the civvies

Spoiler (click to show/hide)

That being said, we did kill or drive off alot of the siege; about a third of it said "FUCK THIS. NOPENOPENOPENOPENOPENOPE-ad infinitum-" and buggered right the fuck off the map after the hive king and his guards were slaughtered. And about half of that third got run down by a VERY angry second squad (1st squad as a whole was about ready to collectivly fall on thier faces. Otherwise they would have done the killing instead.)

Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 16, 2012, 08:10:11 pm
THEHEHEHEHEHEHE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 08:22:25 pm
The only ones that escaped were the ones that still had all thier limbs :P

And paint brush, I feel like your insulting my ability to operate the military again. I said to keep any advice to yourself, and yes they will stay listed as axelords even with pikes. Because that's their highest weapon skill, and that bugs the shit out of me to no end.

And I reserve the right to bitch about them ENDLESSLY. Like I said, if the AI did the smart thing (and that's too much to ask for with DF's AI thinking hitting the head will do anything on a no thought center creature) then I wouldn't have needed them period. 1st squad would have steam rolled them. And 3rd squad was used. I needed someone to clean out the spawn that dodged into the pits flanking the spikewalk. Regardless the sheer number of eneies is why they were sent to help 1st at all. I Couldn't afford to pull any punches as I said. And it was still sort of funny because only about a third of thier kills were with axes. The rest they basically shield bashed or punched/kicked the spawn in the chest and caused heart failure.... Actually now that I think of it that's how most of 1st got thier kills too.

Now, Paintbrush I am kindly asking you to stop telling me I'm wrong or whatever regarding the miltary.  I can assign uniforms, I know how to get them trained, and I know what works and what doesn't. These guys got dangerroomed out of desperation and that alone is a black mark against our army that will never be removed, but it was that or never see a caravan again. I work obsessivly with the DF military system, from supplying full uniforms, to ruthlessly drilling soldiers to the point they get shot and shrug it off like it's nothing. I RELY on soldiers to kill anything that needs killing. No traps, no magma, just cold iron and steel.

Sorry about the ranting and now I'll stop being civil, because I feel like I'm dressing the following up to appear like I'm not annoyed: Paintbrush, take your advice, and shove it firmly up your ass. I don't want it, let me fucking bitch, it helps me stay calmer than I'd otherwise be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 16, 2012, 09:11:10 pm
As far as my meager knowledge of skills in DF go, I would assume the axedwarves would eventually change their title from "axedorf" to whatever weapon they're now using eventually - if it works the same as civilian skills, it'd likely be once the new skill surpasses the current experience in axedwarf skill. Which, I assume at this point would be stupidly hard to do, assuming most of the axedwarves are legendary+ by now, considering they're danger room'd. I'd say don't bother, considering that :/

I'm not trying to say "do this" or anything, since I honestly have next to no knowledge of military usage whatsoever. I just wanted to put forward what knowledge I did have. My apologies if my comment annoyed you, Splint.

Spoiler'd due to semi off topic:

Spoiler (click to show/hide)

Ah crap, I didn't even see I had a message in my inbox >.> Sorry, Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 09:16:55 pm
Epic hammer Jack. And yes, they will change eventually but they're all rediculously high level axedwarves/lord. That's why I didn't bother reequipping them. Like I said, I have OCD, and the color coding not having the right weapon bugs the shit out of me. My update is coming soon and then, unless another big  critter thinking it's tough shit shows up the remainder of my turn will pass uneventfully (I have a week or so left ingame.)

On an unrelated note, my bodyguard detail began sparring during the fight, so Rose is doing a fine job training them. I'm annoyed that she's got macedorf skill though because I could've sworn she was a hammerdorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 16, 2012, 09:23:21 pm
I was not intending to insult you,
Spoiler (click to show/hide)
I would also advise you (and I frankly don't give a fuck if you want to hear it or not), with all due respect to drop the attitude, and read what i have written before you start going on a rant.
Lastly beacuse it cannot be said in a more polite way and telling you so politely in private doesn't seem to result in anything but insults to my person:
Spoiler (click to show/hide)
Now that this has been said, I for one will be getting the fuck out of here, as cool as spearbreakers may be these rants really spoil it for me :-/... let me know when my turn is comming up....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 09:26:08 pm
11th Obsidian, 207. Intermittant Entry.

I and my bodyguards will be training in earnest now that there's a few months of time for us to train without those stupid diplomats running around. I may decide to welcome the elven one into my office, and the smash his head myself. And then have someone try and sell wood to the pointy eared pricks just for good measure.

[The Baron's hammers have been activated and should only stop training long enough to meet with diplomats. That is all.]

12th Obsidian, 207.

I've decided to return funtionality to the spikewalk by killing our little friends in it. I didn't see the fight, but whatever Mr Frog uses to keep tabs on things did. He said she tore out the spawn's heart, showed it to it, and then crushed it as it breathed its last.

(http://i46.tinypic.com/4smz2u.png) [ This is what really happened.]

15th Obsidan, 207.

[A VILE FORCE OF DARKNESS HAS ARRIVED!!!]

Seems we REALLY pissed the spawn's current hive lord off. He's brought to bear a composite force, including himself, numberous war bears and.... war badgers and dingoso??

(http://i47.tinypic.com/24llifm.png) [this was just a fraction of the enemy attack, but the list had thier leader too.]

(http://i46.tinypic.com/hs5hdh.png) [I forgot to snap a screen of the other two groups arriving near the front door and the spikewalk entry.]

I've decided to bring both 1st and 2nd squads to bear. Between pikes bring down the beasts and axes severing the spawn from thier limbs, the battle should end quickly. [I hope.] The drums sounded for the 1st and 2nd to assemble and prepare to meet the enemy. This would be it. We'll break the back of the spawn in this region for a good long time. I'm heading for the tower too, so I may watch the battle.

---

The writing resumes, a varyingly irritated and proud tone seeming to be in it.

Fischer rallied the troops in the walls and waited for the coming tide of enemy footsoldiers. She shouted a challenge so loudly that I'm sure she won't be able to scream at her troops for sometime, yelling at the spawn "VERY WELL SCUM OF THE WORLD! IF YOU'RE SO EAGER TO DIE, THEN THE ARMY OF SPEARBREAKERS SHALL GRANT YOUR WISH!!!"

Paintbursh met the enemy first, attacking the dingo that made the mistake of taking that corner without considering how pissed our soldiers would be at thier attack. He punched it in the eye with his shield, and then chopped the poor beast to ribbons.

Jack Magnus met the first spawn, ending it with a swift decapitation, it's corrupt sprit knowing a body with no means to find prey is useless. Paintbrush seemed oddly calm early into the battle, and then it hit: He'd entered a martial trance. While some claim the movements are more of a whilrwind I'd say it's just.... they become so focused on the fight that they seem to instictivly transition from one limb removal to the next. Easy to track, but sill messy to watch all the same.

As I looked out into the battle I realized something horrifying.... There were well over a hundred aggressors in the area... This isn't good.... I'll get back to you journal, I don't know if I'll ever be able to write again if they overwhelm 1st and 2nd squads...

-

Teeth. Teeth and severed limbs everywhere. And the battle isn't even over.... Oh gods....

-

[For Story purposes I'll say the spawn fell back in the face of heavy resistance at the end of the day. They then sent another wave of soldiers and animals to attack the same entry.]

16th Obsidian, 207.

Yesterday's fighting was absolutly brutal, and I wasn't even in the midst of it. so many teeth and severed limbs (and heads, and upper and lower bodies) flying everywhere. I know I saw one soldierdwarf get his hand chewed on, but when I had it examined after the battle today it was thankfully only a really nasty bruise. The dwarf got back at the spawn that bit him by biting a chunk out of its head. I saw at least three heads and a severed spawn body fly out of the battle, and Fischer seemed to be more trying to wade through the spawn to get to the hive king and his bear mount.

Mincer, the previously bitten dwarf was bitten a second time, also a bruise. In that time he said he'd blacked out from sheer over exertion and only the presence of his fellow soldiers saved his life. The two remaining dingos of the second wave seemed to know the battle was lost and tried to flee as thier handlers were sliced or stabbed to peices. Mincer shall recieve an Adamantine Cross for fighting on with a debilitating lung injury.

(http://i50.tinypic.com/69nhg1.png) [This scene was as of 16th Obsidian. TEETH AND LIMBS. TEETH AND LIMBS EVERYWHERE.]

17th Obsidian, 207.

The enemy was seen filing into the spike-walk with thier badgers in tow. 3rd squad was positioned in the depot to await them, as any that survive will surely try to to penetrate deeper into the fortress proper.

Fischer also ordered our troops to hold thier ground while she faced the hive king and his guards alone. She said she alone would claim his head for her trophy rack.
 
Fischer Strifefulrope the Blanketed Convent, Commander-Champion of The dwarven  military fortress Spearbreakers, vs Rith Cellhelm, Hive King of the spawn warband [civ] The Lurid Famine, and his war bear Versul. First the bear was brought down, its forelimbs punctured and broken to bring its head low, where she slammed her pike into its brain.

(http://i48.tinypic.com/2i92k2u.png)

(http://i45.tinypic.com/k1rxno.png)

As the hive king's mount died, he tumbled end over end onto the ground, at Fischer's mercy. Then as the Hive King's guard apprached, she entered a amrtial trance, and began systematically removing most of the Hive King's limbs, all while a second spawn and its own mount charged at her!

(http://i45.tinypic.com/2ntepdy.png)
[Yes, a fucking bear SLAMMED INTO FISCHER and bounced off. BOUNCED OFF. She's is a living tank now. Because a bear is what, twice the size of a dwarf and twice as nasty on average?]

It seems being in that trance made her nigh unshakeable in the face of the enemy. Even a bear bounced off her. She seemed to be shaking with unquenchable rage as she tried to land a death blow on the Hive King.

All while she continued to perforate the Spawn Hive King and simultaneously warding off it's guards, I was also told something heartening.

(http://i45.tinypic.com/29w32uq.png)

A child became an adult, under the violent care of Fischer, who has, with the other soldiers of Spearbreakers, staved off the teeming hordes of enemies, thining them out for our great nation. It is because of our soldiers that this dwarf became an adult.... Now I feel my chooseing to take to the field when I and my body guards are ready was the right choice, as we too will be among the heroes protecting other dwarves so they may reach thier potential.

The fight continued, with the bear knocking over Fischer in her already stunned state, she quickly righted herself, and I saw her stick her head within the very maw of the hive king and came out with his teeth. HIS TEETH. AND SHE SPAT THEM IN ITS FACE.

(http://i47.tinypic.com/15gbbz9.png)

Sady, as the enemy began encroaching upon her before she could kill the hive king, I could bear it no more and ordered Terrahex to sound the order to advance. I saw Fischer's concentration break as the enemy guard encroached on her fight, but then against better judgement, she roared louder than even the spawn themselves and flung herself INTO the nearest spawn, removing one of it's arms as she went!

I feel as though Fischer's greatest victory was snatched from her by circumstance... She passed out during the battle... Draignean came leading the reincforcments, with Jack being particularly Vicious, punching a bear in the head and bisecting its rider in one swift motion. Mr Frog also informed me of the enemy beginning to suffer at the spikes of the walk. Still sad... Though honestly if she'd just stabbed the damn thing in the chest a few times she'd have probably single handedly felled the hive king and his entire guard. But NO she had to try and nonsensically drag it out! And she nearly got herself killed and some pretencious grunt took her greatest moment from her! -The writing devolves into some incomprehensible patchwork of scirbbles, obscenities, and crudely drawn hand gestures.-

(http://i49.tinypic.com/4zx3bc.png) [Page upon page of them trying to crush her head like an overripe melon to the point they forsoke defending themselves. They REALLY wanted to kill her.]

Now that I've calmed myself I'll continue the account of the battle... I had nearly flown into a rage, having nearly pitched my hammer into the fray but the voices convinced me otherwise. Awl was reported to have gotten to Fischer first, gutting the spawn that had been repeatedly clawing her in the helmet with his pike. Draignean and Jack followed close behind, hellbent on saving thier fellow soldier and the fortress champion. The whole squad came roaring into the fray really, with 2nd squad coming in close behind after gathering thier wits. [Fischer's squad actually forced all but the completely crippled Spawn near her away or killed them. It was quite impressive. Draignean actually stood over Fischer protecting her though he was pretty damned tired by that point.]

Skitara claimed the kill on the Hive King, bringing the butt-plate of his pike down on the beast to keep it from biting at them and flapping about. When it uttered a pathetic cry and lay still, the other spawn began to break and flee, only to be slaughtered ruthlessly by our soldiers as they fled.

(http://i47.tinypic.com/2j64y7s.png) [The aftermath, Fischer is still unconscious, and teeth were still raining from the sky into the farm and such before the dust really settled.]

2nd squad reamined to watch over Fischer until she came to, with 1st taking a much deserved rest. 3rd was sent to deal with the spawn remaining who'd fallen into the pits along the spike-walk. Draignean, his manskirt torn in places, his beard frazzled and his normal narcissism missing, I honestly think I saw my old friend for the first time in years. He kept refusing help as he kept falling over from over exerting himself, claiming "I don't need your help! I WAS HERE LONG THAN ANY OF YOU!!" I think he was partially sober at the time of the battle, so his tumbling and  saying something nonsensical like that may stem from that.

18th Obsidan, 207.

Fischer woke up today, sore all over and with a massive headache, but otherwise unharmed; Paintbrush took his squad to deal with some of the suriving spawn and badgers near the spike-walk entry. It went as well for the spawn as you'd expect. 3rd Squad ran clean up, but Aseaheru was injured, but thankfully the initial bite didn't tear the flesh, but he sadly will never use his left arm ever again, as it shook him about and threw him into a wall. Kannan says it looked like he'd suffered extensive nerve damage, but he'll live.

[That's it for my turn. I doubt anything else will happen  at this point. It is currently 20th of Obsidian (I abstracted the battle into three days instead of nearly a week and in phases for it to be a bit more realistic.) If DFFD isn't being uppity I'll upload the save this afternoon. The siege isn't even fully exterminated, but the assault force was devestated so thuroughly we're no longer considered under siege. Pardon the typos, I'm sure they're numerous.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 16, 2012, 09:43:16 pm
Fischer must be immortalised in these forums. S/he's becoming as much a Memetic Badass as Cacame is, or even Morul.

That was an entertaining read, Splint! Pity your turn's over!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 09:47:23 pm
Not quite but almost. You'll be up once 1st granite rolls around.

And now for mor Col. Fischer things

Col. Fischer can never truly become exhausted. She merely lets the enemy hit her so they don't see her squad coming up behind them.

Fischer is so powerful a pissed off bear can't even move her when it rams into her.

Fischer is such a badass she bites the spawn in thier maw, and spits thier teeth in thier face.

Not great, but meh :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 16, 2012, 09:48:29 pm
Fischer is so badass, that when demons dig into the center of candy canes, they find Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 16, 2012, 09:48:59 pm
Fischer is so badass, when we breach hell tentacle demons will run away screaming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 10:07:23 pm
This is fucking great. 22nd Obsidian and another siege! Taking all bets, goblins or barbarians?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 16, 2012, 10:10:28 pm
Ten mugs on gobbos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 10:11:28 pm
You win already. And they brought 1 or more trolls. Time to look through who we have, because 1st and second still havent recovered from the last siege. Not fully anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 16, 2012, 10:47:25 pm
>Never dealt with the spawn before

on the other hand:

>Quite good at quarantining injured dwarves.

Also, I'm going to be starting my turn in Watchgleamed (elf war, necromancer tower, masses of vampires) on Saturday so I *might* need to be bumped down a turn or so, but we'll see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 10:48:29 pm
I can bump you to the end as per the rules if you like, unless someone wants to swap turns with you. 1st squad is doing remarkably well against properly living enemies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 16, 2012, 10:55:03 pm
How many days do you estimate (realtime) you have before you finish?

I should have enough time for both games. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 11:03:47 pm
My turn may be over by the end of the siege. five trolls dead out of I think 10 or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 16, 2012, 11:06:35 pm
Mace, hammer, both are smashy, right?
I like that she's the actual guard trainer now, instead of just the story drill sergeant.
When spawn want to scare each other, they tell Fischer stories.
A spawn went to a dentist to get some false teeth. When asked what happened, he said, "Some crazy dwarf bitch bit them out!"
Fischer is able to penetrate adamantium armor. With her teeth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 16, 2012, 11:08:49 pm
It doesn't seem to matter what the enemy is, our dwarves seem to love biting things and/or becoming the worst dentists ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 16, 2012, 11:11:57 pm
Splint, seeing as I know you to be a pretty durn good artist, would you mind drawing Fischer looking angry and spitting teeth in the face of the spawn?

Truly we need to immortalise her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 17, 2012, 12:39:50 am
I mean, seriously, man, i think this battle lends credence to the theory that we are becoming spawn.
When you look into the abyss, the abyss looks back into you. And when you fight monsters, take care you do not become one. -some cool philsopher whose name i do not recall.
I would like to know where in the world the barbarians are. Have we actually fought them even once? Or are they too busy lining up to be turned into blood rain? Can someone check the raws and make sure they aren't screwed up?
... Is the blood rain from a battle so epic that all we ever see is the gibs as they sprinkle upon us?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 12:43:28 am
They've sent a few ambush parties but nothing major yet. They may have the good sense to not pick a  fight with us since some of thier best  have died here. So Jack Magnus was a hero of the siege, driving off a squad of macegoblins alone by killing thier sergeant.

Skitara and Jack have now both emulated Fischer, by charging headlong into enemy officers. I feel like saying that soldiers who do that alone may be possessed by Stova's vengeful spirit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 17, 2012, 01:00:44 am
Wow, the game does not want you to end your turn in peace.
Has anyone checked out our world in legends mode, see what else is going on?
Barbarian leader: your report?
Scout 1: well, the fort's champion is a psychopath who recetly bit out the teeth of the Spawn's local king, then stabbed him in his nerve clusters til he was a quadraplegic. Then when she faked passing out, to make the other spawn chew on her helmet until the rest of her squad could arrive.
Scout 2: there is a goblin seige going on, and they are being shredded by pointy sticks.
Scout 1: there is a giant bridge covered in spikes, crossing a pit fill with more spikes.
Scout 2: and we've heard rumors the dwarves are planning to dig far too deep on purpose, because the demons below haven't paid their rent.
Leader: In other words...
Scout 1: we should go pick on the elves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 01:03:04 am
I honestly feel bad for these goblins. Thier sergeants are dead and they are promptly freaking right the hell out and trying to run.

And they're too deep in the map to escape.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 17, 2012, 01:12:43 am
Spearbreakers: the fort where the goblins only chance to win is to drown us in their corpses and possessions
Spearbreakers: the fort the spawn run away from
Spearbreakers: the necro's rite of passage (and death)
Spearbreakers: we smell like bacon because of the raining blood
Spearbreakers: WHY ARE THERE SO MANY FUCKING MUGS?!
Spearbreakers: we're who the clowns pay rent to
Spearbreakers: breaking the timeline since [ERROR: TEMPORAL ANOMALY]
Spearbreakers: inventors of martial dentistry

I'd go on, but i'm sensing incoming tomatoes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 01:21:06 am
I liked that last one.

Final goblin squad, a pikemaster anf pikegoblins. Who's pikes shall remain unbroken? The goblins continued advancing until 1st squad came into view. They promptly turned about and fled to the nearest map edge. Siege is beaten boys and girls! Spearbreakers 2, everyone else NONE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on August 17, 2012, 01:26:17 am
And I'm not proud of the fact we have so many axe troops.

Yeah, that was my bad. During my time, we had 3 legendary pikemen and about 5 skilled axemen. That was it. So I dropped about 40 no-skills into the army, expecting most of them to die, with each squad being led by one of those skilled axemen (I saved the pike-squad for actual threats, not training newbies).

Speaking of which, what are the numbers in all of our squads?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 17, 2012, 01:29:05 am
Splint broke two seiges in a row!
Splint has gained 9999 EXP!
Splint has leveled up!
Splint gains three levels in badass!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 01:30:49 am
As it stands I think we have about 30ish professional soldiers and 30 reservists in the guard or civil defense corps. If someone would like to reorganize the army, do so but leave 1st and 2nd squads as is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 02:50:34 am
21st Obsidan, 207. Intermittant entry.

The enemy is dead or fled, save one spawn fruitlessly trying to crawl into the fortress and is now dragging itself along with its guts trailing out. I sent Fischer to deal with it. I honestly almost felt bad for it. It could only really glare and think angry thoughts since it was clear most of it's limbs weren't functional, and Fischer removed the ones that did. She also tore it's fractured heart out and kept it as a trophy.

Rose also introducded me to some... Thing. She calls it Halen, some kind of shadow creature. She doesn't remember where he came from or so she says, but when she showed the rest of my guard detail the shadowy little thing Crusher freaked out and put a dent in my floor when he tried to squish him, rather fruitlessly. My guess is it's some kind of  forgotten beast the attached itself to her in her youth. At any rate, and as creepy as it is, so long as it stays attached to her I don't give a damn what it is. Crusher doesn't seem too fond of it though.

22nd Obsidian, 207.

(http://i48.tinypic.com/2ijkiys.png)

Some other poor bastards want to pick a fight with us. Goblins this time. Why they think this is a good idea I'll never know, since they had to have passed fleeing spawn on the way here. The enemy seems led by a trio of pike masters and a spearmaster. perhaps we're making an impression? I can only hope we can crush them before my term ends. I've only a week left. To the tower!

---

(http://i47.tinypic.com/2zpkww0.png)
(http://i47.tinypic.com/a08etk.png)
(http://i49.tinypic.com/2lcqmxh.png)

(http://i50.tinypic.com/2nh0roh.png) [Wasn't quite all of them but damn close]

Not nearly as numerous as the spawn assault force was, but still. I had to dig through our force rosters to see who'd be best to tackle this. 1st and 2nd were in pretty rough shape after the last attack a few days ago, and I don't need them overworking themselves. Fischer protested, say she was fine to fight, and because of the whole... bear incident, I really don't want to argue with her. Besides, as we face the living goblin, a case of pointy stick induced head trauma won't be survivable.

Awl and Skewer struck first. Fischer was going to lead but I ordered her to rest after that mess the other day. The poor troll didn't know what hit it as Skewer punched a hole in it's head with his pike. Jack claimed the next, the beast trying to flee and running right into him, only to have its skull split down the middle with an axe sticking out.

Two trolls managed to isolate Dicer, our latest Adamantine Cross recipiant, by throwing him from the group; he tried righting himself twice only to be knocked down, but thankfully his squadmates came to his aid. Skewer claimed the third kill of the battle, destroying the troll's ankle with his pike and delivering a vicious curbstomp to its head to silence the yowling beast. Niccolo claimed the next, pinning the troll who'd thrown Dicer to the ground by it's hand and moving fast enough to bring one of the spikes on the pike tip down on it's skull. Awl and Skitara brought down another, with Skitara diving on the troll and sending a pike up through it's head from what I could see. Folowing that Niccolo jump on the next, and smashed his pike through the foul monster's head. He then chased down another troll, took out it's legs with a sweeping bash and a stab, and ended the miserable wretch with a good firm pike-thrust to the head. Jack killed the last troll, gutting it like a fich, then grabbing it by it's guts and removing the ugly cretin's head from its shoulders.

[I couldn't get a good screen cap of the remains of the battle with the trolls.]

(http://i50.tinypic.com/295z3i1.png) [Fischer's First vs goblin mace squad. WHO WILL WIN.]

Terrahex, in accordance to my orders, sounded for the first to gather thier wits and prepare to face the first group of properly armed attackers. Trolls, while large, aren't very smart nor do they fight with weapons. Goblins, this squad lead by a pikemaster on the other hand...
-
Jack and the others held thier position for a time, catching thier breath before Jack bullrushed into the goblin horde-

(http://i50.tinypic.com/34gae1j.png)

- and utterly flatened thier sergeant. When he first collided he took a hand and a foot from the goblin, buy I fear he may have signed his own death warrent, as he can't fight that many goblins alone. One struck at him, but jack batted the attack away and severed the sergeant's leg. He'll own that kill as that goblin will never survive that. The macegoblins seemed to scatter as thier sergeant ceased to scream in pain. However Dauros would have none of that and brought down another goblin, its screams echoing into the fortress a good ways. Skitara and Dicer claimed a mace goblin too. Jack was beyond my field of view but I saw him run down one more particularly unlucky goblin as well.

The 1st withdrew after that, the enemy regrouping to bring the remainder of thier force to bear. 1st squad cleaned up, got a change of clothes and are awaiting Colonel Fischer before they rejoin the fray.

23rd Obsidian, 207.

We saw Fischer heading for the front gate, well rested and ready for battle. She called her men as several of us headed for the tower to watch the coming bloodbath. Skitara was particularly overzealous, probably wanting to prove herself to Fischer properly, since she only felled the hive king long after Fischer had rendered it a cripple. As the rest of the squad closed the distance Skitara had injured three goblins, though a  fourth tried to stab her in the back, only for Fischer to come in yelling "NOBODY STABS MY BOYS IN THE BACK!!!" The statment being somewhat ironic, as Skitara is a woman.

(http://i48.tinypic.com/2vcgl0l.png)

Fischer rammed full force into the goblin, smashing Splashslowed into the goblin hard enough to knock him unconsious, but sadly not killing him until a proper thrust to the head was delivered. Niccolo joined the fray shortly after, shish-kebabing a goblin's head head as Draignean came bounding in, dive-tackling the enemy sergeant. The spearmaster kicked Draignean off, and as he stood to try and kill him, he found himself with a sudden addition to his skull: Awl's pike. The swordgoblins, with several of thier number dead and thier sergeant no longer alive to maintain discipline, comepletly broke. A goblin was heard shouting "Leave the wounded behind!" he was sileneced when Fischer stabbed him in the throat and Skitara stabbed him in the head. From my count, only four of them escaped.

24th Obsidain, 207.

We're back on the tower again journal. We can see the last goblin strike team heading for the main gate. Excluding Dicer and Jack, thi- What the.... AHAHAHAHAHA THEY'RE RUNNING!!! And then Rodge threw a party to celebrate the victory. Hah, this Obsidian was truly glorious for us journal... Stova seems pleased as well. Now I just need to ride out the last few days of my time as overseer here, and as per tradition I can pass  Overseership along. My namesake would be proud of our soldiers.

(http://i47.tinypic.com/287glsz.png)

(http://i49.tinypic.com/ofwuti.png)

1st granite, 208.

(http://i46.tinypic.com/t9ys6h.png)

Spring has come without further incident. I'm positive there were two more magma splatter related deaths, but here's our current state of affairs:

(http://i46.tinypic.com/a6n9y.png)

Personal note, give a copy of this page to the next overseer.

---

ooc

So, things I got done

Beat back two sieges in obsidian
Built a surface farm
Builts an overland statue garden
Laid the foundation for a silver-porcelin hand clawing out of the bloodplain
Cleaned up then recluttered the surface with piles of dead spawn and thier teeth.
Showed the effectiveness of a candy helmet.
Built a literal statment of FUCK YOU on our front lawn
Drove away Paintbrush. I don't apologize but this isn't an achievment.
Prepared firing zone for the assault on hell. There's a lever to operate a bridge to seal the demons (and miner unless you wanna fastdwarf him out) at the mercy of our marksdorfs. You'll know it when you see it.
Built a jail.. The bottom lever and the lever in the office operates a set of bars to isolate the guard barracks, the top one operates the outer one to stop prison breaks.
Made us a county.
Began training personal dorf and bodyguards for battle the normal way.

I've archived the game and will be uploading it on DFFD later today. Now I'm going to use my own copy to  see if my plan for Operation: EVICTION will work. I will be fastdwarfing the miner out just for the miner's sake.

Things that need doin'.

Cull the animals. We have a ton. The dogs and any other fighting animals can stay. Thin out the rest.
Breed more giant emu for battle.
Make a proper magma garbage can.
Rework the forgeworks to keep magma related deaths from happening.
Clean up the trail of blood Asea left when he went to the hospital.
Start a war with the elves
Make more bins to store the unending volume of shit in.
Make more bins to store the ludicrous amount of fuel we have in.
Make more bins to store the mountains of metal bars we have in.
Make a second storage space for the piles of shit.
Make more ammo for Operation: EVICTION.
Train moar pikedorfs.
There's more to do, but that's just what I think needs the most attention, both for clutter and safty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 17, 2012, 04:23:22 am
[Yes, a fucking bear SLAMMED INTO FISCHER and bounced off. BOUNCED OFF. She's is a living tank now. Because a bear is what, twice the size of a dwarf and twice as nasty on average?]

...

The fight continued, with the bear knocking over Fischer in her already stunned state, she quickly righted herself, and I saw her stick her head within the very maw of the hive king and came out with his teeth. HIS TEETH. AND SHE SPAT THEM IN ITS FACE.
Holy CMOA (http://tvtropes.org/pmwiki/pmwiki.php/SugarWiki/MomentOfAwesome?from=Main.CrowningMomentOfAwesome), Batman! :o Fischer has truly become an unstoppable killing machine. Too bad she didn't quite seal the deal on the hive king though, but at least she's still alive and un-spawnified... You had me worried for a while there. Thank the Gods for that candy helmet.

So, we got a second "This is Spearbreakers, bitch!" weather type: It is raining Spawn of Holistic teeth!
Oh, no, wait, that's just Fischer doing her thing.

Also, war Badgers?! D: The horror... It could only get worse if they had war Giant Badgers.

Good job trouncing that siege, Splint. Looks like you kept it together way better than I did with those damn necros.

As for the great choppy stuff debate, I'll just point out that this is, ultimately, Splint's show and the starting guidelines were pretty strictly that pikes were to be our "thing", at least as much as the mugs turned out to be, so there. Same thing with the whole "no magma-based weapons, ever" dealio.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 04:43:18 am
The main issue with magma: I don't mind us using it for garbage disposal but we'll need to build a porper magma dump. But FPS is already spiking sporadically and whenever anything that flies enters the map it drops pretty badly. Any magma based weaponry would be horrible on FPS in multiple ways. Plus dwarves have a tendency to die in accidents building such things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on August 17, 2012, 05:00:46 am
Oh man, I didn't realise Fischer Price became such a superman.

Which is awesome, because at one point in my turn he got dragged into water by a Spawn and nearly god damn drowned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 05:06:26 am
It's stuff like Fischer somehow avoiding drowning and not being killed despite being out cold in the middle of a battle that makes her our memetic badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 17, 2012, 06:55:39 am
Whoa... Fischer is seriously badass. lol     And that spawn siege was about four times as large as I thought it'd be...      ...do you think we made them mad? :P
I'm surprised we survived. It definitely had something to do with the axdwarves. :( Oh well. Though... we probably wouldn't have survived if it hadn't been for them. As Spawn bites are guaranteed to turn dwarves, them getting to our civilians might easily have been the end of us, axedwarves or not.   Especially if those dwarves were wearing armor. Danger room'd turned dwarves will be practically undefeatable, I fear... Not to mention how many bites they'll be able to land.


Very, very awesome updates. :D Epic job as usual, Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 07:14:52 am
Sadly it was because of the axedwarves. Like I said before, they aren't supposed to be the redshirts but I've had to call on them dimply due to sheer numbers and the games battle AI thinking every single creature needs it's brain to live. Why exactly they bother attacking already disabled limbs is beyond me too. That's stupid even for this games AI.

Gonna go ahead and upload the save on DFFD. I'll post the link when it's done.

http://www.gamefront.com/files/22141867/spearbreakers.rar

DFFD was being an upitty ho, so I used gamefront instead. Enjoy whoever's next.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 10:38:01 am
fischer is female? holly fucking hell.



no really, it said that fischer is female!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 17, 2012, 12:49:14 pm
fischer is female? holly fucking hell.



no really, it said that fischer is female!

yeah, Splint said that in the OP, explaining why Fischer wasn't used for dwarfing.
EDIT: or maybe it was some other post, my memory's a bit fuzzy, but I definitely remember reading that somewhere early in this thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 03:12:33 pm
300-odd pages ago dude.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 04:46:20 pm
Page 1. Fischer is openly stated as female. It is also stated she had been NPC'd because I didn't wanna genderbend The Master or Draignean. Her gender would be alternatingly confusied between overseers because we've personified her as more masculine. I am honestly afraid what would happen if she were allowed to breed. A family of bloodthirsty lunatics being sicked on the enemies of dorfdom sounds just plain cruel.

But regardless, Fischer be this fort's memetic badass now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 17, 2012, 04:49:28 pm
I am WAITING for Fischer to get "lover" status on a dwarf'd dwarf.


"Dear diary, I have been officially made into a manbitch. Help me..."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 05:19:59 pm
I feel like I should lock your dwarf and Fischer in a nice apartment with some food, nice furniture, and nothing for her to do but freak your poor dwarf out with war stories.

And when she claims you as her manbitch, the fortress will collectivly shit bricks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 17, 2012, 05:23:18 pm
Don't torture Fischer like that. Don't..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 05:26:32 pm
We must ensure the line of badassery continues somehow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 17, 2012, 05:27:09 pm
Put her with Jack or something then, my boringness will corrupt the badassery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 07:53:33 pm
I continue with my copy. Thumper one-shotted the elven diplomat with enough force to get him impaled on one of my statues. Culled the animals. Meat and leather production in over drive. Bone bolts flowing. Operation: EVICTION will begin come next year, as by then there should be enough ammo available to completely gun down the clown car rush.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 08:02:01 pm
so its just more splint?
also, i signed up for a turn. right after corai did. or right before. one of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 08:04:01 pm
I've got the save uploaded on filefront, but whoever's going next needs to be quick. Reudh's got three days. I'm continuing with my own copy to see if my invasion plan will work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 08:12:20 pm
forgot that bit. to bad we cant do a A.U. version carted on from this save as you leading the fort in hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 08:14:53 pm
I could, I'd just have to denote it as an alternate history standpoint and that might screw up people as to who's doing what. If you guys want to follow the AU of this with my preperations to invade I can do it from a more narrative deal if you like or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 08:28:18 pm
just type it up with the file and give a link. but yes, please do. just keep its presence on these forums to a minimum to avoid me derailing even more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 08:34:03 pm
Just a heads up to next overseer. Spikewalk is going to nothing but miasma because of all the badgers and spawn that got killed on it, so it may be best to keep that locked down until they rot down to bones.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 17, 2012, 08:51:32 pm
tobad we cant open it to the sky for a bit, make it outside.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 10:20:32 pm
Found out something awesome. I own a battle cheetah and Draignean has a war bear.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 17, 2012, 10:41:42 pm
Found out something awesome. I own a battle cheetah and Draignean has a war bear.

Does this mean everyone gets a war animal of their choice?  I'll assume it does.

I choose a war spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 10:43:08 pm
I didn't assign them. Seems me and Draignean just lucked out. We also have alot of memorials to MIAs....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 17, 2012, 10:48:33 pm
I understood that.  I was just voicing my inner child (which is a LOT more violent than I really am, I wasn't able to mercy-kill a half-dead rat).

I still want one, by the way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 17, 2012, 10:55:18 pm
I've also found out a memorial to a dwarf that never lived in our fortress. One of the undead that attacked was a former general of our civ, and Hans roundly bludgeoned him back to death with his hammer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 18, 2012, 12:10:22 am
I've also found out a memorial to a dwarf that never lived in our fortress. One of the undead that attacked was a former general of our civ, and Hans roundly bludgeoned him back to death with his hammer.


Ah, so much material for the stories. Hans has both shield bashed and hammer smacked things. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 12:14:46 am
Hans if you feel like hearing how I may have just killed Fischer come to Tinychat.

Also: Recommend DFhacking obsidian to keep frog FB out, because it slipped in somehow and currently the known effects of its dust are dizziness and loss of consciousness. if there's anything debilitating I may have just killed the Colonel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 12:22:12 am
Lets hope junior is as fascinated with chewing on fischer's candy coating as the spawn.
Since the cheetah hasn't existed storywise, how are you going to explain it? Maybe as a gift from the king?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 12:25:38 am
Possibly. So far casualties include

Four fortress guards: All sever dizziness
three Civil Defense troopers: Same as above
Four pets: Kicked to death
three stray wardogs: Kicked to death
Fischer has perforated both of it's lungs, taken out all it's limbs and so far shrugged off the effects of the dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 12:35:46 am
So, froggy isn't killing any dorfs today. Thank you superdorf!

Spearbreakers: you better have kryptonite
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 12:41:33 am
She's been blasted 7 times full force by clouds of dust. She responded by making it a quadruplegic. She's also repeatedly broken its face.

I'm adding a new thing to the listing as a hypothetical: Spawn of The Fischer

A leathery hided beast with a malicious mouth filled with jagged teeth that moves supernaturally fast on four slender legs, with one hand and forarm melded into a pike-shaped stabbing weapon. it is immune to fear and most poisons and a disturbingly good swimmer despite lacking the limbs for doing so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 12:52:58 am
Make it despise spawn above all other things. And perhaps make it neutral to dwarves, since Fischer's protectiveness of Spearbreakers and its people have reached such a high level of fanatisism.

I wonder if the old headshoots fortress save is still floating about the internet...

If so, we could eventually match fischer against holistic detective.

I wonder... Does the real HD realize what a memetic badass their dorf has become? She is a demon goddess who regularly challenges Armok to games of 3D Xantanos Speed Chess, she can use her pieces to steal his pieces now, and since Losing is Fun, i think Armok might be actively trying to screw over the dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 01:02:20 am
She killed it. Not even affected by the dust. WHAT THE HELL IS SHE MADE OF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 18, 2012, 01:04:37 am
Quote from: Splint, we were in a chatroom
Fischer is susceptible to disease.
Quote from: Corai
Thats just to trick them into a false sense of security, lure the germs in: then kill them.
---

Hanslanda wanted me to post this in the thread. Here you go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 01:09:14 am
Splint, you know what she is made of: Chuck Norris and Superman's genetic material, and enough badassery to destroy hell by punching one block of slade. Now, stop doubting the epicness that is fischer, or be made her manbitch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 18, 2012, 01:10:56 am
Out of curiosity, just how many mugs do we have in Spearbreakers?

The main reason I ask is because in my current fortress, I kinda... decided to make some mugs for shits and giggles, and then promptly forgot about it entirely while I dealt with something else. Now my fortress is full of the blasted things too. I think I'm currently sitting around 700-800 of them, which isn't surprising considering my stonecrafter is legendary+5 and seems to crap out about three of them every second. I had to disable the repeat order so my stone stockpile can recover >.<

And just to top things off, one of my strange moods crapped out an artifact mug. I'm starting to think my fortress is emulating Spearbreakers at this point, although with a different weapon type attachment (in my case, hammers). Thankfully I don't seem to have anything worse than goblins ambushing me and the occasional werecreature showing up, seeing as I'm in year 3/4/something and have absolutely no military at all. Told you I suck at military related matters.

... That raises another question. How many artifacts do we have? Was there a list ever posted somewhere and I'm just too blind to see it?

As for the double/triple quadruple ninja, I... am not surprised. I'm guessing either the dust only causes dizziness and knockout, or if it does anything else it takes a while to kick in, or Fischer is just so goddamn strong that she's just healing whatever the dust is doing to her instantly.

In terms of sheer stats, I wonder how she'd compare to HD as well. If that info can't be found, there are other "uber" characters out there for comparison purposes - Captain Ironblood, Morul, etc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 01:13:27 am
We have easily double that amount of mugs, or over a 1000 anyway. Last i checked it was nearly 1700 mugs. I'll post a current list (warning this is from my copy, and a cook recently became a legendary jewler.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 18, 2012, 01:20:07 am
One has to wonder just where in the hell all of those mugs are stored, unless you're using quantum stockpiles like I am >.>

I'm digging in the Headshoots LP archive currently, I'll see if I can't find any mention of HD's stats there. probably not, but it's worth a try.

EDIT: That was lucky. Clicked on the exact entry that had both HD and Nemo's stats in it.

Although I don't have a clue if the math for stats back then still applies now, HD's stats (at least semi close to the end of Headshoots) were:

Spoiler (click to show/hide)

That damned backpack, I swear.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 01:22:53 am
They were rediculously high And the storage issue? Bins. TONS AND TONS OF FUCKING BINS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 01:30:41 am
This was back when the level limits were gone. I think she was like... Seventy in something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 01:34:42 am
Ok, so the frog FB syndrome causes minor bleeding and bruising (delayed) and dizzieness/ blacking out (early)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 18, 2012, 01:44:05 am
That you know of.

-one year later-
WHY IS MY SKIN MELTING AND MY BRAIN BOILING?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 01:49:52 am
Everyone who exhibited the bleed stopped the floowing day. It was a VERY delayed reaction for Fischer. She's resting in the hospital now. I don't even know how the fuck that thing got it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 02:05:40 am
Ok, so, double post due to the sheer gravity of this: We have our own spawn. It fuckign migrated to the fortress and is a craftsman evidently. leatherworker to be specific. Just migrated in out of nowhere. it's listed as a berserk, but it didn't even try to attack anyone so.... I think we have some strange glitch here. Will post pic momentarily along with artefact list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 18, 2012, 02:12:52 am
So, do I get it as my requested war spawn?  The voices tell me that if you say no, I should subject you to learning "the history of human civilization", presented via interpretive song&dance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 02:18:29 am
sadly it was hostile Corai's likely correct theroy is that the dorf got bit and turned in worldgen. Skewer killed it. Still gonna present proof.

EDIT: The proof. A holistic spawn leatherworker. Who skewer promptly flattened.

(http://i45.tinypic.com/xbfmsz.png)


And now artifacts! I cut off the recent perfect gem, because that's not canon.

(http://i48.tinypic.com/5yw4t2.png)

EDIT: Ok, so be prepared, the necros may be coming for thier book around late spring. I hate to ask, but how were the majority of these things beaten before? Spawn are one thing and goblins are about to be hideously massacred by them but I have almsot no skill fighting zombies. Nevermind, 1st and 2nd squads, along with, suprisingly a goblin ambush party are steadily tearing through the undead hordes. Not gonna enjoy issuing the kill order on those poor goblins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 18, 2012, 09:18:44 am
Ok, so, double post due to the sheer gravity of this: We have our own spawn. It fuckign migrated to the fortress and is a craftsman evidently. leatherworker to be specific. Just migrated in out of nowhere. it's listed as a berserk, but it didn't even try to attack anyone so.... I think we have some strange glitch here. Will post pic momentarily along with artefact list.


For some reason, I want to nominate this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 09:24:41 am
Just gonna say it, it gets pretty boring around here when you guys are sleeping or at work. Oh and Asea went MIA. Don't even know how that's possible unless something sucked him into he caverns while he was getting his arm treated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 18, 2012, 10:00:48 am
I SHALL NAME OUR SPAWN JEFFRY CUDDLEY JEFF AND I WILL LOVE HIM AND HUG HIM FOREVER.

that is all
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 10:07:14 am
Oh, and another heads up on that undead attack. If it does occure, there will be a squad of goblins if things go the same way. going out from the main gate, 1st was sent north and around, with 2nd sent south and around, meeting in the middle on the opposite side from the outdoor barracks. That will crush them pretty soundly but keep issuing move orders or the soldiers may not attack on sight where needed.

The horde was literally directionless, as I think we've killed all the necromancers nearby and only leaderless hordes are left.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 18, 2012, 11:58:54 am
Spawn migrants?? I like it. If somebody else will nominate it too, I'll put it up on the front page when I get the rest of the lists updated.

As to Aseaheru going MIA, this has happened before... :P Last time it happened, non-dwarf Aseaheru was convinced he'd died... Then later Aseaheru falsely informed us (not his fault) that his dwarf was actually dead.    It's almost a running gag that nobody has a clue if their dwarf is still alive. Same thing happened with Sus.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 18, 2012, 12:09:13 pm
As to Aseaheru going MIA, this has happened before... :P Last time it happened, non-dwarf Aseaheru was convinced he'd died... Then later Aseaheru falsely informed us (not his fault) that his dwarf was actually dead.    It's almost a running gag that nobody has a clue if their dwarf is still alive. Same thing happened with Sus.

Spearbreakers: Surprisingly safe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 18, 2012, 01:34:55 pm
Migrating spawn? That's even weirder than seeing my migrant dwarves haul giant cave spider pets inside (I didn't know disabling exotic pets would do that, I swear >.>). Shame he went berserk and got splatted.

Also, I find the idea of a bed made of a lump of coal hilarious for some reason.

Out of curiosity, just how large do some of the sieges get in Spearbreakers, numbers wise? I've only ever encountered two sieges personally (both last night), and while the first one was underwhelming (16 gobbos, 1 elk bird), the second one was... the opposite. I couldn't count them all, but all I know is there are 104 critters with the invader tag sitting on my front lawn currently. Bastards blew up my trade depot, too. Which had half of my mugs in it. Now the entire hallway is covered in mugs.

Looking at the artifacts list, I was about to comment about the steel pike, but then I remembered that "named" weapons used by the military get into the artifact list as well (hence the blue text, I suppose). Hopefully we'll get an actual artifact spear/pike soon :p

... Is that a coal table I see? Something tells me eating off of that thing probably isn't particularly healthy... And I see an artifact mug too. I should've seen that immediately. This is Spearbreakers, after all. Although I'm surprised there isn't more than one artifact mug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 18, 2012, 01:35:53 pm
i was dead. my first dwarf was named Minkot, or some such thing, who had a custom profession. he died and i was given a replacement without my knowledge.

also, whats on the mug?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 03:42:50 pm
I'm concerned about what happened to this 2nd Asea because as far as I can tell there's n way in hell he could be dead, unless he was dragged into the caverns and drowned bia the wellshafts in the hospital or something.

And to the question of sieges, the largest nonzombie one was the triple digits spawn siege.
Title: Reminiscence
Post by: Talvieno on August 18, 2012, 05:25:42 pm
i was dead. my first dwarf was named Minkot, or some such thing, who had a custom profession. he died and i was given a replacement without my knowledge.

also, whats on the mug?
Lol. :P I figured out what actually happened while I was compiling the .doc file. Your dwarf was never named Minkot - he was named Aseaheru. There were a couple references to him early on, right after you were dwarfed. He went MIA at one point, and you searched the records of somebody's save for "Minkot". Finding no reference to the name in the lists, you assumed he was dead, when you actually should've been looking for Aseaheru. Everyone else assumed you were correct, and it came as a big surprise when your dwarf was re-discovered. Actually, a few different people posted that your dwarf was in fact alive, but you seemed to miss it each time. :P Since "Aseaheru" was already in the list, you were never redwarfed.

By the way, "Minkot" is one of the names that the game assigns to dwarves. It's not a player-made name.



If I remember right, the mug was made during my reign. Let me see if I can find a screenshot......

13th obsidian
Feb's been taken by a fey mood. I begged him to make something useful for us, but he wouldn't talk about what he was doing - he said it wasn't open for discussion.
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/febfey.png)

23rd Obsidian
...He made us a mug. A MUG. I swear, I'm tired of mugs. I've seen 'em everywhere, I've seen too many. I cain't take the doggone things anymore! They're ugly, disgusting... (no offense to you, Miss Bombzero) Ugh. Anyhow, Feb proudly bragged that his mug was worth 16800 coppers. However, he was outraged when I suggested we sell it... so, worth a lot or not, it's still worthless. Looks like he just wanted to be able to drink his enemies, maybe?
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/dumbmug.png)
At least the spawn have left...
(http://i894.photobucket.com/albums/ac145/JsnBllrd/Dwarf%20Fortress/Spearbreakers/pt3%20spearbreakers/spawngone.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 06:02:04 pm
Man when I look at out new main gate and that old screenie, I actually have to say I'm proud. From miserable dirtpit to FUCKING WHACKY SHACK FROM HELL. With a nice gate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 18, 2012, 06:37:48 pm
Man when I look at out new main gate and that old screenie, I actually have to say I'm proud. From miserable dirtpit to FUCKING WHACKY SHACK FROM HELL. With a nice gate.
Now that is something I find quoteworthy...


This next journal entry is only half as long as my normal ones... partially because I feel I've been making them far, far too long.

Vanya's Journal - Entry 21, Part 1

Spoiler (click to show/hide)

Any thoughts?
I'm not going to be able to reorganize everything today - not enough time on. :[ I'll try tomorrow morning.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 18, 2012, 06:51:56 pm
Excellent as always Talvieno. And since we're on the subject of V, here's a picture of her before being employed by Mr Frog. Her shirt and gloves are a size or more too big, and like her bedroll worn, dirty and got a bit of blood on them. She does have her nicer hat though. Her last name is Carena right? or am I going to have to go back and fix that?


(http://i49.tinypic.com/20fantz.png)

Yes I got lazy on the hands and such. And Mr Frog, because I be a spiteful sumbitch I'm going to disregard the advice on looking up how  things hook up. Because for god's sake, at a glance it looks like everything that's upposed to go where is where it's supposed to go.

I intend to post up a drawing of her in a full BT Spy's kit, body armor, weapon, the works, if only because after the last fiasco if Mr Frog sends her again she'll be able to defend herself more readily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 18, 2012, 08:07:41 pm
well, that image is shiny in the extreme.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 19, 2012, 01:45:47 am
My plans for Operation: EVICTION worked perfectly. We can invade hell after the inital rush is gunned down. Will post screenies for the set up tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 19, 2012, 06:31:17 am
Yep, her name is Vanya Carena. No need to fix it. :) I love the pic - it's actually pretty dead-on to how I imagined her, though a bit less colorful. :P (Not your fault, though - I know firsthand how hard it is to draw on a computer in shades of gray) Basically, Bravo - 10/10. :D   My writing got illustrated, whoo!



Spoiler: alternate timeline (click to show/hide)


edit: Why's it so quiet in here?

OKAY, second post and story post are now up to date. This includes all the bright and shiny images. Just a reminder to everybody: I have an unofficial poll up for our shorter quotes, to see which ones people like the best. I'm hoping to put the two best on the Spearbreakers TVTropes page. The poll is located in the second post, but you could also use this link (http://www.polljunkie.com/9EfAYA/Poll18093.aspx).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 19, 2012, 10:03:35 am
Not a single dorf was killed, though every animal in the room was killed (some of them pitched THROUGH the fortifications.) And it's quiet in here because as much as I hate doing so I need sleep. While the demons were quick on thier feet, three squads of dorfs machingunning them puts down too much fire for them to completely avoid. I won't lie, I accidently left fastdwarf on for mobility reasons (FPS was pretty low and I needed the troops to constantly go back for reloads) but it turned out to work for the best and was damn entertaining when I had them all firing at once and seeing bits of demons flying everywhere. Also we may be able to decorate things with shadow devil shell. Doubt it though. I saved during the invasion, Fischer's First is leading the plunge down below right behind the workers building access.

I plan on building a palace down there mad from iron, copper, and stone. If our king moves in, that guy's gonna be living as far down as a dwarf can go, and he'll be doing it in fuckin' STYLE. Plus since the demons wont be attacking in great swarms 1st squad will be able to overwhelm them with sheer numbers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 19, 2012, 02:10:25 pm
*runs around screaming in happiness*



there, that better?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 19, 2012, 03:22:15 pm
New goal: Find a way to tame clowns.
    Bonus: Use clowns to fight spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 19, 2012, 03:25:52 pm
New goal: Find a way to tame clowns.
    Bonus: Use clowns to fight spawn.

Super dorf bonus: Fischer gets her own army of clowns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 19, 2012, 07:42:46 pm
And since we're on the subject of V, here's a picture of her before being employed by Mr Frog. Her shirt and gloves are a size or more
She's cute. :3

My plans for Operation: EVICTION worked perfectly. We can invade hell after the inital rush is gunned down. Will post screenies for the set up tomorrow.
Ahaha, TONIGHT WE DINE IN HELL!  :D
(Sorry, had to. I'll get mi coat...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 19, 2012, 08:00:26 pm
do, we need a butler.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 19, 2012, 09:48:08 pm
And since we're on the subject of V, here's a picture of her before being employed by Mr Frog. Her shirt and gloves are a size or more
She's cute. :3


That's what Urist said. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 12:31:51 am
It's quiet cause i'm not here responding to eeeveeeryyythiiing. ;P
Splint, did you ever actually write up the last day of your turn, including the picture of "it is now spring"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 12:34:17 am
Yes I did, in my last turn update. Tomorrow I'll consider Reudh to have skipped.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 12:54:34 am
Ah, i might have missed that. I'll be downloading your last few updates so i can journal up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 06:22:25 am
I got the save link up in the second post. Reudh, if you get on today (which I hope you do), please use that link instead of searching through the thread for Splint's original link. Splint and I modified the raws in the dffd save slightly to update the inorganic_* values for stones and the like, so that pitchblende hammers will weigh what they're supposed to (finally).

Splint - looked at the save. Bravo on your choice for Vanya - I'm incredibly impressed.  :o I can't believe you found such an appropriate dwarf. lol
Spoiler (click to show/hide)
The hand looks great. It's actually a lot taller than I expected - you wanted a monument, and by Armok, you managed it. :P
I want to take a pic with FortressOverseer, but unfortunately I can't get it to run on this computer. :-\ DirectX issue, pretty sure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 06:50:27 am
You said to mark a dwarf for her, and since there wenr't any unclaimed engravers, I went with a mason instead. And yes, I did manage it but only because of the sheer number of furnace operators we have, since that's a metalworking labor.

Also, glad someone alive out there. I have wonky sleep schedule so it gets pretty boring around here when you guys are gone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 06:59:51 am
I'm currently watching the demons get skewered by tons and tons of arrows. It's pretty inspiring, actually. And I meant that you got her character sheet pretty accurate - I wouldn't have been surprised if she'd been dwarfed as a bald dwarf. :P It's hard to find dwarves that look like how you want them to.

I'm usually around in the mornings, at least for a little while. Haven't seen our pitchblende hammers in action yet, but I imagine it'll be incredibly awesome. I probably should've done some arena-mode testing, but watching demons fly to bits is a temptingly fun distraction.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:03:11 am
After the inital rush is slaughtered hell itself is easy picking, because a single bolt to the chest is enough to kill them, so therefore a full squad of pikedwarves led by a living engine of doom should have zero problems with the tiny groups and lone demons wander about.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 07:07:24 am
This is true... Although I tried a zerg rush on the initial wave - DO NOT WANT. Bad idea - had to ditch the save and start over. Fischer was doing fine, but nobody else was.

I imagine Count Splint's character wouldn't want a palace in hell, but I imagine that Fischer might... Although that might put her too far from the fortress, so maybe just a nice summer home.


...holy shit, we're going to invade hell. o.o    We're only the second succession fort to do so, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:10:56 am
To be fair our demons are pretty pathetic, if viciously strong.

And I intend a palace in hell to be for the king if he so chooses to turn this military installation into an honest settlement by moving in. Nothing says "Go ahead and fuck with us. We dare you." like having to go into HELL ITSELF to meet with the king.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 07:20:36 am
Nothing says "Go ahead and fuck with us. We dare you." like having to go into HELL ITSELF to meet with the king.
I greatly approve of this. :D   Although I also greatly desire a statue garden down there. Just for kicks.
"Welcome to Hell. Make yourself at home."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 20, 2012, 07:21:48 am
Apologies! I haven't managed to get on the internet until now; it's 10:20pm and I've uni in the morning, so I don't think I could get anything but a pre-update update done tomorrow or Wednesday. I'm downloading the save, but I'll be in St Albans until about 5pm... so probably no update tomorrow. That reminds me, gotta do the first Watchedgleams update too. D:

It IS 34.11, right?

FAKEDIT: it's in the title, derp.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 07:36:33 am
Yay, Reudh! Glad to see you back!   Make sure you get the dffd save, and yeah, it's 34.11. Don't worry if it takes you a day or two to get the first update out.  Looking forwards to your reign. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:40:10 am
Apologies! I haven't managed to get on the internet until now; it's 10:20pm and I've uni in the morning, so I don't think I could get anything but a pre-update update done tomorrow or Wednesday. I'm downloading the save, but I'll be in St Albans until about 5pm... so probably no update tomorrow. That reminds me, gotta do the first Watchedgleams update too. D:

It IS 34.11, right?

FAKEDIT: it's in the title, derp.
Alrighty, I'll update the OP saying you're working on it. Just keep us posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 07:43:19 am
...Splint? 4400 mugs? :o   And all the hallways and walls are smoothed, and you built a freaking ton of stone constructions... how did you manage all of this in just one year?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:53:07 am
Most of the supplies were close to where they were needed, and I employed alot of dwarves in multiple needed professions. I think I remembered to switch the majority back off, but then I don't even know how I did it either (Although deactivating two squads helped substantially.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 20, 2012, 08:12:55 am
...Splint? 4400 mugs? :o   And all the hallways and walls are smoothed, and you built a freaking ton of stone constructions... how did you manage all of this in just one year?

He cheated (that is removed all the garbage from outside, rather than using dwarves to do so...) ..... nuff said ....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 08:27:17 am
hey, if I didn't FPS would have been worse than it already is. Honestly much crap needs to be atmosmashed or sold/given away to the humans and dwarves (because tose stupid elves won't take wood bins, the fuckin' jerks.)

And I got permission to autodump the damn remains. everything from the sieges can be easily cleaned up once marked for dumping but two magma related deaths occured in the process from magma mist (how anything can make magma splash is beyond me.)

And to repeat.

Most of the supplies were close to where they were needed, and I employed alot of dwarves in multiple needed professions. I think I remembered to switch the majority back off, but then I don't even know how I did it either (Although deactivating two squads helped substantially.)

Said squads helped alot, but they still spent almost as much time running solo drills as they did working.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 20, 2012, 08:43:34 am
Bravo on your choice for Vanya - I'm incredibly impressed.  :o I can't believe you found such an appropriate dwarf. lol
"She has a poor memory."
Getting mindwiped by an evil megacorp would seem to do that to you, right?  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 08:55:32 am
I would expect so. :P Either that or it just symbolizes how she has no idea whether her memory can even be trusted. lol 

But take a look at this:
(http://tnypic.net/b7857.png)
Note the third one in the list... She still considers Stova her friend, even six years after she turned. I can't imagine that - having to listen, night after night, to the agonized howls of an imprisoned monster you consider your friend... All while knowing that their mind is still helplessly trapped within their mutilated body.
Suddenly the canon with Fischer visiting the imprisoned Spawn takes on a whole new meaning.

I think our Fridge Horror just got bumped up a notch.


lateedit (11/15/2012): Apparently, I somehow managed to confuse Stova with Softa. No idea how.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 09:47:32 am
And sanity slippage, unless all the little hints at deteriorating mental health weren't obvious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 10:10:20 am
I'm still very strongly disliking the idea of Fischer being insane. It ruins her image, in my opinion. Would Chuck Norris be Chuck Norris if he was a drooling, babbling idiot?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 10:12:23 am
If vanya needs a freind to keep her sane, and mr frog lets her out of her room, rose is available for hanging out.

Actually, story wise, i was wondering if rose could be assigned to guard mr frog because he's the fort's designated Smart Guy, and because story stuffs.

EDIT: I tried to portray her as our hero, and i got shut down. Because apparently it's the popular image, that the champion is a vicious psychopath who is only One Bad Day away from going Joker on everyone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 10:17:13 am
Fischer isn't depicted as such. She's the violent kind of crazy, not the babbling slobbering loon kind. And the mind slowly eroding was more for dorf!Splint. I actually tried to make it seem like he's convinced Stova is haunting his hammer and talking to him (The voices he keeps referring to.)

Also, things that would be considered insanity among a rookie are entirely plausible and normal with Fischer, just because she's:

A. Armok's daughter
B. A relative of Chuck Norris
C. Just that badass
D. That special kind of violent yet stable crazy
or E. All of the above.

E: Ninja'd

Rose is basically relegated to alternating being drill sergeant for Splint and his two inept bodyguards and being generally nasty to people who annoy her gamewise. Plus it's pretty clear Mr Frog doesn't need protection (he's got a passing familiarity with firearms/mag-cel weapons, crossbows and chainsaw weapons, along with his night night dart guns hidden in his sleeves.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 11:22:46 am
I'm pretty sure rose has only been nasty to draignean, and mean with splint. And she only goes drill sergeant during training. I don't want her to only ever be angry, because she can be very nice too.
EDIT: As for mr frog, i'm not denigrating his combat ability, but you don't leave the head smart guy to fend for himself. And considering how he treats vanya, he wouldn't want her guarding his life.
EDIT 2: Also, knowledge of weapons that technically don't exist in game doesn't do him much in the way of defense if he gets himself in a bad place game play wise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 11:44:26 am
I based that on the fact that he's shown both storywise and in game he's more than capable of defending himself. He hasn't had any need of a guard since he came here so I don't see why he would now.

Besides, I activated the squad and if they don't stay active constantly they won't make any progress with thier training. I chose Rose becaus out of the whole bodyguard detail She was the only one fit to teach.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 11:48:35 am
That's like saying the vice president doesn't need the secret service because hes a 32nd degree black belt. (yes i do view mr frog as vp of this fort.)
EDIT: And since the invasion of hell is proven to go very well, i'm not in a hurry. I'm not saying pull her off training. Just saying, if it can happen that it does.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 12:03:47 pm
That's like saying the vice president doesn't need the secret service because hes a 32nd degree black belt. (yes i do view mr frog as vp of this fort.)


 :o

You read the updates where Dorf!Frog gunned down spawn and goblins with his crossbow while refusing to move, right? Before Fischer and her squad of hardasses could get there? I think Dorf!Frog is sufficiently badass on his own. And from what I can tell, having a bodyguard following him around at all times would be a bit OOC. Dorf!Frog seems to be the 'works alone' type. Even with Vanya, he basically just uses her to do a couple things he couldn't do himself, then leaves her out of the loop on the rest of what is being done.
Just my two cents though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 12:19:38 pm
No one said he had to like having a guard. He'd probably be irritated (with slight ego stroking to know he was considered important) and stick her to wait in the hallway. Prolly say "Stay", like she was a dog, and use her to run errands whenever vanya couldn't leave.

Yes, hans, i did read those updates. But once again, just because an important person is badass, doesn't make it okay to give them no on-hand support in case the shit hits the fan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 03:16:35 pm
Fischer isn't depicted as such. She's the violent kind of crazy, not the babbling slobbering loon kind. And the mind slowly eroding was more for dorf!Splint. I actually tried to make it seem like he's convinced Stova is haunting his hammer and talking to him (The voices he keeps referring to.)

Also, things that would be considered insanity among a rookie are entirely plausible and normal with Fischer, just because she's:

A. Armok's daughter
B. A relative of Chuck Norris
C. Just that badass
D. That special kind of violent yet stable crazy
or E. All of the above.

E: Ninja'd

Rose is basically relegated to alternating being drill sergeant for Splint and his two inept bodyguards and being generally nasty to people who annoy her gamewise. Plus it's pretty clear Mr Frog doesn't need protection (he's got a passing familiarity with firearms/mag-cel weapons, crossbows and chainsaw weapons, along with his night night dart guns hidden in his sleeves.)
Ah, you meant dorf!Splint. Yeah, I figured he was kind of losing it. :P I think he was fine up until he got thrust back into overseership... that's probably what sent him sliding towards the edge.

And I agree... I don't think Mr Frog needs a bodyguard at all. :-\ Come on, he blasts goblin-brains and DJs at the same time. What more could you ask for? And Mr Frog isn't in any immediate danger, unlike presidents and royalty. All three corporations (not including Stone INC) avoid killing him because he's basically their anchor in Spearbreakers. He's in possession of the only permanent miniportal in the fortress - if he goes, they don't have any quick way to get in and out. Splint's telepacks appear to only port directly into portal devices that have already been established, so they kind of need him there. I imagine that if he ever was in immediate danger, he'd have an assortment of people (from multiple companies) porting in to protect him - probably without his knowledge. (All of whom would be armed with guns and high-tech weaponry... quite a bit better than a hammer, pitchblende or otherwise.)

As to Rose befriending Vanya... Vanya isn't the type to make friends that easily, unfortunately. Nor would she be likely to trust a female in the military. :P All the same, I'm planning a sort of tour around the fortress for her in the near future, and if you want, we could possibly have them both have a brief (brief) conversation.


By the way... @Mitchewawa: Fischer wasn't drowning during your turn, and she didn't accidentally fall in. It was intentional - she was practicing breathing the water. Because she's that badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 05:14:27 pm
Well, technically rose isn't military... Bodyguarding isn't a military activity, is it? Well if you like, since you got my phone number, we can rp that brief conversation.

Always with the shutting down because too badass for logic...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on August 20, 2012, 05:48:36 pm
Dorf me as Tahu, Swordsdwarf, and I'd like a turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:21:19 pm
No promises on the profession, but I'm sure we can find you an infantry dorf. Welcome to tha madhouse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 07:22:38 pm
E: Ignor this, I accidently quoted what I meant to modify.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 20, 2012, 07:23:46 pm
Nice one Splint. That made me smile.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 20, 2012, 08:19:44 pm
soooooooooo, now what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 08:28:02 pm
We twiddle our thumbs and make idle chit-chat until Reudh can do his turn. He has the save, but we have to take into consideration he's doing two succession turns at once.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 08:35:38 pm
Staring contest.
O___O
o___o
.___.
>.< gah!
n.n; guess i lose.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 08:36:31 pm
We twiddle our thumbs and make idle chit-chat until Reudh can do his turn. He has the save, but we have to take into consideration he's doing two succession turns at once.


*Twiddling furiously*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 20, 2012, 08:37:30 pm
We twiddle our thumbs and make idle chit-chat until Reudh can do his turn. He has the save, but we have to take into consideration he's doing two succession turns at once.


*Twiddling furiously*

*Chit-chatting*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 20, 2012, 08:43:36 pm
*multi-twidle chat!*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 20, 2012, 08:53:20 pm
We twiddle our thumbs and make idle chit-chat until Reudh can do his turn. He has the save, but we have to take into consideration he's doing two succession turns at once.


*Twiddling furiously*

*furying twiddlously*

[/pointlesspost]

I will write random story bits tomorrow if I can. Always a good way to keep occupied.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 08:58:57 pm
To those who have the link to tinychat, you know where to find me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 20, 2012, 09:31:54 pm
I could potentially ramble about my own fortress for a bit, but that's kinda off topic :p

Have there been many (semi)mega-beasts appearing in Spearbreakers? I can't recall reading about too many of them. A bronze colossus appeared for me not too long ago, who then proceeded to wreck some goblins and trolls and a human caravan before I (completely accidentally) captured it in a cage trap. Quite proud of that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 09:33:50 pm
I could potentially ramble about my own fortress for a bit, but that's kinda off topic :p

Have there been many (semi)mega-beasts appearing in Spearbreakers? I can't recall reading about too many of them. A bronze colossus appeared for me not too long ago, who then proceeded to wreck some goblins and trolls and a human caravan before I (completely accidentally) captured it in a cage trap. Quite proud of that.


Check the OP. I know we've gotten two (?) minotaurs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 09:34:28 pm
A couple minotaurs and werecritters. Otherwise nothing exceptional from the surface.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 09:35:09 pm
Except for a Spawn lady and Hive King.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on August 20, 2012, 09:36:01 pm
You are tempting fate just by talking about it! Go back to thumb twiddling.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 09:47:40 pm
You are tempting fate just by talking about it! Go back to thumb twiddling.


Tempting fate? This is Spearbreakers. Monsters tempt fate when they speak of us. We fear nothing. Except for Fischer dying. We fear that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 20, 2012, 09:53:12 pm
Yeah, because if she dies that means the fort is on its last legs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 20, 2012, 09:54:15 pm
Yeah, because if she dies that means the fort is on its last legs.


And those legs are probably trying to find a well hidden corner to cower in, as whatever hellish force that defeated the mighty Fischer obliterates the remaining dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 20, 2012, 09:56:41 pm
have we installed balistas yet? because I want a fucking balista. or a catapult..or a CATapult....

I SHALL INVESTIAGATE THE MYSTERIOUS CATAPULT

FOR !!SCIENCE!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 20, 2012, 10:07:37 pm
@Hans: Ah, I see. I rarely check the OP since I just use my browser's history to navigate to the last page of this topic I was on, so my bad.

Strange how few megabeasts have made an appearance, though. I wonder if the spawn managed to kill most of them off in worldgen or something.

Back to trying to dig out this magma piston in my fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 20, 2012, 10:20:42 pm
Strange how few megabeasts have made an appearance, though. I wonder if the spawn managed to kill most of them off in worldgen or something.

They look at us and think "this fort slaughters Spawn for sport.  I don't even want to know what they'll do to ME."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 11:32:23 pm
Considering we don't know how intelligent mega and forgotten beasts are, they might do just that.
.
Bronze colossus: i'm not going over there, haven't you heard what they did to those zombie dwarf things?
Hydra: i heard those dwarves are so strong, the zombie dwarves ran away.
Dragon: i heard their champion isn't even from this world. She was set from the stars so she could kill things here.

Edit: more fischer stuff:
 When goblins wanted a new god, they invaded spearbreakers to declare fischer it.
Fischer can sell wood to elves.
The king of demons offered to make fischer his right hand dwarf. She was eating dinner out of his skull last night.
Fischer doesn't swim. The water is too scared to touch her.
When fischer walks, elephants run.
Fischer once punched a spawn so hard it changed back into a dwarf.
Fischer doesn't hunt. Animals just offer themselves to her pike.
Fischer doesn't need to drink. Her body produces booze naturally. She just likes the taste.
Only fischer exists. We just thinkwe're the real ones.
Fischer's tears cure tantrum spirals. Too bad she never cries.
Fischer can put out hell by blowing on it.
Magma turns to obsidian just so it can have the honor of being crossed by her.
Fischer will have four children, who will be the Four Horsemen.
Fischer owns a dragon with adamantium scales. She takes it cruisin' for manbitches.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 20, 2012, 11:33:29 pm
Considering we don't know how intelligent mega and forgotten beasts are, they might do just that.
.
Bronze colossus: i'm not going over there, haven't you heard what they did to those zombie dwarf things?
Hydra: i heard those dwarves are so strong, the zombie dwarves ran away.
Dragon: i heard their champion isn't even from this world. She was set from the stars so she could kill things here.

QUOTE SECTION.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 20, 2012, 11:57:30 pm
Wow, really?  That's my first nomination?
I think my snappy one liners need more snap...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 21, 2012, 06:48:15 am
Pre-update update:

Like in Watchedgleam, I'll deliver my initial survey of the fort.

HEALTH REPORT:

I have inspected all the dwarves for any injuries and illnesses. RIGHT, CHOP CHOP.

Sus II has an infection.

...Sus III has tissue damage and an infection.

OverlordTNT has tissue damage, infection and cannot stand up.

Aseaheru is critically injured, and stands blinking near the dodge-me trap entrance. He's been treated already. He has multiple infections, including one in his lungs.

Gemblade is still badly injured despite the fact his wounding occurred seven years ago.

A no-name army-dwarf has severed nerves, but is otherwise healthy.

That's it for the health report.

I found two turned-Spawn. They're behind floodgates... is this a trick? Softa and Ashsaber sit howling and clawing in their rooms.

Ugeth and Kob, the two FBs, both with deadly spittle, both made of water. Don't appear to pose any threat.

I like Frog's F.R.O.G, but I don't think it has any use unless I seal off the entrance and open the trick entrance.

I have possessed a beekeeper and named him Lord Reudh, the Not Actually a Lord. I'll be writing in character once i get some time for updates.

As I unpaused to check the FPS, (it's stable at 20), Draignean and Jack Magnus began sparring. A dog grew up. Rose became a macedwarf. Life marches on at Spearbreakers!


Fischer truly is a machine. It's sad Runesmith no longer works but a Fischer thrall a la Headshoots' end would be amazing. Ain't going to happen during my tenure, no sirree.

The food and drink situation appears stable. I shall leave it how it is.

Lastly, this fort


this fort



IS AMAZING.

It's so cleanly set up!

I love how it's set up! It's more ordered than any fort I've ever seen! THIS IS AMAZING!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 07:00:10 am
Sus II has an infection.
...Sus III has tissue damage and an infection.
OverlordTNT has tissue damage, infection and cannot stand up.
Aseaheru is critically injured, and stands blinking near the dodge-me trap entrance. He's been treated already. He has multiple infections, including one in his lungs.
Gemblade is still badly injured despite the fact his wounding occurred seven years ago.
A no-name army-dwarf has severed nerves, but is otherwise healthy.
Soap. I said SOAP. (this to all the previous overseers, including me) We have the stuff for it, all somebody needs to do is go to the soapmaker's workshop and set Make Soap With Tallow on repeat.

Quote
I found two turned-Spawn. They're behind floodgates... is this a trick? Softa and Ashsaber sit howling and clawing in their rooms.
Don't release them or kill them. They're former dwarves, and have ties to many of the dwarves in the fortress, including Fischer. Killing them could initiate a tantrum spiral.

Quote
Ugeth and Kob, the two FBs, both with deadly spittle, both made of water. Don't appear to pose any threat.
There are three, actually... One of them is hiding. Ugeth ought to be made of fire, though... There's also a skinless toad. It's been requested that Ugeth and Thiliri (skinless toad) remain unharmed. Actually, we're trying to capture Thiliri if at all possible. Good luck with that. ;) Might be done with clever use of doors (as bait), fortifications, cage traps and a cave-in. I have an idea of how it could be done, but it's not my turn.

Quote
I like Frog's F.R.O.G, but I don't think it has any use unless I seal off the entrance and open the trick entrance.
Build a new one? Over Splint's entrance?

Quote
Fischer truly is a machine. It's sad Runesmith no longer works but a Fischer thrall a la Headshoots' end would be amazing.
This would actually be a fitting way for the fortress to fall... I like it.

Quote
It's so cleanly set up!

I love how it's set up! It's more ordered than any fort I've ever seen! THIS IS AMAZING!
...are you serious? :-\ Huh.  I blame Splint. :P Oh well, I guess we'll just have to wait til you start playing. Glad you like the layout.


I'm surprised you weren't dwarfed... I thought for sure you were. Won't it be funny if you start playing and realize, "Wait, I was dwarfed". The tradition continues...


What style of updates can we expect?




(EDIT: By the way, Hell can be safely invaded. Use the animal pit near the bottom, make sure you close the floor hatch in the ceiling past the door and drawbridge. Then station all marksdwarf squads behind the fortifications.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 07:06:22 am
Orderd? Have you SEEN the doors that lead to nothing and the remains of old entrances? :P

And yes, several dwarve shave infections and don't seem at all inconvienienced by it. Pokonic's dwarf either has sensory or motor nerve damage, Draignean and a few others have massive scarring which is making it seem like they're hurt worse than they really are.

The skinless frog has a way into the fortress, and will need to be eliminated or captured. Will post screenie of suspected entryway it used. It's dust is none lethal. It causes mild bleeding, dizziness, blacking out and heavy bruising but is otherwise harmless on its own..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 10:38:19 am
Rose became a macedwarf?
I thought she was training hammers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on August 21, 2012, 10:45:03 am
Sus III:s Journal

So, I'm down at the forges today, tossing some magny old xsockxs and what-have-you into the purging Blood of the Mountains. On my way up, I'm almost bowled over by this stranger in an odd-looking armour, carrying some sort of foreign weapon and romping about like he owns the place. As I'm about to leave and go about my business, he shouts after me: "Hey, you!" -I turn my head- "Have you seen anybody else down here? An elf girl maybe?"

I furrow my brow and look at him like he's a madman. "Now why would there be an elf here, smack in the middle of a Dwarven fortress? As far as I know, they don't come further down than the depot outside at most."
"She's a spy, you see... Very dangerous. We were told she would be down here. It is important that we detain her for questioning."
He speaks Dwarven with a strange accent I don't think I've heard before. His tone, however - one of a condescending and insincere politeness - tells me all I need to know about him. This -like his two companions rushing down the stairs behind him - is a man who is used to dispensing summary "justice" at the point of a pike, or whatever that thing in his hands might be. A bloodhound. Mercenary, perhaps, in the employ of some powerful warlord.

I put on my stupid face. I'm remarkably good at convincing people I'm not worth wasting their time on, if need be. "Now, why would a commoner like me know anything about some spies or whatnot? I'm no elf, I'm sure you can see. Maybe you should go ask Reudh; he runs the show these days I'm told. Or maybe Splint, he was the boss till this spring."
Just because his superior attitude is starting to annoy me, I throw in a little barb: "Or, I don't know, maybe you should ask Fischer. Though if your little thief's met with Fischer, I don't know if there's much of her left for you to question; most suspicious things come this way end up as ornaments on Fischer's pike."

The stranger's smug confidence cracks ever so little. I fake a cough to hide my smirk. "Anyways, I'm off to stuff my gullet. Good day to you." With that, I trot off up the staircase, not waiting for an answer. One of the mercenaries mutters something under his breath about "bloody savages"; usually that would earn him a broken rib or three, but there's three of them with those mean-looking weapons and they look like they need little reason to use them.

Frankly, dear Diary, Fischer scares even me a little. She is, you know, different somehow from the rest of us. I mean, us regular 'dorfs, we just do what we're told (well, exceptin' of course whoever is the Overseer at the time and that strange Mr Frog fella; he seems to do whatever he pleases around here). Anyway, most of us just want to get through the day without being torn to bloody shreds or turned into something unnatural. Not Fischer; come the first sign of trouble, she's already stabbed it through three different body parts and bashed its teeth out. I figure maybe she takes every attack on Spearbreakers personally or something. That or she just plain likes killing stuff. Either way, I'm glad she's on our side; I'd hate to be staring at the business end of her pike, though I probably wouldn't be doing so for too long...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 10:54:56 am
I mentioned this already. I thought she was a hammerdwarf. Turns out she wasn't but I left it alone since you were insistant she be given a proper posting rather than being relgated to hauler duty. She has enough other skills to make her a decent enough teacher.

E: Ninja'd by Sus, with a few humerous remarks in there making me lol.

I won't lie, I'm considering writing a story where Fischer messes up the mercenaries (there's bound to be more hunting V, those three just happened to be caught chasing a fortress resident around.)

And now, a choppy rushed story detailing how Ecem, Bugi, Aret, and Koth became Ballpoint Tech. contractors.

Spoiler (click to show/hide)

Pardon the suckage, spelling errors and what not. I just felt the need to write something and this sprung to mind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 21, 2012, 01:07:50 pm
who do you clean a lung infection? make them drink soapy water while hiccuping?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 01:13:03 pm
Awesome posts, Sus, Splint! :D I'm working on finishing the second half of the Vanya chapter, hopefully later today - just need Hanslanda on to check what I have. And Splint, your story post didn't actually contain "suckage"... If I understand right, you mentioned scythods at one point (and possibly seqiv). Now I feel called to post a sort of scythod pic... :P

This was drawn much, much earlier this year... I just edited it, that's all. Black parts are the edit. Oh, and I took out the eyes. (it was determined that they made no sense.)
Spoiler (click to show/hide)

ninja'd.
who do you clean a lung infection? make them drink soapy water while hiccuping?
I lol'd.
Actually, Aseaheru, I imagine that in the Spearbreakers hospital, they start by putting the dwarf in traction, and then remove their legs. That's just the first step.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 01:39:19 pm
That's oddly how I imagine them being shaped. And what it said was "Hurry boy!" To which the human responded to it to at least talk to him in standard if not dwarven. I imagine them having very grating/annoying voices when they speak english for some reason.

I imagined them funnily enough with one set of sything limbs and one set of regular limbs which ended in two claw like fingers and a thumb (or an analgue thereof so they can wield weapons. Afterall, they aren't tyrandids so they won't be able to get far with just natural weapons.) I also decided to at least float the Ballpoint has a minority of other creatures in it's security Corperation.

Since I was never told anything about them other than them being mantids from space I just assumed they'd gotten here on thier own, possibly fleeing the Seqivet after you told us about them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 21, 2012, 01:44:35 pm

ninja'd.
who do you clean a lung infection? make them drink soapy water while hiccuping?
I lol'd.
Actually, Aseaheru, I imagine that in the Spearbreakers hospital, they start by putting the dwarf in traction, and then remove their legs. That's just the first step.
[/quote]

no, honestly. how do you clean a lung infection? do you cut open the chest then wash it or what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 02:27:30 pm
An infection is an infection It'll either kill the dwarf or it won't. No treatment for it unless it causes necrosis, which can be treated by having the damaged tissue removed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 02:55:35 pm
Actually, not true. If soap is used when cleaning wounds, or after surgery, the chance of a dwarf getting an infection is dramatically decreased. Outside of hospitals it's practically worthless, though, except for a happy thought: "Took a soapy bath recently". (though they do get cleaner from a soapy bath than a regular one.)

For lungs... I guess the dwarf either fights it off naturally (very rare, in my experience) or he's screwed.


For the Ballpoint language, I imagined it had to be dwarven by default. Otherwise, how did Vanya speak to Bugi and the other Ballpoint soldiers/guards?
But yeah, I imagine a scythod's dwarven would sound very harsh and grating. With a bit of a hiss to it all, possibly.

I can't wait for Toady's new updates... when that happens, scythods will be able to quad-wield... they'll be practically unstoppable except by skilled dwarves.
(by the way, if you haven't played as a scythod in adventurer mode, you should - it's as fun as playing as manamaids)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 03:09:34 pm
Languages of Ballpoint Technologies

Standard: For us, this would be english. Since it's clearly everyone's second language (since everyone can communicate it is abstracted as a second language in-game, otherwise anything humans said to a dwarven adventurer would be completely incomprehensible, as would goblins threatening you,) it's handy to know. This is the sole language of most Equus and some Humans from certain pocket dimensions/iterations. Used mostly for communication with creatures that have difficulty speaking/ flat out don't know any dwarven and for negotiations with potential clients. I imagine this would also sound rather jarring coming from a Sythod, if not making them seem downright scary.

Dwarven: The  usual language of the the contractors, at least in combat and when concerning thier employers. This also indicates most contractors know a minimum of three languages, with this, standard and thier mother tongue. Dwarven is probably thier default when they speak to anyone while at Corperate HQ just out of courtesy unless they know that person knows thier own language.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 04:39:41 pm
Naw, i meant, the way he said it, it sounded like she was getting MORE mace training.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 04:45:16 pm
Oh no. She's using a hammer made of depleted uranium just like Splint, Crusher, and Thumper.


EDIT:
Spoiler (click to show/hide)

Not much, but I wanted to update the timewar properly a bit. Bonus points if you know who the dead friend is. Hint: Hans cut the poor bastard open with his buzzhammer. Once more, pardon the bad grammar and such, and before you say "dialogue tags" Mr Frog, it's easy enough to follow who is saying what. Because I know how you tend to roll with my writings with that being the main issue you have with them. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 21, 2012, 08:12:16 pm
Ah, poor Halion. You had a date all set up and everything!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 08:13:30 pm
Warning: off topic
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 21, 2012, 08:14:44 pm
Warning: off topic
Spoiler (click to show/hide)

Wat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 08:16:20 pm
I was about to spray for crickets cause it's been so quiet in here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 08:26:35 pm
Warning: off topic
Spoiler (click to show/hide)

Wat.
Yeeeup.
I so proud of her. The mayor and the council had a ceremony, she got a plaque, and her name is on the calendar. Apparently, she did a good enough job representing the town at a golf tournament that she got a day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 21, 2012, 08:29:08 pm
I don't even...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 08:29:45 pm
Not much, but I wanted to update the timewar properly a bit. Bonus points if you know who the dead friend is. Hint: Hans cut the poor bastard open with his buzzhammer. Once more, pardon the bad grammar and such, and before you say "dialogue tags" Mr Frog, it's easy enough to follow who is saying what. Because I know how you tend to roll with my writings with that being the main issue you have with them. :P
Haha, Halion... Wait, does that mean Halion was one of their friends? More interesting continuity arises... And I was about to say something about the "dialogue tags" on the one with the Scythods, but I thought better of it. :P


Spoiler: off topic (click to show/hide)
edit: ninja'd. nevermind.

ninja'd twice.   And Hans apparently shares my thoughts. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 21, 2012, 08:30:51 pm
Spoiler: Off topic (click to show/hide)


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 08:31:14 pm
Well if you and hans feel like joining me and Corai in tinychat you know how to get there. Twas depressingly quiet, so.... Yeah.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 08:32:35 pm
Right-o, my good sir. *commences swimming*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 08:34:38 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 21, 2012, 08:40:33 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 10:24:51 pm
(http://i46.tinypic.com/15dknf5.png)

The hypothetical Spawn of Fischer. It really shoudln't be able to walk but eldritch abominations find a way. One arm is elongated and the fingers immobile, functioning similar to Fischer's pike. It also has many jagged teeth filling its mouth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 10:57:21 pm
Might wanna hold off on finalizing the appearance until we know fischer's final fate. Thus we can incorporate more symbolism.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 11:06:08 pm
It was a hypothetical dipshit. There's no way in hell I'm including an SoF race in a sequel. The Sequivet will be bad enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 11:15:56 pm
Not what i meant, dude, calm down. I just meant that some of the spawn's design came from the injuries inflicted to skeleton HD. Her arms were chopped off, and she was bisected from head to waist. Something similar might happen to fischer.
EDIT: As for not making them for the sequel, i might make them just as a standalone thing, now that i have the modding instructions from the wiki.
EDIT 2: Strikethroughs on this forum show up as bright red underlines, attracting extra attention.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 11:21:05 pm
I based it on her use of the pike (pikeshaped arm) and her habit of biting things (jagged teeth stuffed in a proportionally normal head.) The legs are because of the randoms spurts of ludicrous speed. And the dipshit was struckthgrough. I dunno I seem irritable tonight, sorry. And I just wanted to do something hypothetical.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 11:25:28 pm
I wasn't criticizing your art (i can't even see it from the phone) nor was i saying your symbolism was off. I just wanted to say that more things will happen, meaning more symbolysm in her own spawn may be called for, so don't fall in love with this first design.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 11:27:26 pm
Read the word hypothetical. No way would this be a finality I just wanted to draw and now my briain won't cooperate with the rest of me to draw something else at the moment. So I'm a little irritable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 11:35:35 pm
Well, this should cheer you up: splint jester of armok has the highest votes, so you get to draw your character next.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 11:36:51 pm
How the hell did that happen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 11:51:15 pm
Because you're our fearless leader, and we wanna see how you interpret yourself in a drawing? That was my reason to vote.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 21, 2012, 11:54:54 pm
Fearless my ass. I scared Paintbrush away and flip shit at the drop of a hat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 21, 2012, 11:59:59 pm
How does that disqualify the fearless part?

Warning: off topic
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 03:19:30 am
Yeah I was going to say. You seem more like the Deadpan Snarker type than the cowardly type.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 22, 2012, 03:42:23 am
If Splint's the Deadpan Snarker, then what am I?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 04:04:04 am
This is more Splint than Splint's character.

What I know of you is that you're pretty hard to piss off, but I don't know you very well. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 05:01:48 am
Ah... Splint dashed into my room and told me I was the overseer now. Me. Reudh. Lord Reudh. I don't really know how to run such a huge fort... but dear me I must try! I WILL RULE SPEARBREAKERS WITH AN IRON FIST!

...And Splint has left me with a mountain of paperwork.

I found something interesting. Four years ago, an army dwarf by the name of Dicer murdered Rolf, a mechanic. I called Dicer to my room to ask why; she was very evasive... and as she is an integral part of Fischer's squad I do not think I should convict her. Spearbreakers needs every dwarf and she-dwarf it can muster if it needs to survive, and jailing a High Master Hammerdwarf would be foolish in the extreme. I let Dicer know that she is pardoned for now, but if she kills another dwarf, I will treat her like any other criminal and convict her accordingly.

IMG HERE OF DICER'S COLD CASE

As Dicer left my office, Splint popped his head back in.
"Oh, Reudh," he asked.
"Lord Reudh, that is to you!" I retorted.
"Reudh, seeing as how you're the overseer and I'm the mayor... could you make a backpack for me? I like backpacks."
"...Do I have to?"

Splint grinned widely. "Oh yes. I'm a noble. If I don't get my way, dwarves get hurt or incarcerated. Of course, we can never have too many backpacks. Good for the fighters if they can eat and drink on the go."

I considered for a moment before granting his mandate. It would not do to make an enemy of Splint.




Continuing my paperwork, I found that we are running low on meat as compared to the other foodstuff. While we have above two thousand usable plants, we have only have 700 or so units of meat, enough for 100 dwarves for about a year if they exclusively feed on it.
To this effect, I have ordered the death of approximately eight lambs. This should provide a decent amount.

Regarding the animals, when Rodge completes the war training of the Giant Emus (fearsome beasts they are, like nothing I've ever seen), Fischer's squad shall get an emu each as guards.



The notes on our machinery pleases me.

For the most part, an overseer called Mitchewawa has labelled each lever with extensive information about what they do; I shall find this most useful when the inevitable sieges come.
IMG OF MITCH LABEL




Fischer actually let her guard down for a second! While I've heard of her martial prowess, and equally so Draignean's, Draignean managed to move so quickly that Fischer actually (apparently, I did not see this, I heard this from reports) looked shocked!

I will keep an eye on this "Draignean" from now on, if he is so powerful as to shock Fischer.


Apparently, reports, they 'tangled together'. Perhaps something is going on there! Gossip in Spearbreakers? No, who'd've thunk it...?
(http://i.imgur.com/Kh0Hp.png)



(URG, my internet is not allowing uploads at the moment. I'll get the three images later.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 22, 2012, 05:22:27 am
Quote
(http://i.imgur.com/Kh0Hp.png)

I think I've have enough drinks for tonight. I just read that FISCHER got bested by a redshirt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 05:44:48 am
NO mere redshirt, this was Draignean.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 06:54:08 am
Short update again:


A turkey was found dead, right next to a former dwarf, now spawn, Ashsaber's pet peahen. Is the peahen in league with the spawn?



Keeping an eye on the various uninvited guests, I was just about to mobilise the marksdwarf squad to deal with Ugeth, the flaming humanoid forgotten beast, when I found that Ugeth stopped moving. Just.... stopped. No movement. No means to attack.

It seems that Ugeth has gotten itself stuck on a towercap! The great flaming beasts sits precariously on top of the huge mushroom.

Reports claim that while Ugeth is composed of flame, it looks unable to use the flame outside of stepping on things. I intend to imprison it, then use it as an execution pit.

This may be interesting.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 22, 2012, 07:07:04 am
Awesome update, Reudh! :D And I'm guessing that Draignean is apparently badass too, if he can tangle with Fischer... lol at the "cutely". :P

Just in case you missed it - try not to kill the skinless toad. It looks like you were already planning on killing off Ugeth, though I did ask you not to... :P I'm guessing you missed it - oh well, no real harm done. For future reference, Spearbreakers dwarves like adopting forgotten beasts as pets. They see them as cute and helpless in comparison to themselves. The main annoyance is housebreaking them.


Vanya's Journal, Chapter 21, Part 2
(For clarity's sake, this takes place around 3/4 of the way through Splint's reign.)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 07:25:32 am
Ugeth had very nearly made it up to one of the cavern entrances. Hence why I thought it needed to be dealt with; but it's now immobilised itself, so I'm leaving it be.

I imagine it sitting there crying flame, crying out "I WON'T GO TO SPEARBREAKERS, MUM! YOU CAN'T MAKE ME!" while perched precariously on a huge mushroom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 07:51:26 am
I was wondering why it wasn't going inside. There's a waterway the frog can use to enter the fortress, and I advise closing it up. I personally authorize, if only for convienience sake, just capping it with an obsidian plug with DFhack. It can be ripped out and replaced with a coke wall or something later, that's what I did my my Alternate timeline because there's some kind of pterosaur roaming around too that shoots webs I think.

Also, you've portrayed Splint as somewhat out of character. Storywise He's at worst kinda.... slipping upstairs. He'd never activly threaten to hurt or imprison dwarves unless he felt them a security risk. The backpacks I just kinda see as him picking  a number out of a hat and throwing a dart at a bunch of stuff on a dartboard to see what gets made in his mandates. :P

And Draignean knocking Fischer down is a fairly common occurance, since he was one of her first troops, he's nearly as well trained as she is, but he's got a narcisism stream several hundred miles wide.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 22, 2012, 08:08:57 am
And Draignean knocking Fischer down is a fairly common occurance, since he was one of her first troops, he's nearly as well trained as she is, but he's got a narcisism stream several hundred miles wide.
"Not only am I looking good today, but you've got a job to do! You can go away so I can bask in the glory of being me."



As always, I'm pretty opposed to cheating in any form, but Splint's word is law...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 08:16:12 am
I just capped it with coke, but there was an opening near ugeth and it freaks me out haiving that thin near an entrance. SO I capped that one with DFHack. I'll admit to what I did where.

Entry near Ugeth: DF Hack plug. A dwarf wouldn't build the stupid cap and I was paranoid.
Fastdwarf: During initial clean-up work. Gave up and got the OK to autodump the piles of shit everywhere.
coal-bed-chiney...thing: To save FPS I put the damned thing out and plugged it up with obsidian for good measure. That thing was hurting FPS as badly as fliers do.
Stausic's corpse: Just dumped water on his body to allow burial, explained as a few dorfs putting him out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 22, 2012, 09:51:59 am
Fischer/Draignean?  I don't see that one working out.

Draignean: I'm the greatest military genius EVER!
Fischer: [punches Draignean in the face]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 22, 2012, 09:57:16 am
Fischer/Draignean?  I don't see that one working out.

Draignean: I'm the greatest military genius EVER!
Fischer: [punches Draignean in the face]
Draignean: She likes me! I knew it! What a great - painful - show of camaraderie!
Fischer: [punches Draignean in the face again]
Draignean: And again! All on account of my stunning good looks and brilliant intellect.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 09:58:05 am
I think third times the charm will end in some martial dentistry being practiced.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 22, 2012, 10:06:40 am
I think third times the charm will end in some martial dentistry being practiced.

I assumed that would be the case for the first time.  By the fourth, Draignean probably won't have any teeth left.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 22, 2012, 10:43:21 am
by the third... she will use her spear...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 22, 2012, 01:23:56 pm
 :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 22, 2012, 01:43:23 pm
It's official:  Dragnean has a crush on Fischer, thinks she has a crush on him, or both.  This not end well.  (now if only I could incorporate something about the other kind of crush happening.  Alas, nothing I could think up of sounded right)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 22, 2012, 04:53:47 pm
I noticed reudhs update didn't include an dates of any kind. Perhaps you could at least inform us the start and end date of updates?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 22, 2012, 04:56:17 pm
Not sure of the dates, but this is from the start of Granite to about halfway through Granite. So I'm 1/24th of the way through my turn. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 22, 2012, 04:59:02 pm
It's official:  Dragnean has a crush on Fischer, thinks she has a crush on him, or both.  This not end well.  (now if only I could incorporate something about the other kind of crush happening.  Alas, nothing I could think up of sounded right)

"I know I am great Fischer! You must not tell me. But if you wish, do so."

"... Why is this bitch not dead yet?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 05:00:06 pm
Because his face, while smug, is made of iron.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 22, 2012, 05:53:42 pm
It might have something to do with how, during Dragnean's reign as overseer, a punch in the face became the Spearbreakers salute.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 22, 2012, 08:00:31 pm
"hi there!"
*PUNCH*
"ow! what was that for?"
 "being my commanding officer sir!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 22, 2012, 08:07:31 pm
Because his face, while smug, is made of iron.
But her fists are made of steel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 22, 2012, 08:10:04 pm
Because his face, while smug, is made of iron.
But her fists are made of steel.

But his face is hardened by being punched on a daily basis.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 22, 2012, 08:50:23 pm
after all, unless they are in combat, every time a dwarf sees him they have to salute. by punching. and, of course, getting punched.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 08:53:21 pm
I would imagine most of the time Draignean gets knocked on his ass before he can "salute" back.

EDIT: As I have a nigh insatiable administrative lust, I have begun planning for a game based around slightly modded DF humans. The general theme will be heavily a roman one though (modded roman legion gear has been included, as has a few other things to help the humans survive having 90% of the world's races out to kill them.) I'm posting this here as those of us most heavily involved with the planning need some more feedback and general ideas and whatnot.

http://tinychat.com/DwarfFortress

Just use your Bay12 name or some kind of shorthand of it so we'll know who you are.

EDIT II: WARNING. YOU MAY COME IN DURING MUSIC PLAYING, MAY CAUSE EARRAPE. YOU HAVE BEEN WARNED.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 22, 2012, 10:48:24 pm
Does tinychat work on a wii?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 22, 2012, 10:51:59 pm
No idea to be honest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 23, 2012, 12:31:16 am
I've been trying to come up with some sort of small side story to make up for letting everyone down so horribly with the Eris plot, but I can't think of anything worth pursuing that wouldn't come into conflict with any of the existing plots*.

Would anyone object if I did a plot more-or-less unrelated to the current Ballpoint/Parasol/Eris thing? I don't actually have any ideas at the moment (so no promises), but I think it'd be a lot safer to keep my plotline(s) seperate from the others.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 12:32:26 am
Do as you will man. It's been quiet without ya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 23, 2012, 12:34:03 am
I've been trying to come up with some sort of small side story to make up for letting everyone down so horribly with the Eris plot, but I can't think of anything worth pursuing that wouldn't come into conflict with any of the existing plots*.

Would anyone object if I did a plot more-or-less unrelated to the current Ballpoint/Parasol/Eris thing? I don't actually have any ideas at the moment (so no promises), but I think it'd be a lot safer to keep my plotline(s) seperate from the others.


Go for it, I assuredly have no objections. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 02:05:48 am
(http://i45.tinypic.com/282n66h.png)

Dorf!Splint's namesake, The Overseer. Included is a simple rendition of the Sewaturet Self-Defense Army's emblem. The coat is a simple dress coat, his justification being he always want to be wearing something nice when he meets his makers. This has gotten him killed many many times, but, like all other jesters he can "walk it off," though he'll always need a new jacket and be sore for a few days afterwards.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 06:42:53 am
This has gotten him killed many many times, but, like all other jesters he can "walk it off," though he'll always need a new jacket and be sore for a few days afterwards.
"They killed Splint!"
"Those bastards!"


Somehow I can imagine him in a heavy metal band... :P    Still, Dorf!Splint's namesake looks cool. How did Dorf!Splint's parents know about him, by the way, if he's from a different dimension?

I would imagine most of the time Draignean gets knocked on his ass before he can "salute" back.
Would Draignean really ever salute back anyway?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 06:51:15 am
He probably throws a proud "salute" that utterly misses the mark or fails to damage, because non-combat Draignean is hopeless. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 06:59:19 am
This has gotten him killed many many times, but, like all other jesters he can "walk it off," though he'll always need a new jacket and be sore for a few days afterwards.
"They killed Splint!"
"Those bastards!"


Somehow I can imagine him in a heavy metal band... :P    Still, Dorf!Splint's namesake looks cool. How did Dorf!Splint's parents know about him, by the way, if he's from a different dimension?



He's an entity from the legends of many long dead worlds, and while unknown accross the great sea in Everoc, here is every bit as entrenched in many cultures' past as the enemies of the inlands on the current continent.

As far as the metal band bit.... Who mentioned Vomit Colossus? That sounds like a good name....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 10:35:10 am
Vomit Collosus was me.

"xahnel flicks the vomit collosus.
The vomit collosus explodes into ludicrous gibs!
Xahnel has become nauseated!"

That's the gist of the quote. It was back when i was arguing for halen's presence.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 11:25:45 am
By the way, Reudh? If you do invade hell... never attack the demons with anything but archers. Ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 05:12:18 pm
Bump. *growls* This was three spots away from being on the second page. Wake up, people.


On that note, a short story.



Spoiler: A Wanderer's Tale (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 05:17:04 pm
Oh god. Poor bastard...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 05:55:48 pm
By the way, Reudh? If you do invade hell... never attack the demons with anything but archers. Ever.

I inspected them rather sanely and found most of them are the explosive type, mainly fire. :P

Moral of the story: Reudh is sane and looks at demons before planning anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 06:18:18 pm
...how? I thought they were mainly shadow demons with shells. Capable of knocking dwarves backwards against walls with their punches.

Glad that Reudh is sane, though. Then again, the last few overseers have been, too... >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 06:25:57 pm
Very nice yet again, Talvieno.

Rose and splint? Is that what the gossip mill thinks?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 06:32:17 pm
Thanks, Xahnel. :) And yeah, I figured that most of Spearbreakers would assume that Splint and Rose were "together", with how Splint promoted her so quickly, even when he was whacking her. Whether Splint likes her or not, I cannot say... though I have a feeling that Splint is far too attached to his beloved Stova to give Rose anything more than a passing glance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 06:51:17 pm
To be honest, i considered splint, but i had the same thought, too in love with stova to consider it. Though Rose herself would treat the suggestion as an unobtainable fantasy.
"splint? And me? Never gonna happen. He'd never go for it."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 06:54:38 pm
Rose probably whiles away her hours dreaming of 'what if'. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 07:00:24 pm
Daydreaming about splint, hmm? Shall i work that into the next journal?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 07:12:01 pm
Ooh, maybe there could be a love quadrangle. <dwarf> -> Rose -> Splint -> Stova.

Juicy~
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 07:15:58 pm
...
Parabola of mystery.
/stupidreference
EDIT: Since it was your idea, reudh
Reudh->rose->splint->stova.

How's that work for you? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 23, 2012, 07:28:46 pm
Ooh, maybe there could be a love quadrangle. <dwarf> -> Rose -> Splint -> Stova.

Juicy~
I don't like it. Not enough fire.

On the subject of fire, I've decided to get around Splint's ban of weaponizing magma by modding in flamethrowers. :)

Okay, not really, but I have been thinking about such a mod.  I've come up with the following things:
-Due to the problems of their being no appropriate weapon skill and the likely results of dwarves getting into training matches with them, I decided they'll be siege engines like catapults and ballistas.  To compensate for being immobile, They will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 squares long).
-Not sure what they'll use as ammo, but probably oil.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 07:43:37 pm
...
Parabola of mystery.
/stupidreference
EDIT: Since it was your idea, reudh
Reudh->rose->splint->stova.

How's that work for you? :P

Sure, why not? I'll work it into my next update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 07:53:10 pm
Ooh, maybe there could be a love quadrangle. <dwarf> -> Rose -> Splint -> Stova.

Juicy~
I don't like it. Not enough fire.

On the subject of fire, I've decided to get around Splint's ban of weaponizing magma by modding in flamethrowers. :)

Okay, not really, but I have been thinking about such a mod.  I've come up with the following things:
-Due to the problems of their being no appropriate weapon skill and the likely results of dwarves getting into training matches with them, I decided they'll be siege engines like catapults and ballistas.  To compensate for being immobile, They will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 squares long).
-Not sure what they'll use as ammo, but probably oil.
Um... Just how exactly do you plan on doing this in the raws? Or are you considering modifying the program itself? For starters, there's not any oil... :P There IS a way to make "flamethrowers", but it involves modifying the dwarves themselves to give them the ability to cast fire. and trust me, you DON'T want to do that. Dwarves aren't fireproof. But if you did want that, this is what you'd do:

1. Create a new special type of stone that turns to vapor when mined. This is possible. Let's call it "flamestone" for now.
2. Cause flamestone's vapor form to transmit a syndrome when inhaled. This is also possible.
3. Design the flamestone syndrome to grant the dwarf the ability to cast streams of flames from their hands constantly. Last I checked, the dwarf has to be either fireproof from the start or they're screwed. Magma imp leather armor is worthless, regardless of what rumors you may have heard. If you want the casters to keep from catching fire, mod the dwarf files. Even then, good luck with not setting your fortress on fire.
4. Have your dwarf mine out the flamestone. The dwarf may inhale the vapor, and it may not - with about a 33% success rate, in my experience. If it works, congratulations - you have your flame powers. It's not a flame thrower, but it's as close as you can get.


And what happened to Talvi being part of the whole Rose liking people thing? I was waiting for your next update. Talvi wouldn't write about Rose's crush unless it was obvious to her. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 07:53:12 pm
Don't forget her pimp slap if lord reudh comes on too strong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 07:54:06 pm
I think we just ninja'd the internet a second time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 23, 2012, 07:55:11 pm
I think we just ninja'd the internet a second time.

Nah, the internet just gave up on trying to post before us so it quit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 07:56:54 pm
What the hell did I miss? I was picking up my books for school.

Also

Reudh: Our demons won't explode but they will fall apart rather spectacularly under a hail of +bone bolts+. The marks dwarves will need to be on the fortifications due to low skill and need lots of ammo, but they can only dodge so many bolts at once.

And quit ninjaing me you bastards!

EDIT: I'll also humor the rumor mill. What can I say, I like redheads (I got the drawing stashed in case I need to draw her for anything in my DF art folder. That's the only reason I remember her hair color.) :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 23, 2012, 08:10:31 pm
Um... Just how exactly do you plan on doing this in the raws? Or are you considering modifying the program itself? For starters, there's not any oil... :P There IS a way to make "flamethrowers", but it involves modifying the dwarves themselves to give them the ability to cast fire. and trust me, you DON'T want to do that. Dwarves aren't fireproof. But if you did want that, this is what you'd do:

1. Create a new special type of stone that turns to vapor when mined. This is possible. Let's call it "flamestone" for now.
2. Cause flamestone's vapor form to transmit a syndrome when inhaled. This is also possible.
3. Design the flamestone syndrome to grant the dwarf the ability to cast streams of flames from their hands constantly. Last I checked, the dwarf has to be either fireproof from the start or they're screwed. Magma imp leather armor is worthless, regardless of what rumors you may have heard. If you want the casters to keep from catching fire, mod the dwarf files. Even then, good luck with not setting your fortress on fire.
4. Have your dwarf mine out the flamestone. The dwarf may inhale the vapor, and it may not - with about a 33% success rate, in my experience. If it works, congratulations - you have your flame powers. It's not a flame thrower, but it's as close as you can get.

I was hoping to wait until I learned modding in concerns of making this.  Also, by "oil" I meant like rocknut oil.  The whole thing about making them siege weapons was meant to counter-act the whole thing about dwarves not being fireproof.  I imagined it would work by spraying the oil, with some sort of interaction to set it on fire as soon as it leaves the flamethrower.  Still, if added in Spearbreakers 2 with all the other futuristic (for DF) weapons, I imagine it would be saved for clearing out necro hordes, as it will likely flush out the necros and leave behind little for them to reanimate (I think, can necros reanimate bodies if all the flesh has been burned away?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 23, 2012, 08:13:07 pm
If lit on fire anything but it seems spawn will eventually be completely incinerated.

However, in place of a proper syndrome things, I'm sure we could make some kind of boulder burst into flames upon contact with stuff. Or not. Fuck if I know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 08:20:40 pm
I thought talvi was gonna eventually reject rose?
Besides, no rule says you can't have two crushes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 23, 2012, 08:26:24 pm
As I recall, rock nut oil isn't particularly flammable, though the buckets that it's stored in are. (still not very useful to you. :P) Spinning blades can be simulated, but have no real counterpart in the raws. It's partially canon. Spraying liquids isn't possible with weaponry. :( Sad. I wish it was. The only thing that can be loaded into catapults are regular mined stones. Stones that have been mined can't do anything special. More sad. :(

And yes. Necros can animate bodies so long as they're not just single bones. As far as I know. Shoot, we saw hair trying to kill a dog at one point. Just the hair.


@Xahnel, yeah, that was true. I guess we could just say it went away or something, if you don't want to continue with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 23, 2012, 08:38:55 pm
heres a idea for Spearbreakers 2: a cloned copy of many of the great dwarves in spearbreakers. and post-apoc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 23, 2012, 08:39:27 pm
As I recall, rock nut oil isn't particularly flammable, though the buckets that it's stored in are. (still not very useful to you. :P) Spinning blades can be simulated, but have no real counterpart in the raws. It's partially canon. Spraying liquids isn't possible with weaponry. :( Sad. I wish it was. The only thing that can be loaded into catapults are regular mined stones. Stones that have been mined can't do anything special. More sad. :(

One could mod the oil to make it more flammable, or add some new plants that provide "proper" oil for it.  As for the whole thing about no spraying liquids, maybe it could be based off of a pump, but with much greater pressure?

And yes. Necros can animate bodies so long as they're not just single bones. As far as I know. Shoot, we saw hair trying to kill a dog at one point. Just the hair.

At least the hair would burn without leaving anything behind, right?  Also, won't skeletons be easier to break into parts too small to reanimate?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 23, 2012, 08:40:41 pm
@Talvi:

Any corpse piece that has a grasp or a head can be animated. The hair could be reanimated because some of it was once covering its owner's head.



PLOT IDEAS I'VE HAD SO FAR THAT ARE NOT COMPLETELY STUPID:


I think this is my least favourite part of writing :( Every idea I have seems stupid or contrived or generally-unworkable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 23, 2012, 08:44:05 pm
@Splint: what does this mean, "humor the rumor mill"? Might dorf!Splint decide to become available after all?
@Talvieno: honestly, i think Talvi still secretly likes Mr Frog...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on August 23, 2012, 09:16:05 pm
every time i see a character drawing my logic kicks in and they are four feet tall....

Fuck you brain...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 23, 2012, 09:19:07 pm
There could be an immolating ballista bolt. It works by existing in a solid form at room temperature, but liquifies or sublimates when embedded in a body, releasing a syndrome...

I remember trying to have an enemy that when it bit splattered 'molten inconflagravium' on the enemy, the hope was that because of its extremely high ambient temperature and [ENTERS_BLOOD] that it would cause massive tissue damage and hopefully catch alight.

This was back in 31.x before the material rewrite, so I had to make do with the bite being a venom that was a molten metal at 59,999U.

"Erregailor 1 bites Dwarf 1 in the left hand!"
"Erregailor 1 latches on firmly!"
"Inconflagravium splatters on the left hand!"
Code: [Select]
[MELTING_POINT:10000]
[MAT_FIXED_TEMP:59999]
[SOLID_DENSITY:10000]
[LIQUID_DENSITY:100]


...It never worked though.
I liked my little etymology though. Erregailor was a twisted translation of the basque verb 'To burn', and Inconflagravium was a portmanteau of 'incandescere' (I burn white hot), 'conflagro' (I am consumed by flame) and 'ium', the elemental suffix.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 23, 2012, 09:27:00 pm
Ooh, maybe there could be a love quadrangle. <dwarf> -> Rose -> Splint -> Stova.

Juicy~
I don't like it. Not enough fire.

On the subject of fire, I've decided to get around Splint's ban of weaponizing magma by modding in flamethrowers. :)

Okay, not really, but I have been thinking about such a mod.  I've come up with the following things:
-Due to the problems of their being no appropriate weapon skill and the likely results of dwarves getting into training matches with them, I decided they'll be siege engines like catapults and ballistas.  To compensate for being immobile, They will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 squares long).
-Not sure what they'll use as ammo, but probably oil.


So, real life hand held flamethrowers typically have a range of about a hundred feet. Movies totally fail when it comes to flamethrowers. Movies use propane to make the flame for a flamethrower, when flamethrowers spray napalm. Napalm is highly viscous and sticky. Way fucking scarier than propane, IMO. Anyway, good luck with that. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 23, 2012, 11:12:41 pm
They will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 squares long).


So, real life hand held flamethrowers typically have a range of about a hundred feet. Movies totally fail when it comes to flamethrowers. Movies use propane to make the flame for a flamethrower, when flamethrowers spray napalm. Napalm is highly viscous and sticky. Way fucking scarier than propane, IMO. Anyway, good luck with that. :D

I realize that flamethrowers are almost never depicted accurately.  I'm just basing range on what sounds good, but not so good that it makes it too easy.  Not to mention that we don't know just how large one tile is (in D&D, everything is done using 5'*5' squares.  If DF tiles are the same size, 20-30 squares would be 100-150 feet, definitely good compared to the range you gave for flamethrowers in real life).  Also, I don't know how one would make napalm in DF, I'm just using what's available.  Anyways, I don't think there would be much difference in the game between someone being on fire and them being covered in flaming petroleum jelly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 23, 2012, 11:18:50 pm
They will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 squares long).


So, real life hand held flamethrowers typically have a range of about a hundred feet. Movies totally fail when it comes to flamethrowers. Movies use propane to make the flame for a flamethrower, when flamethrowers spray napalm. Napalm is highly viscous and sticky. Way fucking scarier than propane, IMO. Anyway, good luck with that. :D

I realize that flamethrowers are almost never depicted accurately.  I'm just basing range on what sounds good, but not so good that it makes it too easy.  Not to mention that we don't know just how large one tile is (in D&D, everything is done using 5'*5' squares.  If DF tiles are the same size, 20-30 squares would be 100-150 feet, definitely good compared to the range you gave for flamethrowers in real life).  Also, I don't know how one would make napalm in DF, I'm just using what's available.  Anyways, I don't think there would be much difference in the game between someone being on fire and them being covered in flaming petroleum jelly.


... I salute your forethought, good sir. Also, have an internet.

+1 INTERNET
^(o.o)^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 06:13:31 am
@Mr Frog: I'm not sure how you could get the first one to work... But I kind of like the second one. It would have to be Eris that's paying off the necrotower, not anyone else - if it was Ballpoint or Parasol, it would be counterproductive. They're trying to keep Spearbreakers alive if possible (for now) - it keeps the Spawn from overrunning the place, and gives them somewhere to congregate around, like moths to flame. Or, rather, a raging fire, in our case.

@Hanslanda: The use of propane instead of napalm has always disappointed me. And they do it in games, too. It's rare you see a game with an accurate flamethrower... usually because they're just too freaking overpowered. :P

I'd always assumed the tiles were 10'x10'x10', or at the very least 8'x8'x8'. 5'3 raises the question of how humans fit inside without having to lay down... Plus, then the doorways would have to be around 4' high and that would make it difficult for even the dwarves themselves to get around (I imagine they're around 4.5' on average, given what the raws say).

I don't see how it's possible, but if you think you can manage to actually create an ingame flame weapon of any kind, go for it. I've never seen a mod like that, and frankly, I'd like to have it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 24, 2012, 06:24:00 am
Minor update:

Stibnite grew attached to his shield, Longland to his crossbow, and Draignean to his adamantine pike. :D

I'm constructing flooring to protect the entrance of Spearbreakers. Would it be terrible of me to use fastdwarf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 06:26:00 am
Yes it would be. :P Please don't fastdwarf... I think we've cheated more than enough already with multiple obsidian plugs and autodump.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 06:30:28 am
I personally don't care, so long as battles are fought at normal speed to keep the fight fair.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 24, 2012, 06:32:53 am
So that's a Don't and a Not Fussed. I don't think I'll fastdwarf to complete the building then.

Breaking news, Mitchewawa has entered a fey mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 06:34:53 am
I forgot what he is..... I wanna say either mason or bone carver, but I'm probably wrong.

Also, for the invasion of hell assign at least two dorfs to bone carving and begin culling the adult animals. The juvinile ones won't yeild much, if anything useable. Those bone bolts will knock the bastards apart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 06:35:05 am
Sigh... I had a feeling you'd pop in and say that... lol

The biggest problem with fastdwarf is that everything is affected by it - this includes training, production, skill leveling, everything. The second biggest problem with fastdwarf is what you're using it for - you can build five times as much with fastdwarf as you can without it. It's very, very obvious when someone uses fastdwarf to build with, because it's year 2 and they have walls that are 4 z's high outside. 


ninja'd twice.


edit: Careful with the animals. :P We really, really need more giant war emus, and we STILL don't have any nestboxes. lol
reedit.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 08:37:33 am
Hey, Splint, you didn't answer my question. What does "humor the rumor mill" mean?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 08:43:34 am
Hey, Splint, you didn't answer my question. What does "humor the rumor mill" mean?

As in I'll roll with whatever as far as characters being perceived as together or whatever the hell.


And I'll come clean, I used fastdwarf to build the roads outside when the fist was finished, simply because as far as I'm concerned, things that look like floors shouldn't be outside unless there's a roof ever them, hence the rough cobbles I used instead. It just took forever the slow way to move the boulders with FPS where it was. :\

EDIT: Also worse comes to worse we can always just order more giant emu from home.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 24, 2012, 08:47:52 am
First off, I'm going to create a new thread in the modding section for the whole flamethrower mod discussion.  I brought it up in the first place expecting people to just think of things like Spawn vs. flamethrowers, not a derail on just how I would make it work.  I'll post a link for those who want to discuss the mod once the thread is made.

On topic, just HOW does this fort still not have nestboxes?  In my forts, I usually have 25 (way more than I've yet to need, but at least I 'll have enough if I get more egg-layers) before the second dwarf caravan, and could get them made before the first if other things didn't take priority.  I know this fort has a thing for mugs, but is it too much to put making them on hold at ONE craftdwarf's workshop to churn out a few nestboxes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 08:51:45 am
... Nup, still confuzzled.

Does that mean you don't mind everyone THINKING thier together, or you don' mind them ACTUALLY being together? I wanna make sure i understand before anything gets written.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 08:54:57 am
... Nup, still confuzzled.

Does that mean you don't mind everyone THINKING thier together, or you don' mind them ACTUALLY being together? I wanna make sure i understand before anything gets written.

Either or. I'm fine with it regardless of whichever way it goes.

Off-topic: ANyone got any tips on dealing with seperation anxiety in dogs? This damned basset hound WILL NOT SHUT UP. And the source of the seperation anxiety is the front wall of the house because my dad is cleaning his truck.

@ James - I was expecting someone else to make them, and no-one ever did. I was busy dealing with other stuff so I never thought about it on my second turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 08:58:57 am
Personally, i would just start petting the dog. Try and get it to lay on it's back for a belly rub. Or throw a toy for it to chase.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:03:12 am
I do all that but as soon as I stop she starts whining at the door again. Oh well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 09:08:33 am
And I'll come clean, I used fastdwarf to build the roads outside when the fist was finished, simply because as far as I'm concerned, things that look like floors shouldn't be outside unless there's a roof ever them, hence the rough cobbles I used instead. It just took forever the slow way to move the boulders with FPS where it was. :\
I figured, but I didn't want to say anything until you confessed to it. It was kind of easy to see. I had a fastdwarf fort once, so I have a good idea of what it makes you capable of... And I still don't approve. :P I'm actually pretty displeased... If it was my succession fort, I'd be doing a ragequit about now. Or a savescum.


First off, I'm going to create a new thread in the modding section for the whole flamethrower mod discussion.  I brought it up in the first place expecting people to just think of things like Spawn vs. flamethrowers, not a derail on just how I would make it work.  I'll post a link for those who want to discuss the mod once the thread is made.
Ooohhhhhhhhhh, Spawn Vs Flamethrowers... Yeah, you're screwed. They'd go Sankis and kill you while on fucking fire. :D Seriously... for some odd reason, even immersing Holistic Spawn in magma does nothing more than give them bruises. They don't have fireproof tags of any kind, and they still manage that. They might not be so tough against legendary dwarves, but when it comes right down to it, they're tough as hell.

Which reminds me of this.
... The Spawn are tough as hell, but -- unfortunately -- 'tough as hell' is a finite value and thus not nearly enough to weather the zombies.

On the plus side, we now have an automated defense system that is literally mathematically-impossible for invaders to survive. Because Spearbreakers.

We don't have nestboxes because none of the overseers were fully competent.


Too many ninjas.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:15:29 am
Yeah well I got sufficently annoyed by the time it was taking. All the floors inside are actually tiled roads to keep trees from growing in the pathways and were done legit thanks to the mason shops all being stuffed with blocks on the levels the roads were needed.

Plus there was a massive drop in metal production while I built the fist, which I didn't notice untilw e almost ran out of iron. The fist being finished quickly rectified that. thank god that thing was more tall than truely massive and we had all those metalworkers. ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 24, 2012, 09:25:59 am
First off, I'm going to create a new thread in the modding section for the whole flamethrower mod discussion.  I brought it up in the first place expecting people to just think of things like Spawn vs. flamethrowers, not a derail on just how I would make it work.  I'll post a link for those who want to discuss the mod once the thread is made.
Ooohhhhhhhhhh, Spawn Vs Flamethrowers... Yeah, you're screwed. They'd go Sankis and kill you while on fucking fire. :D Seriously... for some odd reason, even immersing Holistic Spawn in magma does nothing more than give them bruises. They don't have fireproof tags of any kind, and they still manage that. They might not be so tough against legendary dwarves, but when it comes right down to it, they're tough as hell.

I remembered that, which is why I joked about modding them into the fort.  That is also why I said that if present in Spearbreakers 2, they should be reserved for undead hordes.  You didn't think the reason was fear they'd make fending off the spawn too easy, did you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:35:14 am
Spawn dont bleed and therefore wont die. Burning spawn cause FPS drop due to the huge plumes of smoke. Because I didn't want to pick a fight with the resident FBs and because the damned bed was dipped in magma, I had to completely seal that chimney thing, bed and all, with obsidian. When I did, there was a good jump by about 15 FPS.

As far as cheating goes, I look at it this way:

Spoiler (click to show/hide)

There, we now have the way I see it. if you don't like it, stick it where it fits, because I'm flexible about stuff and understand if people don't trust thier construction projects to other overseers. besides, it can lead to hilarity of workers walking through an ambush to finish designing a road and not caring. I actually thought five or more dwarves were going to die because of that. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 24, 2012, 11:12:25 am
I got the thread up, feel free to talk about how it could be done there.  http://www.bay12forums.com/smf/index.php?topic=115332.0 (http://www.bay12forums.com/smf/index.php?topic=115332.0)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 12:02:21 pm
I'm actually gonna have a journal out today! Yay!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 12:09:13 pm
And I'm gonna post my renition of Hans' dorf!

(http://i45.tinypic.com/spx4ys.png)

His beard has stains of midnight brandy, blood and dirt in it, and was at one point uncerimoniously trimmed by a spawn's claw in battle. Probably off in the extreme. I got lazy because honestly I just wanted to finish him :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 24, 2012, 12:16:42 pm
Hehe, I like it, but I'm also pretending the pick is going through his neck. :P Good though, all we need is someone else next to him for size comparison.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 02:34:10 pm
The next installment!

Spoiler (click to show/hide)

EDIT:
...
Has school affected so many people? Is no one on?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:32:03 pm
Not so much school so much as my sleep schedule being about 50 different kinds fo fucked up. I went to take nap earlier and just now woke up, Nice journal either way. a few bits made me laugh, which is always good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 09:43:48 pm
Yay, the eight hour silence streak is broken!

Notice how much of the jorunal is about splint in some manner? I didn't mean for it to happen that way.  Because thumper and crusher are apparently as interesting as dull rocks, he's the only person she has regular interaction with. Plus he was overseer, so, he was the one making the decisions... She doesn't have many freinds, does she?

So yeah, i just remembered, no one ever enswered my questions about cacti, like, do they exist, are they harvestable, and are they brewable?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 09:44:47 pm
So yeah, i just remembered, no one ever enswered my questions about cacti, like, do they exist, are they harvestable, and are they brewable?
No... no... and no. Well, unless you count saguarowood. which is a tree.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 24, 2012, 09:45:28 pm
So yeah, i just remembered, no one ever enswered my questions about cacti, like, do they exist, are they harvestable, and are they brewable?
No... no... and no. Well, unless you count saguarowood. which is a tree.

DAMN YOU NINJA, I was going to answer. *Pout*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:48:06 pm
So yeah, i just remembered, no one ever enswered my questions about cacti, like, do they exist, are they harvestable, and are they brewable?
No... no... and no. Well, unless you count saguarowood. which is a tree.

This, however it'd entirely be possible to mod in a dwarf-cactus plant of some kind that has brewable flesh to make cactus milk.

I deliberatly made Crusher and Thumper out to be fairly dull, though it's fairly obvious Crusher is a bit skiddish when it comes to things that aren't technically alive. Besides, the way I used them frees you guys to project upon or work together to decide upon how those two really are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 09:51:45 pm
How difficult is it to make plants, and if i make the raws for the cacti, can it be in number 2?

Possible story idea for 2: Armok, because he enjoyed our fort so much, returned our dwarves to life to make a new fort and entertain him further. This builds on a recent idea to have everyone in SB2 be a clone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 09:59:17 pm
..... That's kind of creepy and while I like afraid as to what that may lead to. And plant/drink modding is fairly easy, as there are a few drinks in this very succession that I made myself (Midnight Brandy, Redroot Ale, Kobold Brew, Golden Blaze and Emerald Whiskey.) I also added in grapes for the human game I'm going to start, along with normal wheat to help fit the quasi-roman theme.

OFF-TOPIC
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 24, 2012, 10:01:13 pm
OFF-TOPIC
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 10:04:03 pm
offtopic.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 24, 2012, 10:05:52 pm
OFF-TOPIC
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 10:07:31 pm
Spoiler (click to show/hide)

I'm working on Ecem's team on recon in Parasol. Spoiler alert for the beginning
Spoiler (click to show/hide)
if you get the game reference hidden in ther +10 internets for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 10:13:47 pm
If someone could pm me a sample plant, and a sample weapon (for the spawnbone scythes) i think i could write them.

As for a collaberation mod... Call it the spearbreakers special. Subtitle: if you haven't ragequit yet, we haven't done our job.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 24, 2012, 10:35:43 pm
If someone could pm me ... a sample weapon (for the spawnbone scythes) i think i could write [it].
Lol, I already did... I'll PM you the raws tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 24, 2012, 10:57:45 pm
Thanks Tal. That scythe you wrote, is it the normal one, or the one on the chain?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 24, 2012, 11:05:01 pm
It's be awesome to use a scythe or flail chain to strangle an enemy...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 25, 2012, 12:14:09 am
Note to self: Make Spawn Fortress a thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 12:16:26 am
I'm torn between thinking "awesome" and "how the hell would that even work."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 12:17:37 am
Note to self: Make Spawn Fortress a thing.


 :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 25, 2012, 12:19:46 am
I'm torn between thinking "awesome" and "how the hell would that even work."

You are required to use a hack to spawn with 200 spawn, each spawn must come nude and unarmed, you must embark on a city.

You are only allowed to use the corpses as food, only allowed butcher shops and carpenter(for beds)

That's how I see it would work. Basically "sieging" a city and using the corpses as food.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 25, 2012, 12:31:32 am
I don't think Spawn even need to eat...

The main object, I think, would be to build the biggest, most horrifying deathtrap possible for invading champions of justice to blunder through. You'd be getting sieges from 3-4 different races every year after a bit, so there'd be no shortage of noble warriors to impale upon the obsidian spikes of Holistic. Or lock inside the magma-powered washing machine of Holistic. Or...

Okay, so to avoid violating my own mandate regarding not discussing nonexistent mods, I'mma gonna shut up about this until I actually have something tangible to show everyone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 12:34:27 am
I would imagine they need to eat, but the rest is debatable....

I'm working on a jacked up mod now that seeks to make all the vanilla races playable with a few gimmick weapons, though kobolds aren't included there. I have no idea why I'm even doing it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 25, 2012, 12:38:45 am
Because it's a good idea, splint?

Also a good idea from Mr Frog. And that mandate was for TELLING the mod team what they should add to Spearbreakers 2, not discussing what you'd like to make.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 25, 2012, 12:46:58 am
Perhaps I misworded it, then... what I meant by it was 'don't waste time discussing something unless you know for sure exactly how to do it and can show us such, because there is a difference between developing a plan and fantasising ineffectually'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 12:47:45 am
We're allowed to day dream.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 25, 2012, 12:56:58 am
Well, if Splint says so, I suppose we are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 25, 2012, 01:04:19 am
Well, i'm going to sleep. Splint, the makers of niquil have taken the cold medicne out of niquil, leaving only the parts that make you sleepy. It's called zzz-quil and i suggest you look it up. Combine it with five hour energy to force yourself to hit a certian sleep pattern.i've done this kind of thing before, back when i was staying up til six am, and sleeping til four pm.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 01:07:06 am
It's variable for me. I just wanted to take my usual 3 hour nap, but I must've been sleepier than I thought is all. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 25, 2012, 03:01:21 am
Off topic, but I just have to post this.  In the fortress I'm currently playing, I just got a migrant wave.  Among the migrants, one brought along his pet GCS!  Would show you a pic, but I don't know how to take screenshots.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 25, 2012, 03:42:17 am
If you're on a Windows OS, probably the Print Screen button and then paste in an image editing program (Paint'll do)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 25, 2012, 04:14:38 am
If you're on a Windows OS, probably the Print Screen button and then paste in an image editing program (Paint'll do)

Alas, I use a mac.  On the bright side, I saved the game immediately to get a screenshot before the migrant status wears off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 25, 2012, 04:17:00 am
There definitely is a function to capture images on a Mac.

It's Command + Shift + 3. (?? What an odd keycombo.) Command + Shift + 4 takes a size that you select to be screenshotted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 25, 2012, 04:37:23 am
Okay, I now have taken the screenshots, but complete and total lack of experience has left me stuck on how to post them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 25, 2012, 05:30:20 am
Should be on your desktop. Go to Imgur (http://www.imgur.com), then when it's loaded click and drag the image onto Imgur's page. Start Upload, and it should appear on a new page when it's uploaded.

You want the BBCode link. It most likely would look something like ['img]www.imgur.com/J8x7c.png['/img], but without the ' marks. I just put them there as an escape character so the forum doesn't look for that image if it exists. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 05:32:25 am
Off-topic

Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 06:26:50 am
Thanks Tal. That scythe you wrote, is it the normal one, or the one on the chain?
It's the chainscythe. I guess you could do the regular spawnbone scythe. :P

As for a collaberation mod... ... Subtitle: if you haven't ragequit yet, we haven't done our job.
Missed this. love it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 06:28:30 am
Figuring out a world gen that permits so many races out to gut eachother is a pain in the ass.

EDIT: Still off-topic, but the world worked, and it seems with the sheer number of races in a state of perpetual war the modbolds finally have a thing that can block them: EVERYONE TRYING TO KILL YOU AND EVERYONE ELSE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 25, 2012, 07:05:20 am
Proof!
(http://imgur.com/aExv1,dmbXt#0)
(http://imgur.com/aExv1,dmbXt#1)

Did it work?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 07:07:38 am
Spoiler (click to show/hide)
Fixed. Now it did.


Booyah... very awesome. :P Spoilered so people don't think it's an update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 07:10:26 am
Off-Topic again:

Northern Sergal civ that may be daed has all kinds of cool shit for animals.... Time to see what the other races have. I'm not sure but I think there may be no badguy modbolds left in the world (The dwarves and humans pretty much dominate; I think they killed them all.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 07:22:27 am
not really off topic, but it still is, in a way:
(http://www.wetanz.com/assets/Uploads/vanhelsing.jpg)
This is kind of what I imagined Mr Frog to look like... with a few minor changes: he has a beard, of course, and he looks a little bit less Indiana Jones/Aragorn and a little bit more Dracula in my mind - but just a little bit. And of course he'd be belowground... and that would be a cloak, not an overcoat. Probably a couple feet shorter, too. Oh well. Still the same basic idea.

Really off-topic: I was disappointed by that movie.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 07:24:13 am
Oddly enough I too imagined him with a magazine fed crossbow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 25, 2012, 07:35:53 am
Spoiler (click to show/hide)
Fixed. Now it did.


Booyah... very awesome. :P Spoilered so people don't think it's an update.

Thanks

You'll also notice the first one image shows I have 3 cave crocs and 5 elk birds.  This is because I modded all forms of alligators/crocodiles, bears, and badgers to be trainable animals available on embark, and made drathas and elk birds choices of domestic animals.  Still, the tame GCS was a surprise I just had to show you.

Edit: Would you believe I just got another one!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 07:56:48 am
without exotics, dwravfes could show up with all kinds of shit for pets. Beware that it works both ways though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 25, 2012, 08:22:51 am
I think I just inadvertantly found a vampire. While inspecting various dwarves, I found 'Aira' standing on the bridge entrance to Spearbreakers. Inspecting her, she was listed as Zan, rather than Aira.

She has no ties more than passing acquaintance, and she's a definite vampire. No use besides being a professional lever puller. I'm thinkin' I should sentence her for Rolf's murder, despite her arriving AFTER Dicer killed him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 08:24:47 am
Ok  just hold on And look at the bottom of the OP. We have no vampires in the world PERIOD.

EDIT: Don't covict any soldiers of anything either, guilty or not. We need all the dorfs we can get to fight the enemies bearing down on us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 25, 2012, 08:44:16 am
I thought if their nicknames didn't come up in their thoughts list then they're a vampire. Weird...

Mitchewawa's mood's stalled. He's screaming for logs, so I'm cutting down some trees with Fischer's squad standing guard nearby.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 08:52:50 am
We have several dorfs who aren't showing up with thier nicks from time to time. Had a few dwarves shown by thier full dwarven name when they went funny in the head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 09:02:11 am
Almost positive it's because someone used Dwarf Therapist. You can't assign nicknames with it. They only half-take.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 09:04:00 am
I assigned all the names the old fashion way in-game when I did that stuff. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 09:08:10 am
Didn't say it was you. :P Mitch, at least, used Dwarf Therapist as well. ("as well" assuming you're saying you used it)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 09:12:19 am
Nah. i hardly ever use it unless there's a shitload of kids in the fort and I need them to pull thier wieght. Since kids aren't an issue for Spearbreakers I never even fired it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 01:02:26 pm
Well, i'm going to sleep. Splint, the makers of niquil have taken the cold medicne out of niquil, leaving only the parts that make you sleepy. It's called zzz-quil and i suggest you look it up. Combine it with five hour energy to force yourself to hit a certian sleep pattern.i've done this kind of thing before, back when i was staying up til six am, and sleeping til four pm.


Hi, professional drug addict here. This is extremely bad for you. :D Just saying. [/off-topic]


Also, I'm going to really try to post an update tonight when I get off work. I'm waaaay behind Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 25, 2012, 01:40:57 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 01:52:31 pm
I think he's saying mixing things like that isn't a good idea. Some people may suffer unintended side effects doing such things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 25, 2012, 04:54:58 pm
No, mixing them would be like using coffee to take a sleeping pill, but i wasn't suggesting mixing them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 05:01:36 pm
I'm fine at present, but barely. A liter of doctor pepper and enough monster energy drinks to kill a small dog (probably) are keeping me in a semi-functional state right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 25, 2012, 08:15:52 pm
Question: would a scythe count as an axe skill?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 08:52:51 pm
Hrm... I actually don't know... You swing it like an axe, it has a blade like a sword, and a pole like a spear... Still... you go through the same motions when bashing someone with the spear as you do swinging the scythe (or so I imagine, I may be horribly off), so I'd say spear... possibly...   ...or axe... Not sure at all...

Edit: still not sure, but it's not handled the way I thought it was: http://www.youtube.com/watch?v=gL2_chKPWjE (http://www.youtube.com/watch?v=gL2_chKPWjE)

I guess axe. But it's still not quite accurate. The scythe isn't really that efficient as a weapon, though, now that I look at it... This, on the other hand...
reedit: Better example. http://www.youtube.com/watch?v=f6h-hvf_ZII#t=12m36s (http://www.youtube.com/watch?v=f6h-hvf_ZII#t=12m36s)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 09:41:14 pm
Gee, what a fantastic day this has been.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 09:54:06 pm
Sorry to hear that, Hanslanda. :( (sarcasm sensors off the scale)    Anything that might make it better?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 09:57:44 pm
At this particular moment, I think I need to load up some Total War and slaughter thousands for a little while. I'm probably not going to get a update up tonight, sorry guys. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 25, 2012, 09:59:57 pm
At this particular moment, I think I need to load up some Total War and slaughter thousands for a little while. I'm probably not going to get a update up tonight, sorry guys. :/

>Have bad day

>DESTROY VIRTUAL PEOPLE

Best way to relieve stress ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 10:04:03 pm
At this particular moment, I think I need to load up some Total War and slaughter thousands for a little while. I'm probably not going to get a update up tonight, sorry guys. :/

>Have bad day

>DESTROY VIRTUAL PEOPLE

Best way to relieve stress ever.


>Loads up violent video game
>Can't kill enough people fast enough

DAMN YOU SKYRIM! I NEED MOAR SKULLS FOR THE SKULL THRONE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 25, 2012, 10:08:51 pm
At this particular moment, I think I need to load up some Total War and slaughter thousands for a little while. I'm probably not going to get a update up tonight, sorry guys. :/

>Have bad day

>DESTROY VIRTUAL PEOPLE

Best way to relieve stress ever.


>Loads up violent video game
>Can't kill enough people fast enough

DAMN YOU SKYRIM! I NEED MOAR SKULLS FOR THE SKULL THRONE!

>Talking about this
>Mr. Frog logs on

IT'S THE FROG, EVERYONE DIP!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 10:11:15 pm
Indeed. Sorry, I should have
Spoiler: off-topic (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 25, 2012, 10:14:27 pm
No, just have it have something to do with Spearbreakers. I imagine that killing Spearbreakers' zombies in a first-person mode, with guts and intestines and sweet, sweet gore flying everywhere would be an awesome way to relieve stress... And just be plain fun, too. I actually kind of wish I could do it. :( Just get set down right in the middle of the 300+ zombie siege and start hacking at everything...
repeatedly...
for all eternity...
necromancers are useful sometimes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 10:25:23 pm
On the subject of scythes it'd depend on how the blade is shaped. Halberds have all the same general sqalities, and use the axe skill, so if we have it set up as a war scythe instead of a harvester's scythe, the axe skill may be better suited.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 25, 2012, 10:26:18 pm
No, just have it have something to do with Spearbreakers. I imagine that killing Spearbreakers' zombies in a first-person mode, with guts and intestines and sweet, sweet gore flying everywhere would be an awesome way to relieve stress... And just be plain fun, too. I actually kind of wish I could do it. :( Just get set down right in the middle of the 300+ zombie siege and start hacking at everything...
repeatedly...
for all eternity...
necromancers are useful sometimes.


Fischer: The Game
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 25, 2012, 10:42:26 pm
No, just have it have something to do with Spearbreakers. I imagine that killing Spearbreakers' zombies in a first-person mode, with guts and intestines and sweet, sweet gore flying everywhere would be an awesome way to relieve stress... And just be plain fun, too. I actually kind of wish I could do it. :( Just get set down right in the middle of the 300+ zombie siege and start hacking at everything...
repeatedly...
for all eternity...
necromancers are useful sometimes.


Fischer: The Game

Rated I, or "illegal in all countries due to inhumane ways of torture, death and that creepy hospital."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 10:45:24 pm
Spearbreakers INC. is not liable for the injury of those who attempt to imitate martial denistry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 25, 2012, 11:52:57 pm
wow. i missed a bit.......


can we have repeating crossbows? in otherwords, a high level crossbow with a higher speed but with requirements for all sorts of things to make. like gears. and magazines. basically, a crossbow but with even HIGHER rates of fire.

and guns. i think guns will be fun.

and vault doors. i.e. special metal doors operating off mechanisms but without getting destroyed by trolls, both in game and R.L.

and ALL sorts of fun guff.

i vote there be spawn castes, with Mr Frog at the head or the making.
who else plays Mr Frog's mods?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 25, 2012, 11:56:57 pm
I've been busy trying to find the right blend of brutal and balanced with humans so I haven't really had the time to. Some of his stuff seems downright nasty at times though (the radiation mod he and Talvieno worked on spring to mind, or the Scythod.)

We do have guns planned (I've still got the raws somewhere for the weapon and ammo, if nothing else) but I have no idea if there's a way we can make the weapons fire munitions faster.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 26, 2012, 12:02:02 am
hmmmm.... more damage then? but i was talking about maej fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 12:05:02 am
I haven't really tried it yet, but I intend to. And as far as damage goes the railguns we have planned will do one of two things -

1. Shatter the bones of whatever it hits.
2. Hit the target center mass with enough force to propel it into a solid surface and explode into ludicrous gibs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 12:25:57 am
At this particular moment, I think I need to load up some Total War and slaughter thousands for a little while. I'm probably not going to get a update up tonight, sorry guys. :/

>Have bad day

>DESTROY VIRTUAL PEOPLE

Best way to relieve stress ever.


>Loads up violent video game
>Can't kill enough people fast enough

DAMN YOU SKYRIM! I NEED MOAR SKULLS FOR THE SKULL THRONE!

>Talking about this
>Mr. Frog logs on

IT'S THE FROG, EVERYONE DIP!

Graaagh. I just don't have the energy to browbeat everyone into behaving the way I want them to lately :-\ I still think it clogs the thread with useless crap that nobody cares about, and reflects poorly on y'all to boot, but I can't force y'all to agree with me or even care (at least not without expending disproportionate amounts of effort).

Rest assured, I still glow with fiery disapproval whenever y'all slip into Chatroom Mode. I'm just doing so silently for the time being.

I would like to point out that putting it in spoilers does not make it okay. All it does is emphasise the fact that you know you aren't supposed to be doing it yet are doing it anyways. Basically, you aren't dodging my disapproval -- you're focusing it.

Hopefully I'll have something to contribute other than ineffectual bitching sometime soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 12:30:29 am
Sometimes we need a soundboard to do some light venting, plus we're keeping the thread active. Remember that there are times this place can get utterly dead. Things just seemed to dip in and out from relavant to irrelavant at random points is all, and quite frankly derails always rerail themselves at some point. How exactly I have no idea, but we manage it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 01:08:10 am
Spoiler: I'm angry now. (click to show/hide)

I get the feeling that this is going to end with at least a couple people angry at me, but I frankly couldn't care less. I feel that this has desperately needed to be said for quite a while now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 26, 2012, 01:10:41 am
Indeed. *Agrees completely* :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 26, 2012, 01:11:51 am
Indeed. *Agrees completely* :/

I feel bad now. But I can't really say anything on the subject, since I myself have only popped up during derailments/nominate quotes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 01:14:25 am
Eh.Probably about get full force of the rage, but ever consider that shit just happens? We all get bored from time to time, we're just killing time between updates while maintaing thread activity. I posted a link to tinychat a while back so we could shoot shit there instead, but there weren't any takers besides Hans, Paintbrush, and Talvieno. Besides, I personally don't mind it so long as it doesn't go on consequtivly for page upon page (most I've seen is a page and a half ina row with interspaced relavant stuff.) :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 01:17:16 am
Very well, Mr Frog, you've got my attention.

-Waits for the epic on-topicness-

:I
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 26, 2012, 01:18:45 am
Spoiler (click to show/hide)

In case I'm rambling (which I have no doubt of at this point), I'm trying to say that I enjoy reading the off topic-y bits because it helps me to understand you guys better, and I find some of the off topic stuff amusing. In addition to that, the thread always tends to rerail itself (eventually).

@Hans: Have fun murdering as many (virtual) people as it takes to make you feel better :p I admittedly find it amusing to fry sims in The Sims 2/3 on occasion, but that's just me.

I'd post something relating directly to Spearbreakers at this point, but I honestly have zero questions I wanted to ask (that I can remember right now). Shame, because I wanted to say something to at least make this post a small fraction of being on topic instead of talking about being off topic (that wasn't meant to be sarcasm, either).

Oh, one thing. The last time I played my fortress, I got another artifact mug. So now I have two of the bloody things.

EDIT: I see Mr Frog ninja'd me with some fairly strong words about off topic-ness. I'm sorry if this post aggravates you further, but I'm just putting forward my opinion at this point. I don't post very much on here anyway, so...

Wish I could say something to actually help :/ I'll at least try to keep my off-topic stuff to a minimum so at least I don't irritate you. I dislike being on people's bad sides if I can avoid it.

FAKEEDIT2: I see several other people ninja'd me as well. Why do I always have to be so damn wordy that every time I try to post something in a discussion, the discussion's already ended by the time I finish?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 01:28:56 am

And yes I realise the irony of derailing the thread to bitch about people derailing the thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 01:37:48 am
Suprisingly this is the most we've seen of you in a good while now that I think of it. To those who wish to avoid being part of the problem they can just ignor whatever is posted. Check to see if it's got anything relavant, if not just move along and wait.

I respect that you're both a major contributor and part of the audience and I mean shit happens as in we slip up, and we're only human. I'm aware I'm part of the problem and quite frankly I'm just too stupid to keep my trap shut when someone says anything in the thread.

Plus most of the time the thread is the only way Xahnel can communicate with us (and I can't seem to find his damned number.) I'm personally irritated that it seems we have a number of people who never bothered to read the OP, which quite frankly irritates me to no end. I've basically flown off the handle over things pertaining to that and been met with hostility in return. I don't know what I'm even going on about at this point and think I'm getting irritated as well now, so I think it's best we all tread lightly for the next day or so.

(wow, suprised I didn't get ninja'd.)

And if it makes you feel any better I'm working on another bit to the metaclusterfuckplot as well as several character drawings, so I'll actually be posting some damned relavant content in the near future.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 01:43:49 am
I find myself agreeing with Mr. Magnus on this point. But, let's try something.
Everyone who has made entries and hasn't done one recently, or who has wanted to make entries, get to writing.
Everyone who wanted to do arts, get to arting.
Everyione who has jokes or hilarious Bond One-Liners to post about the fort, get with the making of the funnies.
And Mr Frog. -tsks- Mr Frog, your performance recently has been slipping, your work just isn't up to par with what i know you're capable of. /Perfromancereview
I know you feel you've trapped yourself with your Eris plot, but i'll bet if you asked for some help, and showed your thoughts on the situation, you could find a way to make it work. You'll have to temporally suspend disbelief for story purposes, but you can make it happen, i know you can.
Now, everyone here, and i do mean everyone -points at french trolling derail- has taken this off topic, sometimes way off topic (i know i have). It happens. As Dogbert says, "Get over it." as far as i can tell, we aren't the only ones who go off topic, so we aren't in any danger from the mods. As well, i like to think our conversations are (usually) full of sparkling wit, and entertaining fluff, no matter the topic. And in the end, isn't the the reason any of us is here? Entertainment? It's the internet, and people are people. Offtopicness happens. It's not the end of the world.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 01:48:57 am
Ah, unbiased reason at last. Thank god.

Next up who will be drawn is, if I can pause from practice on certain other creatures, will be the Eris Trooper. Following that wil be Urist and then Vanya in a BT Armorsuit built for agents who may need the added ballistics protection. Afterwich they will be stricken from the poll and new characters may nominated and/or arbitraily added.

EDIT: On a for once related note, any characters anyone  wants put up on the poll? I'm partially using it as a list of characters that still need to be drawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 02:06:20 am
I'd like to nominate the Baron's Hammers, as a group shot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 02:15:21 am
@Splint:

I think I've pretty much said my piece now. Any further attitude adjustment, should the situation merit it, will be PM'd directly to the victim recipient. We apologise for the technical difficulties.

E: Ninja'd:

@X:

Well that was apropos of nothing :p  I'm sorry if my recent work hasn't been up to par, though I'd like to point out that telling me that without actually telling me what the problem is or how to fix it is a bit like telling someone that there's an angry wasp somewhere in their house and then leaving them to puzzle out where.

Please don't drag up the Eris plot again. I screwed it up horribly on multiple levels in ways that can't be fixed, and now I just hate it. I don't want to discuss it.

I wouldn't have to "get over it" if you'd all stop doing it, which I think is far tidier to implement.

I'm seriously pissed-off now (X set me off again), so I'm going to sign off for now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 02:24:36 am
On that ignoring reality comment I seem to be fairly good at that, so..... That may be a small problem. Still, my option of "Is it relavant? no? *moves along, doesn't say anything*" Because I've done that a few times with this thread to try to keep the clutter down. (We've oddly hit a productive derail: Betterment of the thread.)

Please refrain from tearing me a new one, I'm fine with the orfices I have now.

Baron's Hammers added to the poll.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 02:36:23 am
I would like to point out we got back on topic while you weren't looking, Mr Frog. As for your writing, it's been slipping because you haven't been doing any. I think i've seen... One thing out of you since eris broke your happy. You can fix that plot. If you want to try, you know how to contact me, or anyone else in this thread. There is a reason "two heads are better than one" is a cliche.

So, i've got a fundamental on topic question: why mugs? Specifically, why use them as our "fob on the traders" thing? I know syrupleaf had bone flutes. What about us? Was the mugs an accident, or chosen, and then accidentallied into the fort's Companion Cube?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 02:41:29 am
Honestly? I left a mug order on repeat by mistake in year one and it kinda got left there until about midway through year two, and we just had so many fo the damned things it wasn't funny. That same year I think the liason gave us an order for the damned things and we obliged and it went from there. I personally had (I think) nearly a thousand of the damned things made my second turn. Amazingly, unless we got attacked everything should be properly stored in bins now. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 02:54:55 am
Of such mistakes history is made, i suppose. Gotta wonder what that crafter was thinking... -initiating dream sequence-

"if i have to make one more mug, i'm gonna use it to smash that idiot overseer's head in."
-order comes in for MOAR MUGS-
...
Urist McMugmaker has gone batshit insane!
Urist McMugmaker's production time has halved!

Insanity makes the mugs flow faster. It just makes sense, doesn't it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 02:56:30 am
(Popping back in for a moment to say this)

@X:

>.>; Thought that was what you meant about me slipping... I 'sperged, I admit it. My thought process was something along the lines of 'Recent work slipping in quality? Perhaps referring to lack of work lately? No, of course not, how can one make a judgment on the quality of material that does not exist? Further clarification required.'

I'm thinking of soliciting Talvieno's assistance for whatever I do next, assuming he has the time/energy/patience. Not that there aren't other talented writers here, but Talvieno knows my approach to writing and can probably manage my various neuroses a bit better. Plus, he's good at spotting continuity errors, which was a huge issue for me in the past.

(And popping back out now before I say something stupid)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 26, 2012, 03:08:48 am
Frog just pick up the eris storyline again, pretty please (with a cherry on top), most of us don't care about the odd plothole, it's 100 times better than havign to wade through all this drivel (excepting the occasional story here and there)... ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 26, 2012, 03:14:29 am
Semi-ontopic here.

Spurred on by the memetic mugs, I viewed them in the stocks list. It took my admittedly rather old computer a few seconds of stuttering to think how many there were, but it found about 5,500 mugs. I've got some featherwood and normal wood cut down; time will tell whether Mitchewawa accepts the logs and succeeds with his mood (he's got everything but the 'LOGS' he needs).

Off-topic now.

Why not create a Spearbreakers IRC channel? They're not hard to use or set up, they're good if you just want a chat, and the admin can make logs, so quotes in the IRC could be put in here too. In fact, I think I might do just that.

That way, everyone can talk about as many inane things as they like, without annoying Mr Frog, and if they do contribute something on IRC, it's not hard to bring it over here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 03:18:52 am
Try chopping down the shroom trees, he may want cavern wood.

And if you want to go ahead and provide A link, which I shall happily put on the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 03:29:13 am
Reudh, I love you. I knew there was some way for everyone here to socialise without clogging up the thread. I feel so much better now.

@PBT:

I'll be going with the necromancer plot for now, if it's all the same to you. The Eris plot wasn't going anywhere anyways.

Also: sorry to everyone for pitching a fit again :-[ If derails make the us look bad, me constantly losing my temper over stupid things probably makes us look even worse :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 03:38:18 am
I can sum things up in an attempt at humor

Splint has been happy lately. He took joy in memetic mugs recently. He enjoyed watching Fischer play dentist recently. He admired a fine derail recently. He reconciled with an aquaintance recently. He completed a sub-par drawing recently [Eris trooper is almost done. just coloring him.] he has had disturbing dreams about horses lately. He talked with a dead lover fine hammer recently. He enjoyed breaking a mug recently.

Mr Frog has been Fine lately. He was greatly irritated by a derail recently. He was irritated by several annoying aqaintances recently. He took joy in testing a new weapon recently. He has been annoyed by his assistant's constant blunders recently. He was overjoyed to see a derailment solution recently. He has grown attached to a stoneware mug recently.

Fischer has been Ecstatic recently. She has taken joy in constant slaughter recently. She enjoyed punching a gossip in the face recently. She enjoyed claiming several trophies recently. She has grown attached to a kaolitinite mug recently. She took joy in removing an enemy's teeth recently. She sustained a minor concussion recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 26, 2012, 03:54:50 am
The Spearbreakers OOC IRC chat is up. I'll include a step by step intro if there are any of you who do not use IRC.

I first of all downloaded Chatzilla, a free extension for Mozilla Firefox.

Then, once it is installed and working, these steps need to be taken in order to join.

Go Chatzilla -> Preferences.
Click on the Global Settings category.
Click on the Startup tab. Scroll down that tab until you find Locations. Click Add. When the dialog box pops up, enter "irc://irc.foonetic.net/SpearbreakersOOC" without the quotation marks. Click OK, and exit Chatzilla. Then, open it again. You should automatically connect to the channel #SpearbreakersOOC. If I remember right, there should be a bot called ChanServ there keeping the channel open and unused. I'm in there at the moment.

By the way, you may wish to give yourself a nick. That's as easy as typing /nick.
Now, that's it all set up. :P

Get chattin' folks!




Actually, Dorf!Splint is Ecstatic. He's getting very pleased with the constant flow of 'Pleased to have a mandate deadline met lately'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 04:00:35 am
I uh, don't use firefox and don't want to get it just for that... There a basic windows friendly version of that link?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 26, 2012, 04:14:30 am
I uh, don't use firefox and don't want to get it just for that... There a basic windows friendly version of that link?

And one for safari?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 04:18:42 am
@Splint, ssj:

Try looking on Wikipedia's IRC page under 'client software'. They have a list of programs for each OS.

DISCLAIMER: I have no bloody clue what I'm talking about.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 26, 2012, 04:25:14 am
I don't know, as most of my IRC knowledge is around Chatzilla. There is mIRC or Mibbit though. Much the same rules apply.

mIRC is a standalone client, and Mibbit is a web based IRC client.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 26, 2012, 05:46:08 am
what is wrogn with just using http://tinychat.com/dwarffortress (http://tinychat.com/dwarffortress) ?

splint can you update the original post, that way it doesn't get burried in mountains or text
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 26, 2012, 05:53:20 am
Oh, I made the channel so we could have a Spearbreakers only channel. It alleviates Mr Frog's pet peeve, and allows the rest of us to derail the thread without derailing the thread.



Also, I'm going to have to apologise about the quality of my updates. My internet is being atrocious at the only times I can use it, resulting in speeds of 4 - 8 kbps. D: This generally means few if any images because I can barely load any pages.



Mitch has claimed a goblin cap that I cut down. She's now on the move again, so she's likely to succeed his mood. It's going to be a mason's item, she's a mason and the first two items are gypsum.



No-Hair gave birth to a baby, who I christened Some-Hair (he has short hair). Seconds later, Geshud Gusiliteb, one of the Alpacas, gave birth too. Mitchewawa celebrates by announcing she has all she needs and she is beginning work on her mysterious construction.



Mitchewawa has completed her artifact. Once again, apologies about the lack of images, I can't even load Facebook. :/

Presenting Lomoth Cuthroz, the Tomb of Fangs, a gypsum scepter worth 15600U.

This is a gypsum scepter. All craftsdwarfship is of the highest quality. It is encrusted with round citrine cabochons, decorated with black-cap and encircled with bands of oval gypsum cabochons, bismuth and sheep leather. This object is adorned with hanging rings of citrine.
On the item is an image of Sideclapped the raw adamantine earring in gypsum.
On the item is an image of Sideclapped the raw adamantine earring in sheep bone.
On the item is an image of Sideclapped the raw adamantine earring in goblin-cap.

Mitchewawa was very pleased. As was Splint. Splint demanded three more backpacks on top of his previous order of 3 cabinets. Also, can I replace Splint as Manager? He never gets around to anything, by virtue of his duties as a War-Noble.



Pokonic appears to be stuck. He's sitting outside, admiring the pools of mountain barbarian blood that rains from the sky, surrounded on most sides by bloody trees. Maybe he's meditating. I hope something doesn't happen that leaves him stranded... :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 06:32:00 am
Haven't read all the stuff that's been posted since last night, but I do want to say that I'm not capable of installing anything on this computer - it's not mine, and I don't have administrative access with which I can install anything. :-\   But we've been using tinychat.com/DwarfFortress for our chatting... and it's free, and doesn't require any installation. Is there a problem with using it?

I'm going to be making a story post later this morning, to explain how Vanya and Urist escaped the ring of gorlaks. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 26, 2012, 06:43:17 am
I have discovered a hole above Softa and Ashsaber's rooms, where they howl incessantly. Is this a... execution pit? To throw down prisoners to be consumed by the spawn within?

Wow.



tinychat.com/dwarffortress is general DF chat, plus I thought IRC was more lightweight and quicker anyway. Some of us's internet connection (me) is too slow at the only times they can get on to go on Tinychat. And, there's Mibbit, which is an online IRC client anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 06:45:37 am
You can if you like. His office must remain his though for obvious reasons.

"It's not a stupid order, we have a shitload of bedrooms lacking cabinets damn it! And no, those were the supply chutes from when they were first quarentined. Every one of the other cells has one too."

The tinychat was actually set up by Corai so those of us it concerned could plan something. Now it varies wildly from Fischer jokes, story ideas, ponies, random types of music and mention of mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 06:55:05 am
Overseers tend to throw cavies down there as a joke... >.> And to torment Talvi. :P It's almost a running gag.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 26, 2012, 09:21:30 am
Overseers tend to throw cavies down there as a joke... >.> And to torment Talvi. :P It's almost a running gag.

or war emus....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 09:23:48 am
They were normal emus thank you very much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 09:25:30 am
The emus themselves are almost a joke... Not in terms of fighting capability, but in how they've been used for everything but what they were meant for... and we STILL don't have nest boxes for them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 09:27:56 am
(http://i48.tinypic.com/33n83h3.png)

An Eris related thing, what I imagine the soldiers they DO have look like. More than likely stupidly off, but I don't care, just enjoy the damn picture.

Motto means "The the shadows we strike." Well... Something to that effect anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 09:34:26 am
Looks epic. Red-gray camo for the blood plains. And the gun looks like it packs a serious punch.

Whoa, is that a sword I see?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 10:56:49 am
A bit overdue. A second one coming soonTM after this.

Vanya's Journals, Entry 22, Part 1

Spoiler (click to show/hide)

I'd like to request Talvi added to the poll... Just to see if she'd get any votes. I doubt it, but hey, why not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 11:36:53 am
Figured I'd post some story bits too.

Spoiler (click to show/hide)

Sub-par, but meh. I wanted to do something to kill time. And excellant as always Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 11:58:22 am
Why don't we use a cbox? Has no one really heard of them? They are non browser specific, they don't require downloads, and they don't need flash. Just type your name, pick a picture, and chat. The free ones even have a little refresh button just below the chat area.

Excellent stories as always, splint and talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 26, 2012, 01:09:28 pm
I think the main benefit to IRC is that, according to Reudh, archives can be kept. That gives it a level of persistence.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 01:14:49 pm
I don't really want to get a second browser or download anything to be honest. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 02:05:39 pm
Spoiler: IRC (click to show/hide)

Spoiler: Cbox (click to show/hide)

Spoiler: Chatzy (click to show/hide)

Spoiler: Tinychat (click to show/hide)


This is why I introduced Splint and Mr Frog to Tinychat in the first place. To me, it made the most sense for what we were doing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 03:20:31 pm
Actually, a cbox doesn't require a site to host it, it simply allows you to embed it. If you right click on reply, and select open in new tab, it'll take you to the full sized version on the cbox website. And as i pointed out, it's the only one that'll work on a wii. And if you were on a site with an inactive cbox, then you weren't on an active site. I'm used to forty or fifty people all talking in one, so much so, the site i used had a SECOND cbox installed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 04:13:53 pm
the site i used had a SECOND cbox installed.
lol, this pretty much reinforces my point. I'm also going to bet that your cboxes were paid for, and thus didn't need you to push a "refresh" button.

And as i pointed out, it's the only one that'll work on a wii.
Nope... actually, you never pointed out that little gem. That sucks, though - Wii's don't do much online, do they? :P Ah, well, it's not what they were really made for. Still... have you tried Chatzy? If anything would work, it would be that, I'm betting.

EDIT: We're derailing now. :-\ Again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on August 26, 2012, 04:43:07 pm
I'm thinking of writing my own set of journals, featuring my guy as a man with a permanent sneer and long pipe clenched between his teeth. Can I see my personality profile so I can see if the personality (and gender) matches?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 26, 2012, 04:49:04 pm
EDIT: We're derailing now. :-\ Again.

Don't worry, I'm working on fixing that by re-routing the rails.

I'd like to do journals, but I imagine my dwarf as being gruff and reserved, and and basically is always dead serious and spend his free-time doing things like whittling.  Simply put, I don't see him as the type to bother keeping a journal and doesn't do anything noteworthy outside of combat anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 26, 2012, 04:49:43 pm
As soon as i finish sorting my loads of crap, and get a internet cable wired up, i will try to grab a scanner so i can scan things. including a image of what Stone INC troops look like. or atleast the most numerous group of them.

ANNNNNDDDDDDDDDDD: NINJA!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 05:02:22 pm
@Aussieevil, if you don't like the way your character is ingame, I don't think anybody will mind much if you don't stick to it. :P We're more for the stories here.

@ Soulslicer, New order from Count Splint: Weird stuff is going on (he's being vague), and he wants your dwarf to write or something (he's being vaguer), so that stuff will happen. Or won't happen. Or something. Anyhow, Count Splint's orders.
(Does that fix the problem? :P )

@ Aseaheru, looking forwards to seeing all those many, many pics I'm sure you've built up by now. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 26, 2012, 05:21:30 pm
so am i.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 26, 2012, 05:42:36 pm
Journal: Entry #1
Spoiler (click to show/hide)

How's that?  bonus cookie for correctly guessing the reference.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 26, 2012, 07:19:28 pm
*Ten years later*

/Asea/ GUYS, I FINALLY GOT A SCANNER!
/Splint/ Umm, we're on Spearbreakers XXI now. A  little late.
/Asea/ *Ragequit*

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 07:38:34 pm
 ::) Oh, come on, be more realistic. It'll be Spearbreakers XI at the rate we're going. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 26, 2012, 07:52:46 pm
Is that yosemite sam?

"i'm the rootinest, tootinest, shootinest outlaw in the north, south, east, AAAAAAAND west!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 26, 2012, 08:02:11 pm
@ Aussieevil: Here is your dwarf's character sheet. Hope it works for you.

(http://tnypic.net/49153.png)
by the way, ignore the recent thoughts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 08:29:40 pm
"The journals help more than you'd think James. Ficher's gone throuigh nine of the things, though I think she's using them as kill lists and trophy catalogues." - Count Splint on the reason every damn dorf was issued a journal after they arrived in the fort proper.

I imagine that they set up a box of unused and/or only slightly used journals by the double doors inside and hand them out as they come in and just flatt tell them it'll help.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 26, 2012, 08:36:23 pm
the responcable outragous fences?
the rock of strength?

nice names Mr. Fat Man!
SONG! ==>
Spoiler (click to show/hide)
*Ten years later*

/Asea/ GUYS, I FINALLY GOT A SCANNER!
/Splint/ Umm, we're on Spearbreakers XXI now. A  little late.
/Asea/ *Ragequit*


i think itll be CXII so, ill see you in Spearbreakers 112.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 26, 2012, 08:39:32 pm
There was a different civ I thought I picked to be honest. The Rock of Strength seemed appropriate for the fortress' purpose (military installation.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on August 27, 2012, 01:26:11 am
(("Little patience and poor focus!" Love it!))

AussieEvil's Journal, page ####

Noticed book of erotica fine literature was missing again. Will complain to Splint. Also, need to work on Pipe Formula 14. Even after repeated cleansing of pipe it tastes unacceptably bitter.

((It's a start))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 27, 2012, 08:50:28 am
Woot! Two new journal entries - that's awesome. :) I'm going to try to get all the lists updated later today. I don't have much time left this morning (got on a bit late), but I'm going to try to get a story post out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 27, 2012, 09:06:03 am
Tiss horribly boring when I wake up seeming7 hours before anyone else around here. If it weren't for the fact that there's no work available that won't drive me to kill myself from soul crushing bordom I'd get a job. A god damn pick-meet-coal bed job would be a refreshing change.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 27, 2012, 10:29:04 am
Not surprising, really. I hate being on when nobody else is.

The next part of the Vanya/Urist story is a bit long... so I'm splitting it into two parts to make for easier reading (this is still assuming people don't like 4k-word chapters). I'll edit the first half and post it now, and then tonight I'll post the next one (if I'm able to be on).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 27, 2012, 11:10:54 am
Vanya's Story, Chapter 22, part 2 of 3

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 27, 2012, 11:39:24 am
Awesome story as always. I have a story half finished relating to Armok's Chosen (Our lovely Jesters of Armok himself) and the Battle at The Smooth Points of Pride coming. And dear god, if the prototype can do that, fuck me if I'm on the recieving end of the finished model.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 27, 2012, 12:23:11 pm
Noone has correctly guessed the reference in my journal, so I'm letting it out.
http://rustyandco.com/comic/level-4-title/ (http://rustyandco.com/comic/level-4-title/)

Ps. How do you make a link say something other than the URL?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 27, 2012, 12:35:35 pm
Code: [Select]
[url=http://www.genericurl.com]Your Text Here[/url]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 27, 2012, 01:00:49 pm
Time for another literary abortion from me! This focuses on The Battle at The Smooth Points of Pride, the Jesters of Armok's involvment in the battle and further cementing that Ballpoint draws at least a number of competant soldiers from these "Historical MIAs."

Spoiler (click to show/hide)

The overseers are references as follows

Shield-dorf: Hans and a reference to his stated habit of shield bashing people
Halberdier: human!Splint
Kobold: Corai
Grenadier: Mr Frog
Lasher: KodKod
Syringe-thrower: Girlinhat
Axedwarf: A reference to Jack Magnus' dwarf
Mechsuit guy: A reference to ThatAussieGuy and his penchant for insane engineering feats.


Likely a shitload of typos but I don't trust spellcheck. Probably missed a bunch as I went over it again for them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on August 27, 2012, 07:41:19 pm
Excellent writing as always, Talvieno and Splint :)

And Armok's Chosen (including a reference to me, at that) flying in on dragons? Kickass.

Aussie in a mechsuit seems all too fitting, as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on August 27, 2012, 08:02:02 pm
Good story, good sir.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 27, 2012, 08:02:45 pm
I don't really have much time at all to be on right now, but I do have enough to post the next part as promised. I'll read your story post when I can, Splint, sorry I can't do it right now.

Vanya's Journals, Chapter 22, Part 3
Spoiler (click to show/hide)

Wow, how did I get ninja'd? o.O
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 27, 2012, 08:56:44 pm
Excellent writing as always, Talvieno and Splint :)

And Armok's Chosen (including a reference to me, at that) flying in on dragons? Kickass.

Aussie in a mechsuit seems all too fitting, as well.

I wanted to do something suitably dramatic, plus the way I figure they would have had ample time to capture thier own dragons for emergencies, or when Armok tells them to get off thier asses finally get some shit done because the current fight would end up in the world destroying itself. "I'm the only one allowed to completely fuck up this place, so put those pansy ass vampires in thier place. Violently."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 28, 2012, 06:12:48 am
Why is it so quiet in here? Two nights in a row... I get not derailing, but come on - I prefer some talking over nothing. :P

Where is Reudh, anyway? Haven't had an official update from him for almost a week now...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 28, 2012, 06:14:30 am
I appear to be the only one left with any time on his hands during the day now. And that's gonna suck because my classes are all night classes so I'll more or less be cut off when school starts for me aside formt the thread. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 28, 2012, 07:19:29 am
Sorry, sorry... Left home at 8am, got home at 9pm. Just had dinner. I'll get an official update during tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 28, 2012, 07:31:52 am
Sorry, Reudh, I just realized I missed one of your updates. Found it again while getting the archives updated.

In other news, the archives are updated!

I appear to be the only one left with any time on his hands during the day now. And that's gonna suck because my classes are all night classes so I'll more or less be cut off when school starts for me aside formt the thread. :\
or at night. This is the second morning in a row where I've gotten up and almost nothing's been posted. Usually I have a couple pages to read through.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 28, 2012, 07:39:13 am
Well between getting bitched out by Mr Frog kind of freaked a good bit of us out. ANd the last thing we need is more srguing and whatnot becuas ewe went off topic or whatever. So.... We're trying to avoid talkif if we can help it it seems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 28, 2012, 07:54:39 am
It wasn't a bitch out... negative language like that'll get us more rifts between us...

but anyway. Minor update time.

People kept getting scared because Longland shot a raven just above the entrance of Spearbreakers, so I sent Fischer's group to go get it. Forget who got there first, but Fischer was sound asleep at the time. They lightly tapped the unconscious raven who exploded into ludicrous gibs.

Very annoying because now i have to unsuspend all the floor that was cancelled because of a beaten, unconscious and broken raven. :/

"But it could come alive at any moment an' peck me eyes right off!"
"Don't you mean 'peck my eyes right out'?"
"Nae! Peck 'em right off!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 28, 2012, 08:03:29 am
I tend to use alot of negative language. Don't take anything by it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 28, 2012, 08:40:57 am
i just havent had anything to say...

so, ...... bye!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 28, 2012, 08:50:15 am
Raven problem, eh? Shoot at it? That might work... Or just send Fischer after it. Given the choice between Fischer and the Grim Reaper, I think it'd choose the latter...

It's humorous, at least... "IT'S A LITTLE BIRD! IT'S GONNA KILL ME!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 28, 2012, 10:58:13 am
It's quiet because i'm playing Legend of Zelda: Ocarina of Time on my Wii, and i'm going for 100%.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 28, 2012, 11:49:04 am
Raven problem, eh? Shoot at it? That might work... Or just send Fischer after it. Given the choice between Fischer and the Grim Reaper, I think it'd choose the latter...

It's humorous, at least... "IT'S A LITTLE BIRD! IT'S GONNA KILL ME!"

this reminds me of a image..... of sims 3.... of the grim reaper.... saying hes going to eat a sandwich before dealing with a dead sim...... oh, and FIRE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 28, 2012, 12:33:22 pm
Raven problem, eh? Shoot at it? That might work... Or just send Fischer after it.

Quoth the Fischer: 'Nevermore'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 28, 2012, 01:00:44 pm
no, its quoth the raven "occasionally"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 28, 2012, 05:03:15 pm
Raven problem, eh? Shoot at it? That might work... Or just send Fischer after it.

Quoth the Fischer: 'Nevermore'.


Ravens?
Activate Loud Whispers into the military.
? ? ?
Profit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 28, 2012, 06:11:22 pm
Honestly, if someone were to capture and tame a breeding pair of ravens I'd be eternally-grateful. Corvids are teh r0xx0rs.

Also, I've decided that my dorf has a soft spot for birds. Because there was a one-off gag about it a few hundred pages back, you see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 28, 2012, 06:40:41 pm
Honestly, if someone were to capture and tame a breeding pair of ravens I'd be eternally-grateful. Corvids are teh r0xx0rs.

Also, I've decided that my dorf has a soft spot for birds. Because there was a one-off gag about it a few hundred pages back, you see.


One off gag about Mr Frog!Dorf? NEW CHARACTER TRAIT! :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: Talvieno on August 28, 2012, 06:49:42 pm
Honestly, if someone were to capture and tame a breeding pair of ravens I'd be eternally-grateful. Corvids are teh r0xx0rs.

Also, I've decided that my dorf has a soft spot for birds. Because there was a one-off gag about it a few hundred pages back, you see.


One off gag about Mr Frog!Dorf? NEW CHARACTER TRAIT! :P
Mr Frog: "NOOO! BABY EMUS! MY ONE WEAKNESS! whosawiddlebirdie"
I'm going to guess that it's this quote... :P But that was two hundred pages ago, not one hundred. Still... Awesome. lol       Might that also explain why Mr Frog seemed a little more relaxed up on the tower?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 28, 2012, 07:49:27 pm
The ravens are hard to keep in one place. :/

That one only got kept still because Longland shot it in both feet with iron bolts. Fischer must've decided it was beneath her, because she ignored the call to arms and stayed snoring.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 28, 2012, 08:01:56 pm
make a dwarven alarmclock.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 28, 2012, 08:15:42 pm
Fischer must've decided it was beneath her, because she ignored the call to arms and stayed snoring.
Or did she? Perhaps she was destroying them with her sleeping mind, and when the squad reaches the ravens, nothing will be left but feathers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 28, 2012, 08:18:33 pm
i like that idea.


can telekinesis be modded in?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on August 28, 2012, 11:10:36 pm
S.I.R. : Something Involving Ravens

Or

C.R.O.W.: Corvid Reproductive Operating Warren
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 28, 2012, 11:43:15 pm
i like that idea.


can telekinesis be modded in?

Tis a good idea, but I think the closest one can get is using Dfusion to take control of other NPCs, but it's very buggy and often crashes DF, and only works in adventure mode.

S.I.R. : Something Involving Ravens

Or

C.R.O.W.: Corvid Reproductive Operating Warren

I like C.R.O.W best. Plus 1000 points if we use Runesmith to name the ravens "Huginn" and "Muninn".



I'm sorry, but I have to use DFhack to clean the map. I've got a standard stable fps of about 11 at the moment.



And what were the orders regarding the Elven Diplomat? Brutal murder at the hands of Fischer's squad? Splint kicking it to bits? It's been running around after Splint for the last ages.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 28, 2012, 11:46:13 pm
What the hell have you been doing to cause THAT?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 28, 2012, 11:49:55 pm
Such a low FPS? Well, my computer's rather old and has a slowish processor (2.0Ghz dual core, of which DF can utilise 1Ghz.)

I used cleanmap all and my FPS shot up to 20. :D

Also, I'm writing the update up now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 28, 2012, 11:59:19 pm
Ah. Alrighty then, no big deal. Oh, and if you haven't begun trade with the humans yet, give shit away if you need to. We can always make more mugs next guy's turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 29, 2012, 12:46:16 am
Today is the 20th of Slate. I've been overseer for a little over a month now... While wandering the fort, I noticed a particularly... beautiful bodyguard. I asked her her name, and in between the clashes of weaponry, against Mr Splint, Crusher and Thumper, she told me her name was Rose.

Oh, Rose... what a wonderful name...

Such beauty it entails...

Oh, Diary... She is so lovely. She knocked Splint over, and before he got up, she punched me in the face! I hear this is a kind of salute in Spearbreakers... but the feeling of her fist against my face was truly divine. I ignored the pain, because of the contact with Rose was just so... beauteous.

I'm not creeping you out, am I, Diary?
Here's Rose.

(http://i.imgur.com/JRtOv.png)

And, Diary... I did a drawing of her, from memory. Now, I'm not the best artist, but I feel I did a good representation of her.

(http://i.imgur.com/Hcuoa.png)


Laters, Reudh

23rd Slate 208
We got some migrants, Diary!
I watched them as they came in, standing next to the veritable giant, Fischer.

There's:

Ineth Regorshar, a novice Wax Worker. I think he will be regulated to the hauling team.

Bomrek Kalurathel, a Talented Weaponsmith. Off he goes, down to the forges.

'Tahujdt' Dedukamost, a Talented Siege Engineer, with some other interesting skills. She seems to know how to fight, too. I think she should join one of the other squads. She joins 4th Squad, First Company.

Eshtan Ushrirostar, a hunter. She's not going to doing much with his skillset, so I delegated her to be another Haula.

Tulon Konosuleng, a trader. She joins the Haula team.

Rith Zulbanekir, a potash maker by trade but he also knows how to thresh. He escapes being a Haula by virtue of his Accomplished Thresher.

Ushrir Dumatneth, a blacksmith. He's a Talented Blacksmith, but he is also a Proficient Marksdwarf, a Competent Armor user, Competent Dodger and Proficient Archer. He's going down to the forges like Bomrek, but I might call him up as the head of Third Squad, Second Company.

Catten Idathavuz, a trader. Haula team!

That's all our migrants, Diary. Plus two reindeer calves, a goat kid, and a keet. A stray deer wandered in too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 12:53:27 am
Check the OP. We have someone awaiting a military dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 01:04:34 am
Yeah, just saying, if that picture is based on her in game description, i ignored that for her. There is a picture of her somewhere in the thread, my official pic. I forget where it is... But splint said he saved it, in case of arts. If he could do me the favor of posting it?

Also, i'm getting a hilarious creepy stalker vibe. Does dorf reudh look like your avatar? Cause that mask would do his character justice. Excellent update. And Splint wanted to murderface the elf diplomat himself, with fischer murderizing the caravan.

EDIT: Preview!

"Draignean's stupidity and facial numbness seems to be spreading. I decked the new overseer today, just cause i wanted to, and he just gave me googly eyes. I'm gonna have Halen keep an eye on this guy, with strangling hand at the ready. I don't think I'm gonna like him very much."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 29, 2012, 06:32:44 am
Such a low FPS? Well, my computer's rather old and has a slowish processor (2.0Ghz dual core, of which DF can utilise 1Ghz.)
That's not how multicore processors work, actually...

I like C.R.O.W.. Another acronym for our TVTropes page! :D And hooray on the update. I noticed you didn't include any of the non-update things you've informed us of, like the ravens... Is that coming in a later update, or were you not planning on putting that in, as you talked about it in an out-of-character semi-update? If so, that may cause some problems for me with linking, the front page, and the pdf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 29, 2012, 06:37:05 am
My sweet's fist has left an impression on me...

Oh, glorious day. She reminded me that she had to go spar, and so I hopped up. After all, if the wonder that is Rose is working, so too should I.

Looking at my paperwork, I see this. It shocks me somewhat.


Shakily, I give the order. Splint grins, chases the elf around, and I have a horrid feeling he's going to take as long as he likes to kill her. I don't like elves... But brutal, slow murder of a female? I imagine for a second that it is Rose Splint is chasing, and I break down.

"Fischer, go help Splint."
Fischer nods, neither pleased or unpleased, and her squad rush in with a cry of "For Spearbreakers!"

Splint hasn't even laid a hand on the elf before Fischer's squad engages her.


Splint walks up to me. He is not pleased.

"I wanted that kill, Reudh."
"...Lord Reudh, that is!"
"I'll call you whatever I want. You let Fischer's squad get there while I was still chasing the blasted elf. I needed that kill."
"I... I saw you were going to hurt her... and for a second I thought it was Rose. It... it coloured my decision."

I gasp, for I just revealed to Splint the depth of my infatuation with the special flower of my heart...

"Here's an idea, Reudh. Go for a walk. Look at all the mangled corpses. Spawn, barbarian, dwarf, goblin. There's a lot out to get us. We need to keep ourselves safe. And if that means we need to sharpen our pikes on an elf's head, then so be it. Elves are the least of our worries."

"I..."

"And if you still feel worried about the filthy elven bitch, make a slab for her. Put it up in the front of Spearbreakers, a place where all who enter can read it and remember how much you love elves."

"I am guilty of no such thing!"

"Even if your deluded love for Rose directed you to order Fischer's squad to move in... Even if you were merciful, what would happen if you let your love for Rose colour your decisions in combat? It could cost us all dearly. What would've happened if the Spawn had attacked when Fischer and the others were dealing with Iru? We would've been sunk."

"I... I am sorry, Splint. It won't happen again."

"It better not, Reudh. If we die as a result of your incompetence, I'll be sure to extract every bit of pain from you before we die."

Splint stalked out of the room, leaving on the verge of tears, with the mangled corpse of Iru.
(http://i.imgur.com/7lLVb.png)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 29, 2012, 06:42:05 am
Oh, heh. Talvi, I might work them into a proper update if I can find them at the end of / during my turn, if that is what you wish. They're minor-updates OOC, but it's a smallish task to make them in character. (I could probably do that Friday.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 06:55:41 am
Should've waited until the elf was in my room and locked the doors. One of  my guards in my copy of the save hit her hard enough to get her stuck on a statue. ANd grand update Reudh. Glad to see you're plugging away at it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 29, 2012, 07:12:31 am
16th Felsite 208

Is Splint a bloody prophet or something?

I hear horns in the distance... A dwarf sprints into the room with me and Iru's corpse, and screams "They are upon us! They come in great numbers!"

"...Who come!?" I shout.

"The goblins!" he screams, then flees to the safety of the deep fort.
(http://i.imgur.com/VVNkV.png)
Scouts report a middling range contingent of about 20 goblins and 5 trolls. They come in four groups, two from the southwest, one from the northeast and one from the north. I recall the instructions on my desk and pull a lever one named Mitchewawa instructed me to in times of disaster.

I call everyone indoors and place First, Second and Third squads at the entrance, ready to defend Spearbreakers should Mitch's device fail.

A troll lumbers forward into Spearbreakers Road, and meets the squads.

"ARSTRUK!" it screams, as it lumbers straight into the arms of Pokonic, Feb, Fervus, Paintbrushturkey, Jack Magnus, Soulslicerjames, Litar and Hakah. I can only assume its name is Arstruk. Two more trolls meet their end.


((I'll leave it here, as a nasty little cliffhanger. HEHEHEHE. I'll finish this tomorrow, or on Friday. ))

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 07:17:49 am
What the hell, is 1st incapable of fighting things that will actually die from bloodloss and head trauma alone?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 29, 2012, 07:22:29 am
What the hell, is 1st incapable of fighting things that will actually die from bloodloss and head trauma alone?

Heh, it'd seem that way. They seemed to hang back for a second and then went to engage the trolls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 07:25:21 am
I'm quite frankly insulted to be honest. These are goblins. 1st can kill them as it stands. hold back 2nd unless you plan on sending them after the seperate groups. Also expect zombies, likely a leaderless mob.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 29, 2012, 08:40:42 am
just send one dwarf out there by himself, they'llbe fine...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 29, 2012, 08:45:08 am
just send one dwarf out there by herself, she'll be fine...
fixed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 09:11:31 am
Oh good lord, reudh. XD He sure aren't gonna get her attention that way. Following her around will only make her wanna beat him. And now Splint knows. Wonder if he'll tell her what our dear Overseer said?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 09:54:01 am
Just going to go ahead and say it now. ALL WAITING OVERSEERS AND THE CURRENT MUST READ THE OP. I'm tired of complaints about cheating and whatnot. I have no problems with it when it's a matter of junk slowing PCs down if they need to get said junk shifted. I have seen what happens when a fort drags peoples' PCs down, it causes drop off or turns to last such an abysmally long time that some people lose interest.

If you can't accept what people do for the sake of the fort running at an acceptable pace on thier machines, you don't have to take part in the fort. I never said anything against it nor implied it in the rules. What WAS said was blatently ignored anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 29, 2012, 11:39:43 am
Just for sake of accuracy in his journals, what squad is my dwarf in?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 11:45:30 am
I THINK 2nd, otherwise he's in one of the civil defense units.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 29, 2012, 01:12:05 pm
Journal entry 5:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 01:23:07 pm
For so short an entry I found it rather funny. Good job James.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 29, 2012, 03:52:14 pm
The shortness is intentional.  I imagine my dwarf being one of few words, and reflect that in his journal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 29, 2012, 04:02:16 pm
Understandable. Going to work ona journal bit or two since I haven't done a nonoverseer one in a while.

EDIT: Alright, I'm going to be rather inactive over the next week or two, as we just closed on our new house and my dad and I will be working on that during the day. I should still be available at night if Im not fall-on-my-face tired.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 29, 2012, 05:21:20 pm
Okay, Splint. And funny entry, SoulSlicer. :)

V story post coming soon, as soon as I finish editing. I'm making it a longer one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 06:03:11 pm
Can't wait for those journals. I need something to occupy me in the hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 29, 2012, 07:02:05 pm
Hope everything gets fixed up soon, Xahnel. Hospital time is boring. :( Hopefully this post'll keep you occupied for 5-10 minutes of enjoyment. Lots of plot development here. I've been building up to this particular update ever since the story started. :P


Vanya's Journal: The Revelation

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 29, 2012, 08:04:26 pm
why are you in the hospital?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 08:17:01 pm
Excellent story, Talvieno. Very, very well written. I can't wait for you to put them all together.

As for why i'm in the hospital, kidney bleed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on August 29, 2012, 09:23:59 pm
I would like to take a turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 09:44:42 pm
Did you read and memorize the opening post, and are you prepared to take a popquiz? Cause splint reeeally wants that done by any volunteers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 29, 2012, 10:41:45 pm
Did you read and memorize the opening post, and are you prepared to take a popquiz? Cause splint reeeally wants that done by any volunteers.


Popquiz? I've been studying for the week long finals for three overseers now!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 29, 2012, 10:46:02 pm
Splint has reserved the right to pop quizes at will.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 30, 2012, 04:19:24 am
16th Felsite 208

The battle goes well. First, Second and Third squads are performing admirably.

Splint's angry voice startles me out of my reverie.
"Reudh, you foolish dolt, why on Everoc would you send THREE squads to deal with a piddling goblin siege!?" he shouts.

"I thought Fischer might need backup..."
I quail under his veritable verbal barrage.

"Do you think that Fischer would need backup? The only time I'd send the others is against the Spawn, and then only if things look grim. Fischer could probably end that siege ALONE."

I found my voice long enough to mount a defense.

"Splint, all due respect, but I am the overseer now, not you, and I make the decisions."

Splint turned puce, and just about bristled with anger. Quick as a flash, he struck me across the face with his gauntleted hand. It felt like a hammer blow, nothing like the caress of Rose.

"If you knew what it was like to lose someone, you'd think about your decisions more..." he said in a silkily smooth voice. He seemed to be just barely containing his anger; but by the way he was flexing his hand he seemed to be regretting striking me.

"You lost someone? I... I never knew." This was news to me.

Splint sighed, and all the anger seemed to flow right out of him.

"Back when we first settled Spearbreakers, I fell in love with a girl named Stova. She was my reason for living."

I simply nodded, and motioned for him to continue. My face was still stinging.

"Reudh, do you know what the scariest thing about the Spawn is? Their bite will transform you into one of them. We're not certain, but there are theories that the turned dwarf's mind is still in there somewhere, watching in horror as what was once their body destroys all they knew and loved."

He paused a moment before continuing.

"Even now, there are still two Spawn in the fort."

I finally put two and two together. Oh... gods...

"Ashsaber and Softa, two well loved dwarves of Spearbreakers, were bitten by the Spawn. Bleeding and bruised, they voluntarily entered the holding cells. We heard the screams as they turned, and even now to walk near the holding cells you can hear the howls and growls of those once-were-dwarves.

"Stova, my beloved, and one of Fischer's few true friends, was bitten. She turned, and we were all forced to kill her. It very nearly broke me."

Splint looked far from angry now, just sad and dejected. I felt an outpouring of empathy for poor Splint, he who had lost everything.

I tried to imagine what it would be like to live in a world without Rose, and my throat choked up and tears threatened to overwhelm.

"Reudh, I chose you as the overseer to come after me, because I thought you had promise. Please don't let us down in future."

He let a shadow of a smile creep across his face.

"Oh, and... Reudh? Try and ease up on the creepy adoration. Rose won't respond well to it."

A horn sounded again. Different from the one when the goblins attacked.

Over the horn, I hear a stentorian voice. "The dead walk, hide while you still can!"

Splint frowned.
"Perhaps you were right to leave the three squads out. I may have judged you early."

Approximately forty undead, mainly goblins but a few human corpses surrounded Spearbreakers on all sides. I called everyone inside, and moved the squads closer to the entrance bridge, so not a one would become overwhelmed with bloodlust and get themselves seperated.

((Apologies, I didn't manage to get an image of the fights or announcement, but the gist was as follows.))

The goblins who hadn't yet made it to the fort were surrounded and pulled down; despite their fighting hard they fell quickly. Awl killed their general, a Barbarian. Fischer pulled down a good twenty corpses. The goblins managed to fell two before dying.

All in all, while some of the army became seperated as I feared, they held their own. Draignean got a few kills, as did poor crippled Gemblade. Fischer ran so fast into a zombie that she bounced right off it, but hopped up and promptly sent its limbs flying off metres away.

The goblins had been completely ruined by the zombies, so I recalled the squads back in. Skitara and Gemblade stayed out, cleaning up. Fischer and Draignean left to get provisions, then joined the melee again. A few dwarves began grumbling about having to fight in dirty clothing, or some such foolishness. They can wait.

((I can't upload the image at the moment, night time internet is very slow...))

But life goes on at Spearbreakers. Splint smiled, then left. Fischer came to my room, covered in gore. She said nothing, but I felt that she approved of my decision. She left then too.

Well... that was a dodged bolt, most definitely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on August 30, 2012, 06:30:54 am
so ehm, did I read that right and you turtled from a necrosiege? leaving countless roaming necros outside? or did you break the siege then tutle?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 30, 2012, 07:20:19 am
Not even a turtle. At the end of Talvi's wavy walls, the squads stood and fought, then went off on their own for cleanup. The bridge was down the entire time.

It appeared to be a leaderless zombie siege too, nothing's reanimated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 07:28:08 am
14th Felsite, 208.

Things have been.... Strange since I stepped down the second time. Strange visions seem to insist upon haunting me, from leaderless mobs of the undead, groaning pitifully for thier masters to guide them, or us to return them to the afterlife, I am unsure which, to goblins and possibly even the barbarians. Those foreign mercenaries have proven useful overall. They had a quick solution to building the roads during my riegn involving some premade substance that looked like the shale of this beautiful place, that they poured in to large frames. I must say it looks rather nice.

Reudh's obvious adoration of Rose is most definetly worrisome. She's told me twice now this week alone she's caught him following her when he didn't have much work to do. I'll have to confront him on it. I may also have to better advise him upon how our soldiers fight. While I disapprove of them I understand the deployment of 2nd squad against the spawn and undead, however these.... these.... I can't even find the right words to describe how pitiful a goblin attack of any kind is after the things we've weathered. 1st squad could be split and be more than a match for the green tide. I will admit there is wisdom to keeping 2nd in reserve, in case any slip through the pointy net that is 1st Squad's pikes.

16th Felsite, 208.

Something in me snapped today.... I had become rather.... Short with Reudh regarding his deployment of our soldiers. I personally feel as if he's insulted the prowess of our premier soldiers in regards to the goblins. Goblins bleed and unlike the spawn or undead, will fall like matchsticks to a proper perforation by pike, be it from loss of functional organs, brain trauma, or simple bloodloss. I must commend Awl on his triumph over the enemy general next I see him though.


I honestly feel I could have done a better job of deployment with the sudden undead assault. A simple pincer attack wrapping around the surface territory of the installaition using first and second squads would have utterly crushed both the undead, in thier leadrless shambling and the goblins in one fell swoop. On that note, I think we may have finally eradicated the necromantic threat in our neck of the woods, since the lack of reports of anything getting back up confirmed this to be a simple directionless horde. I've begun to ramble. I have spent too long with you journal, as my hammer is starting to make those strange noises again so I must resume training, and when I get the chance I must discuss something with Rose.

                                                                                                                                                         

Note to: Overseer-Lord Reudh
Subject: Trade
From: Count Splint

I think the best solution to our nigh endless trade goods and war spoils, save for clothing where possible, is to be extremly generous, foisting half of what we have on the humans come summer, and home come fall. That should empty out our finished goods stores and finally make increasing production worthwhile. It'll allow us as well to finally have soap made (I recall requesting lye from both, though I may be wrong.) Also, expect higher prices than usual, as I figure our sheer mass of items to trade will render it a nonissue.

Additional Concern: The mercenaries who've been maintiaing clean-up operations and assisting with fortification construction have been acting strangly, and Fischer has reported they were chasing one of our masons and the military liason from home in the lower reaches of the fortress. We may need to consider breaking off any arrangments if they've begun acousting our people and irritating the army.


[Told you to expect a leaderless zombie horde. I actually think we've killed all the necromancers in our neck of the woods. :3]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 30, 2012, 07:48:12 am
16th Felsite, 208

I received a note from Splint again today. Fearing it was more admonishment, I was not inclined to open it. But, we overseers need to be a rock of stability. I can't let my fear get the better of me.

Splint seemed to want me to foist our mugs onto the humans. I think this a good idea, we cannot sell a glut of mugs. Mugs are our specialty, but we need to be economically sane.

The humans should love a shedload of mugs; in amongst all the creatures trying to kill us the humans would be a good ally.

I am beginning to think Splint is smarter than I. I ought to meet some of the other dwarves around the fort, as I really only have spoken with Rose, Fischer and Splint.

It would be wise of me to be a popular figure in this fort. I do not need more angry at me for foolish decisions...

And if I am a popular figure, just as Splint, or Mr Frog, or Fischer are, then Rose will be mine at last, and so she will come into my arms... And we will have a future away from the Spawn, and raise many dwarven children.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 08:08:59 am
Dorf!Reudh: So delightfully stalkerish you can ignor the creepy vibes coming from him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 30, 2012, 08:19:44 am
"Reudh, do you know what the scariest thing about the Spawn is? Their bite will transform you into one of them. We're not certain, but there are theories that the turned dwarf's mind is still in there somewhere, watching in horror as what was once their body destroys all they knew and loved."
Ascended Fridge Horror!!! It gets to move off the YMMV tab in Spearbreakers TVTropes! :D (I made an attempt to free it from YMMV myself, but this definitely manages it.

Excellent updates, guys. :) Especially liked the bits with the zombie army. I love how we've had so many necro sieges...

By the way, Reudh, I find the creepiness of your character hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 10:28:06 am
Happy 5000 posts, everybody!

My advice: be less on the lookout for rose, and more on the lookout for a shadowy arm reaching for a certain throat. I'd say at this point Rose is becoming honestly frightened of Reudh's activities, and is spending more time with the Baron's Hammers than ever.

EDIT: More fridge horror: dwarves can actually feel the alien intelligence of our intelligent spawn, and feel the rage and endless hunger that drives them.

Fridge logic: if a spawn becomes a member of another culture, such as the goblins, the dwarf regains control.

Fridge brilliance: dwarves who regain control, because of the odd happiness system, are quite content in their new form.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 30, 2012, 01:39:32 pm
well, 2000000000000000000000 internets to you!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 30, 2012, 04:15:25 pm
The fridge horror/fridge logic/fridge brilliance all belong on the YMMV tab. :P Plus, I'm not sure your examples quite match up with those tropes...

It just hit me... We used to wait for zombies to kill the spawn, but now we're the bigger fish. o.O Which reminds me... Reudh, are you planning on invading Hell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 04:37:08 pm
They don't belong anywhere, cause i didn't add them to the tropes page. Just wanted to see if it would make a debate about the accuracy. I was bored, but i'm out of the hospital now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 04:41:38 pm
Meh. I have things I'd like to contribute but I can't access my account... thing, nor can I make a new one because my IP is already assocated with an account or some bullshit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 05:14:33 pm
Yeah, they do that to prevent vandalization.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 30, 2012, 05:32:37 pm
I might get the preparations for hell underway, (mucho bolts, fortifications, etc.), then let another overseer have fun with it. :P

Oh, and Xahnel?

Reudh probably won't even realise what's grasped his throat, but I assume if Rose is near him and Reudh is dangling in the air from an invisible / shadowy arm, Rose'd be arrested for grievous bodily harm of an overseer. Just sayin'. :P

Of course, I couldn't actually arrest her for anything, but the best I'd be able to do is solitary confinement in one of the spawn holding cells (don't worry, an unoccupied one).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 05:55:56 pm
... -evil smile- who said halen needs to constantly be in contact with rose's shadow? Or even near her always? He can go anywhere in the fort as long as he comes back. Which means locking her up only lasts as long as it takes  him to find and memorize the key.

You just gave me a delightfully evil idea.

Halen is going to start HAUNTING Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 05:57:53 pm
I see 2 reasons why

1. He's pestering host.
2. Feels like it for lulz. I would imagine if given enough reason or bored enough he could become quite the mischievious little shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 06:16:58 pm
He could, if he could get bored. But when he's not doing anything, he's asleep in rose's shadow. Halen is about as useful as  a guy with a chainsaw digging a ditch on his own. Not lateral thinking, very little imagination. It's only when rose is directing him that he becomes a threat. Also, i'd say, before anyone asks, preforming moderate activity, he can last two to three hours away from rose.

I wonder how scary it would be to wake up in the middle of the night with yellow glowing eyes staring at you from every darkened surface in your room, including your clothing...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 06:22:11 pm
It'd probably be maddening or Reudh would assume "I must've drunk from one of Mr Frog's mugs again...."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on August 30, 2012, 07:59:27 pm
...Reudh would assume "I must've drunk from one of Mr Frog's mugs again...."

I was unaware he did that before, what happened the first time?  Or is it one of those things I'd rather not know?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 30, 2012, 08:02:24 pm
I base that comment on the sheer fact we have so many that the only time you notice Mr Frog messed with a mugfull of booze is when you start tripping balls after your last drink.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 30, 2012, 08:11:28 pm
I base that comment on the sheer fact we have so many that the only time you notice Mr Frog messed with a mugfull of booze is when you start tripping balls after your last drink.


Actually, the only time these dwarves would notice is when they stopped tripping balls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 08:36:18 pm
This conversation reminds me of an opening sequence of CodeMENT, which is an abridged version of code geass. It's hilarious.
...
I... Think i'll poof a while to watch some.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on August 30, 2012, 09:39:17 pm
Does It still rain blood sometimes? I feel I could roll that into my character's entries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 30, 2012, 10:19:19 pm
It's rains blood so much rose has standing orders to beat people who complain about water based rain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 31, 2012, 01:21:27 am
It's still raining barbarian blood. Once it coats the landscape I clean it up. :P

By the way, I forgot to add that Tahujdt has been dorfed as a recruit. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 31, 2012, 03:29:29 am
Fresh from battle, a few dwarves seem unhappy. A general malaise seems to sweep the army. Hans is grumpy about having to work.

But all that stops when I hear Dicer raise his axe, and proclaim loudly:

"MY SWEET AXE, I NAME YOU IMAZSALIR, or BELTADORES."

This seems to cheer everyone up a tot, as they all trump back indoors after a battle well fought.

(http://i.imgur.com/HLQvU.png)

I also order a dwarf to make a slab for the general Okol Tiklomnekol. He was a worthy opponent.

While Awl claims the kill, I am not so sure. The engraving always comes up with the correct one in the end, so we shall see.

I take a look at the upper levels of the fort's entrance. The bits I plan on extending to provide cover for us should ranged opponents attack.

(http://i.imgur.com/k3W4D.png)

Yes, that is goblin and troll arms and legs, up flying on the battlements. Truly our army is glorious.

I do it in Rose's name.


It is now summer, as Dauros picks up a bin to collect the strewn clothing.
I know Splint will be annoyed by this, but I remove one of his ornamental titles, that being of the Manager, and appoint Meng Limulnakas, one of the few dwarves who know how to organise things who aren't already in industry.

Paintbrushturkey starts cooing at his iron shield. Weird, but apparently it's a Spearbreakers Tradition.

A dwarf called Talvi stops screeching about cavies long enough to begin the slab to Okol, the general, so that we may learn who truly did the killing blow. Talvi's oddly... endearing. She has not a hair on Rose though. Seems nearly everyone in the fort loves the oddly-childlike Talvieno dearly.
Talvi finishes the slab. How she got this information, I do not know. But, it was not Awl that killed Okol, it was Jack Magnus. I must congratulate him.
(http://i.imgur.com/EQMcK.png)

I hear a few dwarves whispering. Aseaheru has been missing for a week...?

I assumed he had moved from where he had been; he was perfectly capable of doing so. It seems he died of thirst at the bottom of the dodge trap.

(http://i.imgur.com/4XFBL.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 04:31:27 am
He got hurt during clean up of the spawn down there. Evidently nobody saw fight to go and get him to recieve treatment for his busted limbs. -_-

EDIT: OP updated with the death of Aseaheru's dorfs, Tahu's conscription and Okol's defeat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 08:28:51 am
Yay, gore. <3 Who doesn't love limbs and teeth flying everywhere?


Also, wow. I wouldn't have guessed that Dicer would've wound up with enough kills to name her weapon... How many kills does she have, exactly?

Great update, Reudh! And lol about how you included Talvi. :P That was awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 08:33:36 am
Just for the record, please remember to revert the graphics back when your turn is up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 31, 2012, 08:38:18 am
This is what it looked like when I unpacked it in a fresh Phoebus install. :P

I'm going to revert it if you wish at the end of my turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 08:40:39 am
I have no idea how graphic sets work and quite frankly I can't tell what the hell is what most of the time with them because I don't think they were designed with smaller monitors in mind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 08:41:36 am
I thought it was Phoebus - I used to use it before I worked myself into using standard DF graphics.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on August 31, 2012, 08:45:19 am
Standard ASCII gives me a migraine because of the sharp colours. Mayday and Phoebus don't seem to. I might start using Mr Frog's personal one, because that's kinder on the eyes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 08:49:01 am
well if you guys feel like making small talk the link to the tiny chat is on the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 09:03:44 am
I'm going to have to pass - I'll be getting off before too much longer, and I have some PMs and emails I need to reply to.

On Mr Frog's texture pack: I've used it before, though briefly. It's great - seriously. lol   I don't think he ever half-does anything - he went all-out on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Varnifane on August 31, 2012, 10:08:32 am
I'm only about 15 pages into the thread so I apologize if this question has already been answered.

Do non fortress residents that get wounded and not killed by the spawn transform? Caravan guards, goblins, elven merchants, puppies...?

Also, if there are dwarfable dwarves left I'd love a spot as Varn. If there is an option, preferably a Hammerdwarf that does architecture on the side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 10:11:37 am
If it's a dwarf then yes it will become a spawn, though there's a chance they won't; seems about a 1 in 5 chance or something to that effect, unless you save and reload later, in which case the affected WILL turn eventually. Othwerwise no. Goblins, humans and such are safe, aside from the massive hemorraging and limb loss that happens when a spawn bites something in general.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Varnifane on August 31, 2012, 10:26:09 am
Awesome, thanks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on August 31, 2012, 10:26:54 am
Draconik's Log : Aftermath
Spoiler (click to show/hide)

[Priorty-One Message, Omega Level Encryption] [Message Incepted] [Orgin... Draconik Sankis Head of Parasol's Bio-Weapons Division Lab Six... Destination... ... PDA beloning to... ... Colonel Fischer... ... Decrypting...]
Spoiler (click to show/hide)

Spoiler (click to show/hide)

(Ninja'd three times) (edit) [Looks like you all were busy while I was away, also looks like World War Three occured, or as we call it here at Spearbreakers, Lunch.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 10:43:44 am
I don't like the implication of Fischer being  an agent from any of the other entities involved here. SHe's a founder and a veteran of the Vampiric Wars and as such has no connection with any of them aside from ballpoint and that's just from interactions with the mercs she may have had that have been floating around the fortress.

She won't have any kind of electronic gear. Sorry to burt your bubble but I'd prefer she remain a regular (With that term being applied loosely given the shit she's managed to survive) Soldierdorf.

I say this not to be a party pooper or anything but making her an agent of some kind just seems to detract from her as she is within the rest of the narrative now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on August 31, 2012, 10:58:15 am
*Edited* Note added to orginal, sorry for Confusion, I shall now return to my work of creation FS-1, also I have just started reading the PDF verison of this epicness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 11:01:36 am
Ooooohhhhh Ok. A note or something would have been nice, cause the implication was contrary to that. And at the rate things are going some of the Dwarves may be going after the BT mercs instead because of the problems they're starting to cause.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 12:28:44 pm
Awesome stuff, Draconik. :) I've been wondering where you'd gone, and hoping you'd show back up. I did reach a bit by implying your dwarf was in hiding... hope I didn't mess any of your plot up by doing so. :( An important note, though: Wari isn't dead ingame, but I did have it appear that she's dead in the story... For the moment, in the story, she's just out of sight... but I think it's completely possible that Draconik wouldn't know that.

And good idea for making Count Splint force the Ballpointers to finally leave... I hadn't been able to come up with a suitable reason. :P Count Splint would almost definitely send them packing if they attacked Fischer (even if they just got their asses kicked from it, which seems likely).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 12:34:48 pm
Send them packing? They'd be lucky if Fischer let any of them live since it's pretty much implied they had to leave thier railguns behind to blend at least a little with the time period. :P

Plus swinging on Fischer means there's probably going to be nine or more other soldiers around plus at any given time half the population is armed, soooooooooo good luck escaping Contractors!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 31, 2012, 01:00:58 pm
any dwarves with no relations who are atheists?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 01:03:13 pm
Several. In fact I think up until recently the vast majority of our dwarves probably thought the gods had abandoned us or something because every dorf I looked at until I got the first migrant wave of my 2nd turn didn't worship a damned thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 31, 2012, 01:25:35 pm
with no relations?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 01:26:36 pm
Other than the founders that's a literal impossibility. Every dwarf now has relatives, passing aquaintences, friends and such in the fortress. I think the only ones with anything close to no relations are the soldiers and that's because they don't socialize very often, if ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 01:27:05 pm
with no relations?
How do you think that's possible, exactly? No mother, no father? I agree with Splint... unless you're miswording what you're saying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 01:29:00 pm
Only the founders have that state, and even they have relations of friend, lover, aquaintances or what have you, since they'll begin chatting at least a little as soon as the game starts. They have no distinct parantage or family because they're poofed into existance at embark.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 01:30:14 pm
Yes, I know that. But this is year 208 - dwarves don't live that long.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 31, 2012, 01:32:07 pm
I think he just wants a loner.

That reminds me, reudh, tell me if anyone shows up claiming to be related to rose.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 01:37:50 pm
You can ignor it if you really want. Because most of our migrants will have a distant cousin or something in the fort at this point at least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on August 31, 2012, 01:49:43 pm
i meant no living relatives. ah well. i wonder who shows up in the next migrant wave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 01:53:18 pm
Again, impossible. They're all cousins or something more often than not. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 31, 2012, 05:09:35 pm
Hey, splint, i think urist has won the poll. Time to vote again?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 05:13:31 pm
i meant no living relatives. ah well. i wonder who shows up in the next migrant wave.
Again, impossible. They're all cousins or something more often than not. :\
In a sufficiently bloody worldgen, they can get killed. Very rare, though. Maybe just no relatives at Spearbreakers - how would that do for you, Aseaheru?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 05:18:36 pm
Hey, splint, i think urist has won the poll. Time to vote again?

I'm in the process of redrawing Vanya in a full armorsuit. I have no idea what to do about Urist so I'm going full armor so i don't need to worry so much about his appearance (he is a military liason after all.) Once they're finished and posted they'll be removed from the poll.

And remember, any characters you guys wanna nominate (except Joseph. Can't draw 'perfection') so i know who to draw first I welcome. it also helps me keep track of what to draw (The Eris Trooper was a bit of a fluke cause I'd already been working on that off and on before I started the poll.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 05:27:55 pm
Urist has (as I recall) a lantern jaw (think "superhero"), a beard (pretty sure brown (but not sure where I got that idea from)), and (in my mind) well-kept hair (and another set of parentheses). He looks tough, kind of worn, like a farmer, but he has "chiseled features" - at least in Vanya's mind - he also has the appearance of a military dwarf. If Vanya's going back to Ballpoint, then Urist will probably be going, too... so if you want to draw him in Frog-designed gear, I doubt that'd be a problem.

Hanslanda will be able to give you a much better description, and he may in fact go against some of what I've said here.



I attempted to nominate Talvi before, even though she was my own character... I'd like to nominate Mitch, if possible... I see him with a medium-length, braided blond beard for some reason (probably his avatar). There hasn't been much of him in the canon, but hey. PBT is a really hard character to draw or imagine because we don't really have a clue what he looks like. :P     Also awesome would be Count Splint in his formal attire, throwing a mug at the head of a ducking liaison...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 05:36:09 pm
I imagine Dorf!Paintbrush as kind of worse for wear, being a full-time soldier, with reddish brown hair and a shorter than average beard (an unwanted trimming courtesy of the Spawn) with a seemingly longer than normal 'stache to make up for it.

THEY SHALL BE ADDED!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 31, 2012, 05:39:10 pm
Nomination: lord reudh.
Possibly while he's creepin' and stalkin'.
EDIT: Mr Frog, get in contact with me, i has an idea.
Is there any way to contrive some combat for rose that won't get her maimed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on August 31, 2012, 05:40:12 pm
YES. PBT definitely seems like he'd have a mustache. I'm thinking a horseshoe/biker mustache.

And Lord Reudh would be interesting to see, too... very creepy.

Edit: before Splint reset the polls:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on August 31, 2012, 05:48:01 pm
Is there any way to contrive some combat for rose that won't get her maimed?

At the current standing, most things out there will kill Rose (or any member of the bodyguard detail for that matter) due to lack of training save for wild animals, which wouldn't be worth sending them out to kill. However, if Reudh wants to build a mess of cage traps and a crude fight pit to unleash various wild critters in to let green troops practice on then that'd probably work.

Speaking of which, requesting Squad name change to the more generic "The Noble Hammers" Since we'll probably be elevated again this year.

EDIT: Poll editing is a pain in the ass. I've also reset the votes. I know the contractors will be bottom run in the votes, but they need love too :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 31, 2012, 08:11:20 pm
Hmm... A combat pit would be cool, especially if the menaces with spikes of bone angled over the pit itself, like in dungeon keeper 2.
Reudh, what is rose's hammer skill?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on August 31, 2012, 09:08:05 pm
@Xahnel:

To confirm, your Wii now has Internet access, and you can thus respond to PMs, yes? I am so, so sick of MocoSpace's interface.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on August 31, 2012, 09:59:10 pm
Urist has (as I recall) a lantern jaw (think "superhero"), a beard (pretty sure brown (but not sure where I got that idea from)), and (in my mind) well-kept hair (and another set of parentheses). He looks tough, kind of worn, like a farmer, but he has "chiseled features" - at least in Vanya's mind - he also has the appearance of a military dwarf. If Vanya's going back to Ballpoint, then Urist will probably be going, too... so if you want to draw him in Frog-designed gear, I doubt that'd be a problem.

Hanslanda will be able to give you a much better description, and he may in fact go against some of what I've said here.


Lantern Jaw: Check.
Brown beard (preferably mid to short length, not very fancy): Check
Well-Kept Hair: Uh, yeah sure. Check. :P
Tough/worn looking: Check. Middle aged for a dwarf, so like thirty for a human.
Chiseled features: Check. Kinda goes with the lantern jaw.

And I'll try to get back in the mood for writing sometime next week. I've just not been feeling it lately, as Talvieno knows. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on August 31, 2012, 11:09:26 pm
Yes, i can see messages, Mr Frog. Sorry about moco, though they do have the option to send messages straight to my phone. Just input my phone number instead of my username. Did you get my number?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 01, 2012, 12:09:36 am
I'll just use PMs if it's all the same to you. I'd rather keep all the things on one site.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 01, 2012, 12:41:23 am
Oh, no, i didn't mean tlak to me through moco, but it is a good way to tell me to come here, since i'm quite distracted getting 100% on ocarina of time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 02:07:38 am
Is there any way to contrive some combat for rose that won't get her maimed?

At the current standing, most things out there will kill Rose (or any member of the bodyguard detail for that matter) due to lack of training save for wild animals, which wouldn't be worth sending them out to kill. However, if Reudh wants to build a mess of cage traps and a crude fight pit to unleash various wild critters in to let green troops practice on then that'd probably work.

Speaking of which, requesting Squad name change to the more generic "The Noble Hammers" Since we'll probably be elevated again this year.

EDIT: Poll editing is a pain in the ass. I've also reset the votes. I know the contractors will be bottom run in the votes, but they need love too :P

Rightio. Baron's hammers is now Noble's Hammers. Also, there was someone I spotted who was the king of our civ until they were killed by Fischer, perhaps they were spawnified?




Rose's combat skills are as follows.
Novice Macedwarf (rusty)
Dabbling Hammerdwarf
Novice Shield User (rusty)
Novice Armor User (rusty)
Dabbling Pikedwarf
Novice Fighter
Dabbling Wrestler
Dabbling Striker
Novice Dodger.



Rose does not appear to have any relatives on her relationships screen. Was she part of the first two migrant waves?



I'll begin work on an arena. :D
The only problem is that we have too few wild animals at present.

I threw a lamb down into Ashsaber The Spawn's room. He has been strangling it for a little over a day and a half now.



And I love the idea of Dorf!Reudh gleefully peeking at Rose training.
I guess Dorf!Reudh has run of the mill looks, that is, middling weight, middling attractiveness, middling height. Rufous coloured hair, and kind eyes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 05:18:13 am
As far as I know only one of our civ's former generals has been rekilled in Spearbreakers. And Rose actually arrived sometime in my 2nd turn. As far as skills they should have been drilling nonstop unless the human diplomat arrived so they should have have novice in thier skills at least.... But then dwarves are slower at training except in wrestling in my expierience so maybe that has something to do with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 01, 2012, 06:39:20 am
I agree with Xahnel's random statement about a combat pit being cool. The main trouble here is that combat pits require caged enemies...

Also, while I'm thinking about it, the Spearbreakers PDF has been downloaded 73 times. :D Awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 06:42:52 am
Yeah, I've been reading through it a lot. :P

Up to the 500s in pages now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 01, 2012, 07:06:16 am
That's great! :) Glad you find it readable. lol     Is there anything you think I might be able to improve?

About the caged creatures... Are Holistic Spawn supposed to have the [TRAPAVOID] tag? Because they don't...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 07:13:37 am
I took it out before embark. They're bad enough as it is, and I figured if we really absolutly had no choice we could rig up traps in chokepoints and such to at least slow them down, cause locked doors sure as shit won't since they should still have the lockpicker tag, so thier scouts would get a nasty suprise after unlocking a door.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 01, 2012, 08:00:31 am
Hrm... All right... At least we have that figured out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 08:19:49 am
Ah, your custodianship is grand, Talvi! You've knitted it all together in a way that makes it easy to read.

And yeah, I like the idea of the spawn being capturable. Dwarven ingenuity > brawn.
Could also be a bit of a homage to Chance II in Syrupleaf, with his studying of a dead spawn, and eventual animation of said spawn corpse as a mining automaton.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 08:26:43 am
I need to vent because I just lost an adventurer not to combat or general  lack of supply. I got stuck in acave because my safty fires would go out and I was too stupid to just walk over them.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 08:31:20 am
Um?
You can always savescum. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 08:35:18 am
No. No you can't. Not when you haven't saved, not expecting to live that long. I killed a giant while crippled and crutchless with a fighting knife. I killed several dozen wolf packs and wiped out a modbold gang while crippled. What killed me? Having to "starve to death" because the safty fires I lit in a cave wouldn't go out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 08:54:51 am
Yeowch. That caught me out many a time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 01, 2012, 09:33:18 am
Usually, in adv. mode, I just sleep as far through the night as I can, and when the bogeymen come, I run. I've run til morning several times, but I usually prefer to see if I can kill several of them to send them packing. This requires getting lucky with their random generation, and them being weak...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 09:37:38 am
The best way (Ubiq suggested this to me in the Dawn of Time challenge thread) is to make a box of fires, and dump your water on the ground. Infinite watersource. Then practice by throwing water at the bogeys. If they're sufficiently injured they leave and tag team with another bogie; there's a finite amount per night so you'll eventually cripple them enough.

There was one who I oneshotted with a thrown water.

"The spinning water laced with bogeyman blood strikes the bogeyman in the upper body, tearing apart the lung!
The bogeyman pulls out and drops the water.
The bogeyman has bled to death."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 01, 2012, 01:06:14 pm
what i want to find: a dwarf with minimal relatives ether alive or in the fort. bonus if a athiest
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 01, 2012, 02:02:15 pm
Didn't a spawn immigrate at some point, or was that Splints alt-fort?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 01, 2012, 02:54:32 pm
That was Splint's alternate timeline, which is why I didn't put the quote someone suggested up on the front page (at least, I think I didn't).

quickedit: Good, I didn't. I didn't want to confuse people with what actually happened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 01, 2012, 09:26:10 pm
I don't think, Asea, that there's any dwarf with NO worship. I think the least you'll get is a dwarf who's a 'dubious worshipper' of only one deity.

There are plenty of dwarves with minimal to little relatives. EG: Rose has no relatives.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 09:26:51 pm
A good chunk of our population doesn't seem to worship a damn thing actually.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 01, 2012, 10:24:37 pm
A good chunk of our population doesn't seem to worship a damn thing actually.


Spearbreakers: Because in this place, there are no gods. There is only Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on September 01, 2012, 10:40:10 pm
A good chunk of our population doesn't seem to worship a damn thing actually.


Spearbreakers: Because in this place, there are no gods. There is only Fischer.
That, and being under more or less constant siege from the rotten body parts of your formerly dead friends and relatives, demonic monstrosities from the deepest pits of nightmares, and goblins, isn't really conductive to belief in a loving god...

Say, Reudh, could you  pull up Sus III:s character sheet and any relevant equipment info? (I recall he was in the military, right?)
I think I've got a strange mood coming up...
*Forumgoer!Sus has claimed a drawing pad and crayons!*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 01, 2012, 10:47:20 pm
I feel like for the sequel, I must rename "Champion" to "Disciple of Fischer" now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on September 02, 2012, 12:50:20 am
lol, btw reudh what has dworf!PBT been up to lately, did he get to kill/dismember anything for a bit, i think he was pretty much reduced to shining his armor and grinding his axe during splint's reign :-)

as to his appearance game says braided bead and moustache, somehow this came to mind....:

(http://images3.wikia.nocookie.net/__cb57888/warhammeronline/images/c/c4/GotrekGurnissonConcept.jpg)

just wearing more armor... if i get time i may draw somethignup...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 01:01:01 am
Suitably intimidating and frightening if on the reciving end of big scary choppy thing. Splint approves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 02, 2012, 01:38:48 am
Dorff!PBT was in combat recently, but he had no kills. :P

As for Sus III Minthelms the Diamond Haunt of Stigmata:

(http://i.imgur.com/i7eMn.png)

He has an... interesting inventory. I'll just write it up because it's suffering from the disappearing text bug.

Code: [Select]
=iron cap=, head
=iron cap=, head
=iron helm=, head
adamantine strands, sewn into his thumb on the right hand
(pig tail fiber dress), upper body
(cave spider silk robe), upper body
=iron mail shirt=, upper body
=iron mail shirt=, upper body
=<<-llama leather backpack->>=, upper body
(kangaroo leather quiver), upper body
(sheep leather waterskin), (pig tail fiber dress)
(giant cave spider silk left glove), left hand
=iron left gauntlet=, left hand
x(troll fur loincloth)x, lower body
+rope reed fiber trousers+, lower body
*iron greaves*, lower body
*rope reed fiber sock*, right foot
=iron low boot=, right foot
(cave spider silk sock), left foot
=iron low boot=, left foot
(giant cave spider silk cloak), upper body
=iron crossbow=, right hand
(troll fur cloak), upper body
(troll fur cloak, upper body
(pig tail fiber cloak), upper body
(silver war hammer), left hand
(giant cave spider silk cloak), upper body
(black bear leather cloak), upper body
(llama wool right glove), right hand
(pig tail fiber right mitten), right hand
X(pig tail fiber hood)X, head
X(pig tail fiber hood)X, head
X(naked mole dog leather hood)X, head
X(pig tail fiber hood)X, head
X(llama wool hood)X, head
(pig tail fiber hood), head
(bronze shield), left hand.

Sus III is wielding an iron crossbow, a silver warhammer AND a bronze shield.
He wears six hoods, two pairs of gloves, plus gauntlets, and I think six cloaks. All of the hoods are rather tattered.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 02, 2012, 02:04:42 am
Excerpt from AussieEvil's journal

Stole some mugs from the stockpile today. I suspect that the blood that rains down from the sky here is a gift of the Gods, imbued with the power to make the dwarven mind and body perform beyond anything the mortal world has ever known. I will need to be discreet about this, as my work could be considered that of a maddwarf under some circumstances. I will need a good hidden place to set up the mugs outside where they will gather this blood-rain, and some disposable animals that nobody will miss (avoid using cavies if possible -- one resident seems to have a "sixth sense" concerning them)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 02, 2012, 05:08:19 am
27th Hematite, 208, early Summer

I hear a dwarf called Simon Tam has been quite angry lately. He was just recently removed from the post of mayor, and Crusher was elected in his place... Weird, that we dwarves of Spearbreakers elected a BODYGUARD as our mayor. Crusher's first decree was "ME LIKE BUCKLERS. NO BUCKLERS LEAVE HERE."

Work on the sky platforms connecting our towers is going well. No injuries.

We're joined by Aseaheru II, a dwarf who no one seems to know, besides Bukitodinos. I went down to have a look at where Aseaheru I was found dead... and phwoar! It stinks down there.

Also, I decided to make a memorial to Stova. Hopefully that'll please ol' Count Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 07:47:42 am
WHen I seem multiple weapons and shield in dwarf mode, I assume two things

1. Larger dorf specimen, thus able to carry the added gear
2. As per my Fischer drawing, they just bolt the shield to thier arm.

Honestly though it seems like they're carrying more shit than they need, but then I think I'm the only one who considers that what amounts to nearly four uniforms on one dorf might slow them down just a tad unless it's all adamantine for the non cloth parts.

And damn, I think Sus III's thumb is now more valuable than the rest of him. Also: Lol at Crusher. Just fill the mandate and give Simon his job back unless the human diplomat is here :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 02, 2012, 08:26:57 am
Actually, I ran a couple tests, after discovering that dwarves could wield two weapons and a shield. I made two parallel hallways, and burrowed four dwarves with equal agility in their character screen. (Four dwarves to each hallway.) One hallway had armored dwarves, and the other hallway had dwarves that weren't wearing any armor at all. When I activated the alert, which was set to the dining hall, they all reached the end of the hallway at just about the exact same time. Carrying armor doesn't slow you down in fort mode, and nor does carrying extra weapons.


Lmao at Simon Tam being removed from the position of Mayor. :P Now he's pretty much out of a job. Nice job on the Stova memorial. :) Greatly enjoying the updates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 08:30:56 am
That's wierd. Usually my troops have trouble if they have low armor user skill and a mess of chainmail and whatnot (excluding the cloth parts.) I also noticed my own heavily armored troops would often end up only hitting half as often as less armored troops. I dunno, might have been a fluke but I stand by them having too much shit to lug around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 01:24:51 pm
its aseaheru III. aseaheru was a replacement for aseaheru, who was named for some idiotic reason.

can i see III's stats?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 01:39:31 pm
We thought the first Asea hadn't died and you simply went undorf'd, hence the incident.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 01:55:32 pm
ah, ok
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 02, 2012, 02:20:56 pm
Sus, what makes you think gods in DF are loving?

Asea, your dorf didn't die.  He got lost again, suffered amnesia, and was written off as dead due to a dead dorf appearing near his last known location.  In other words, your "new" dorf is your old dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 02:23:02 pm
He has in fact died twice. I found his first one as missing or something like that. Either way we're on Asea III :P

Looks like he may beat Sus for most deaths at this rate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 02, 2012, 02:28:39 pm
Am I being creepy enough?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 02:31:07 pm
Define creepy. And remember, we have Tinychat (since it's already set up and no downloads are needed) for small talk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 02:56:06 pm
i still want so see my guys stats. then its convenient anyways...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 02, 2012, 03:32:52 pm
How does it go?'

Sus I died
Sus II was outside during a siege and thought dead, but found again
Sus III injured, now the One Million Dorfbux Dwarf.

Aseaheru I died
Aseaheru II (named Aseaheru due to misnaming) hurt his arm and no one decided to rescue him... despite the fact he could move on his own, and died.
Aseaheru III (named Aseaheru II due to misnaming, renaming shortly).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 03:48:35 pm
yays! btw, whats the guys job?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 04:11:52 pm
YOU'LL BE A CONSCRIPT AND LIKE IT! -Patrick Stewart voice-
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 04:20:10 pm
ok! can he be a crossbow dwarf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 04:24:23 pm
You may end up replacing you in 3rd squad actually (which as a combination hammer-crossbow squad.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 04:29:43 pm
Yay!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 02, 2012, 04:49:25 pm
The whole thing about dorf-Asea just getting lost was a joke, like how in the battlefailed forts when dorfTAG dies, he actually faked his death.  I'm surprised noone realized that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 04:51:20 pm
I never read any of the battlefailed things because I tend to shy away from what amounts to a standard setter of MUST BE EVIL BIOME. DORFS MUST DIE IN FIRST YEAR. from what i've been able to gather. I know I'm generalizing but I just can't be bothered to read them :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 02, 2012, 05:10:12 pm
i knew. and battlefailed is a bit anoying in my book. it is a VARRY odd book. and i cant corently spellcheck because my mouse is EVIL.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Niccolo on September 02, 2012, 09:02:42 pm
Hey guys, long time no see.

I know you probably figured I was never coming back, but I just formally wanted to tell you guys I'll have to pull out. My time and urge to play dwarf fortress has starkly diminished in the past month or so.

So, I'm sorry about that. Good luck with spearbreakers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 02, 2012, 09:32:29 pm
Tis a shame, but it happens. I'll take you off the turn list. Hope you'll still pop in to check for updates though!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 03, 2012, 07:49:06 am
Very creepy, Aussieevil... lol   Keep it up.

And heyaa, Niccolo. I'd been wondering where you'd disappeared to... No worries, though. :) Thanks for letting us know. If you ever feel up to coming back, you can expect a warm welcome.


Just heard back from Draconik, so hopefully I'll be able to get a story post out today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 03, 2012, 03:11:21 pm
 I got bored and decided to make something. Kinda stupid but hey, I find it a good time killer.

The following is a yellowing note written in dwarven. Your dwarven is a little rusty, but you can sort of make it out as some kind of schedule.

Spoiler (click to show/hide)

I like to imagine She spent her own downtime writing hundreds of these things and making Splint sign them all :P

OFF TOPIC
I was able to get the goblin caravans and diplomats to arrive properly. Thanks to those magnificent greenskins I didn't need to breach the caverns and fight the teeming crundle hordes when a leatherworker wanted silk. Still haven't managed to get dwarves to arrive though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 03, 2012, 05:01:15 pm
So, you aren't having that problem with invasions some people noted? That when you get an invasion, all non fort member goblins instantly turn hostile?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 03, 2012, 05:05:35 pm
I shall explain via Text good sir Xhanel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 03, 2012, 05:08:14 pm
It could be that his local goblins are a different civ and won't show up as hostile until members of their civ attack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 03, 2012, 05:11:29 pm
The goblins in question are modded to be firendly and send small caravans. The modbold menace is great and even they realize they can't win on thier own.

EDIT: Did I just miss anyone on Tinychat?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 03, 2012, 11:02:49 pm
Been on the tinychat all day, haven't seen anyone, though is it /dwarffortress like the link or else where?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 03, 2012, 11:04:09 pm
I didn't think anyone would be in there so I didn't bother :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 04, 2012, 06:58:42 am
Sorry, Draconik. I wasn't really on much yesterday, but I would've tried to pop in while I was, had I known you were there.

That's a pretty grueling schedule, Splint... lol   I'd hate to be somebody in that squad.


Story post delayed. Should be out later, though.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 04, 2012, 08:24:44 am
((Ugh. Got home at 8:30, ate my food and fell asleep on my computer. Update tomorrow though.))

Today, Splint gave me the go ahead for the Stova Memorial. I originally planned on having walls viewable from the sky saying "R.I.P STOVA, BELOVED OF SPLINT" but he vetoed that, requesting just a "R.I.P STOVA."

Everything else goes well. My underlings are hard at work bringing in the armor from the goblin's christmas, and only two of the dwarves remain unhappy.

Hans was grumpy that he had to go work out in freakish whether, and Datan was very unhappy because I drafted him so that he would move from the spot next to the pool he was standing next to blinking with fatigue.

I took a break from my work to admire Rose's training regimen and her fellow bodyguards. I hear Crusher was elected mayor, and Simon Tam was furious at being replaced... but he shall be reinstated as soon as the dimwitted bodyguard-cum-mayor makes a slipup. I shall see to that.

Rose looked beautiful, as usual.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 04, 2012, 11:04:36 am
Great update, Reudh. :) Glad you could get something out today.

Vanya's Journals: The Search

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 04, 2012, 11:32:51 am
Only 20 meaty pain-feeling capable-of-dying-from-bloodloss contractors vs Fischer? Man even with thier chainweapons they were fucked if that's all they threw at her.

And I lol'd uncontrollably at "POCKET SAND!"

Good work man, good work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 04, 2012, 01:10:38 pm
And my appearance was just as hilarious as in the rough draft. Awesome as always, Talvieno :)

I honestly don't know what to say about Orodogoth, though. His speech was hilarious, yet incomprehensible at the same time. And pocket sand was hilarious >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 04, 2012, 01:20:24 pm
Orodogoth makes me think of Dale Gribble from King of the Hill to be honest.

So, off topic, My poor human, because we've yet to become a mayoral settlement, has been hit by a barrage of diplomats one after another. The latest called us stunted... I imagine it was more or less like this:

Spoiler (click to show/hide)
"

Yes it's off topic but I feel like I can share what's happening in this settlement with you guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 04, 2012, 04:09:22 pm
Lol, seems the game doesn't notice race when deciding how to insult you.

EDIT: Talvieno, i replied to your message.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 04, 2012, 08:31:22 pm
Excellent Story Talv.

Draconik's Log: FS-1
Spoiler (click to show/hide)

OOC:
Spoiler (click to show/hide)

Also Orodogoth was funny as heck, POCKET SAND Will earn you two internet, a dozen cookies, and a lifetime of Flame-shield in Bay12 forums.
(No-ninjas during the typing of THAT!)....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 04, 2012, 08:47:55 pm
And thus the other Spawn were born. Because Fischer got a few splinters when she beat the shit out of the contractors :P

EDIT: Damn it Sankis, I keep missing you by a few minutes  >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 04, 2012, 10:30:08 pm
I'm here now and aussie and I are in tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 04, 2012, 10:37:39 pm
Evidently not. I think there's some connection lag going on here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 04, 2012, 10:46:17 pm
It's official:

To strangle a lamb is a new euphemism.

EG: Teasing Fischer would be strangling the lamb.

Very, very foolish move.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 12:31:18 am
... I... I don't get it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 12:44:28 am
Tinychat joke... I was telling Splint and Talvi about how I threw a lamb at Ashsaber, who strangled it for three days before it died.

Then I realised it sounded like a bit of a euphemism... spanking the monkey, etc...
And Talvi made the euphemism mean "to do something incredibly foolish".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 02:56:24 am
And now i get it.
Important lesson: when telling people about your new saying, context is important. Otherwise it's a Talvi-ism.

"then he ate the coconut. Shame really. I wanted to be that coconut."

(I think that's what she said once, i can no longer be sure.)

EDIT: rose is gonna spend some time talking to our caged spawn. Sample dialogue:
Rose: frig you're an ugly fella.
Spawn!ashsaber: -roars and takes a swipe at her-
Rose: -dodges, and smacks him- bad. No stabbing the nice girl who brought internal organs for you to nom.

I think she could totally make pets out of them, she's crazy enough to not be bothered.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 03:16:56 am
As it stands Dorf!Rose would probably be ripped to shreds by Ashsaber or Softa, but hey, whatever works for the story. Story!Rose is likely as nimble as any of the elite fighters.

Bear in mind that Ashsaber and Softa have not fed in some time, assuming that they do need to feed periodically. Ashsaber has had a lamb recently, but not much else. Softa has been starving, so they will be much angrier in combat, and hence, faster and more desperate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 05, 2012, 03:27:27 am
Tinychat joke... I was telling Splint and Talvi about how I threw a lamb at Ashsaber, who strangled it for three days before it died.

Then I realised it sounded like a bit of a euphemism... spanking the monkey, etc...
And Talvi made the euphemism mean "to do something incredibly foolish".

I suddenly became uncomfortably-aware of just how out-of-the-loop I am. :(

In case anyone's wondering, I am working on a Thing -- with Talvi helping with editing -- and I do plan to start posting it at some point, but not until I've already made decent progress. I want to build up a buffer so that I don't feel as pressured as I did last time, and on top of that I can do more editing this way.
    Besides, in the event that I flake again, I figure that No Story is better than Perpetually-Unfinished Story with a side order of Big Melodramatic Apology.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 03:33:01 am
Story rose is more badass than game rose, yes. Because game rose was not trained in the proper weapon. Oh well. Still, rose would sit with them on a few off days, and toss them meat. I think that, story wise, a little companionship might be good for our resident spawn.

Weren't the two of them male and female? If so, what would happen if we did that "lock em in one room for a year" thing?

Would there be little baby spawn, that look so adorable in their eldritch abomination/zombie horror kind of way?

EDIT: Frog ninja'd.
All you gotta do is be in the thread more. We all miss you. You don't have to seclude yourself just cause you think you let us down or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 05:23:19 am
AFAIK wild animals don't breed if the only available animals are both wild.
Same with the animal men, I've never ever had an animal man announcement of birth.

And yeah, while on the outside Ashsaber and Softa would probably just appear to be mindless ravening beasts, Ashsaber and Softa's consciousness locked inside would probably appreciate someone brave enough to visit the beast they have become.

How poignant that is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 05, 2012, 07:13:43 am
lol, if she had been trained in the correct weapon, she'd still be a bit underpowered. But I suppose it doesn't matter, really. And yes... Ashsaber and Softa would probably like people visiting them. It's part of why Fischer visits them.

I had a scary, disturbing thought yesterday... If a pregnant dwarf turns to Spawn form, what happens to the unborn child?



edit, btw:
In case anyone's wondering, I am working on a Thing -- with Talvi helping with editing -- and I do plan to start posting it at some point, but not until I've already made decent progress. I want to build up a buffer so that I don't feel as pressured as I did last time, and on top of that I can do more editing this way.
    Besides, in the event that I flake again, I figure that No Story is better than Perpetually-Unfinished Story with a side order of Big Melodramatic Apology.

My favorite kind of story is the one that never ends. As long as interest keeps up in it, I plan to continue the Vanya story. :P I usually reach the end of books going, "aw, is that all there is?" I hate when they end, especially if they're good.


Orodogoth's character is supposed to be Dale Gribble/Mad Scientist. :P We collaborated on it a while, and I think I finally got it how he wanted it. Glad you guys liked it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 07:19:50 am
I would surmise that the womb would become inhospitable and the forming dwarf-child would simply spontaneously abort, as a Spawn even if it retained a womb would likely not have any placenta or similar; so far as the lore goes they're just humanoids with a heart, head, mouth and arms and legs. (And a torso.)


If the spawn do have placentas, the baby inside would still die. No oxygen passes through spawn veins, and the blood's too thick.

If by some rare trick the baby survived... let's say the placenta was still providing oxygen and nutrients, albeit nutrients scourged directly from the creatures the Spawn killed...

I'd say the baby would become a spawn, or the spawn would notice the growth in its body and attempt to extract it, possibly injuring itself in the process.


Any of those ways is massive nightmarefuel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on September 05, 2012, 08:07:42 am
I'd say the baby would become a spawn, or the spawn would notice the growth in its body and attempt to extract it, possibly injuring itself in the process.

Oh, ick...  :o
Spawn cancels Murderize: aborting foetus.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 05, 2012, 09:22:04 am
I agree with the spawnbaby, living inside the spawn dwarf... The baby has the mother's blood, and the mother's blood is infected with spawnbite, so the baby would have the same infection...

Spawn have their fronts ripped open like a maw with rows of teeth... so when the mouth opened, you'd be able to see the spawnbaby inside. :o And it would have a chestmouth, too... That's definitely nightmarefuel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 05, 2012, 10:29:58 am
The spawn do reproduce on thier own.... Evidently "natural-born" spawn are called larva. And since thier leader is called a hive king I'd say it's suitably horrific for them to be some kind of horrifying bee-people or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 05, 2012, 11:24:35 am
Seeing that this is still going on, I, a lurker, would like to request a dorfing. Preferably into a doctor or a mechanic. Name: Tomio
If those aren't available, anything will do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 05, 2012, 11:41:18 am
I agree with the spawnbaby, living inside the spawn dwarf... The baby has the mother's blood, and the mother's blood is infected with spawnbite, so the baby would have the same infection...

Spawn have their fronts ripped open like a maw with rows of teeth... so when the mouth opened, you'd be able to see the spawnbaby inside. :o And it would have a chestmouth, too... That's definitely nightmarefuel.


o.O And now the spawn can have giant Xenomorph mouths...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 05, 2012, 12:01:45 pm
Seeing that this is still going on, I, a lurker, would like to request a dorfing. Preferably into a doctor or a mechanic. Name: Tomio
If those aren't available, anything will do.

Welcome to the madness Tomio. You've been added to the awaiting dorfs list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 01:00:16 pm
in other words, it's totally possible for the spawn to spawn, so to speak.

Superweapon: SPAWNBABIES

:P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 05, 2012, 01:07:07 pm
Spawn spawning spawn spawn... spawnerificus.

What in Armok's infinite beard have we unleashed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 05, 2012, 01:49:47 pm
I'm not Sure Talvi, the only thing i am sure of is we have just beaten Lovecraft as far as eldrich horrors go, the spawn can spawn on their own... I don't remember any lovecraftian beasts that do/did that, i now fear for my insanity, however i must countiue working on FS-1, knowing that its a spawn designed to be better than the HS verison of spawn...

Spearbreakers, we just went from having world wars for meals to making Cthulhu himself fearful.

and with that i think we have redefined epic once again now all we need is ThatAussieGuy over her and the Clown Car will be running away with the gobbos and elves to find safer lands (or at least saner)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 05, 2012, 02:05:40 pm
@Talvi:

I don't think it's possible for a story to not have an ending, though... Eventually, the chain of events that a story's following concludes. If it doesn't, it starts to feel as though the story's just rambling on and isn't actually leading up to anything important, which kills interest for me.

...And I'll cut off there, because I've now had insomnia for two nights in a row and it took me thirty minutes just to squeeze that out of my brain :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 05, 2012, 02:10:50 pm
Seeing that this is still going on, I, a lurker, would like to request a dorfing. Preferably into a doctor or a mechanic. Name: Tomio
If those aren't available, anything will do.

Welcome to the madness Tomio. You've been added to the awaiting dorfs list.
Oh, and if possible, as a title, given my job is either doctor or mechanic: Crazed Scientist, please.

Tomio's Journal:
Spoiler (click to show/hide)

What do you think about my first Journal?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 02:47:29 pm
Mr Frog, i'm making an artistic surprise for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 05, 2012, 02:58:21 pm
@ Tomio - Lovely journal there man. This for seems to attract various kinds of researchers like flies to shit. Plus since your dwarf seems to specialize in animal research he may be of some use to either Mr Frog or Draconik.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 04:42:34 pm
Mr frog, the art is done. There is twelve images. I will either upload them tomorrow, or if tavlieno or splint wants to help out, they could go up tonight.

Reudh, how many months were your last update up to?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 04:47:47 pm
I'm up to late summer. 'fraid I don't get a lot of time to play.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 05, 2012, 04:56:21 pm
Still pluggin' away and that's what matters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 05, 2012, 05:35:58 pm
Still pluggin' away and that's what matters.

:)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 05, 2012, 06:34:52 pm
Just want to let everyone know I'm still here, I just don't post if I have nothing to say.

Welcome, Tomio!  Don't worry about if Mr Frog drugged the snack-bar, you'll build up tolerance eventually.

AFAIK wild animals don't breed if the only available animals are both wild.
Same with the animal men, I've never ever had an animal man announcement of birth.

Actually, they can.  In one 40d fort I had, a group of elephants stayed on the map for over a year before I managed to capture them, and eventually had babies.  And yes, I had yet to capture any elephants at all when it happened.  I think it usually doesn't happen because most animals die/get captured/walk off the map before it can happen.

I think at this point most migrants are sent here due to the original catch-22 ("There was only one catch and that was Catch-22, which specified that a concern for one's own safety in the face of dangers that were real and immediate was the process of a rational mind. Orr was crazy and could be grounded. All he had to do was ask; and as soon as he did, he would no longer be crazy and would have to fly more missions. Orr would be crazy to fly more missions and sane if he didn't, but if he was sane he had to fly them. If he flew them he was crazy and didn't have to; but if he didn't want to he was sane and had to.), if you replace "fly more missions" with "go to Spearbreakers."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 05, 2012, 11:27:41 pm
If anyone is on who has my number and is bored, i'm bored as well. Sorry for being off topic, but...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 03:22:59 am
I found this comic Niccolo linked in another thread humerous, and felt what the muse said would fit a dorf nicely. I'll put it thusly, as the image in my head is funny.  Here it is, but eh.... I wouldn't chance reading any others.  (http://www.oglaf.com/blank-page/)

"Alright ye greenskinned little shits, which one a ya wants to have thier balls lopped off and used fer emu  huntin' first!?" - Sergeant-Major Paintbrushturkey of 2nd Squad, directed at a soon to be very dead goblin strike force.

And yes, he got a promotion simply because, while I disapprove of the reliance we seem to have on them which we shouldn't due to a slight imbalance against the spawn (shut up, they aren't being rearmed, they're too far gone with thier axes to ever be listed as pikedwarves in this fort's lifetime) I now have an image of him in my head combining that troll slaying warhammer dwarf and a hardass biker, which to me is epic.

Many a foe would mistake his massive mohawk to be the most epic fucking helmet plumage ever, and his horsehoe mustache would be renown amongst dwarves as the most intimidating form of 'stache. - Unknown historian on Paintbrushturkey the axelord.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 06, 2012, 07:40:57 am
Great journal, Tomio! You'll fit in nicely. lol    And Xahnel - can't wait to see the art.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 07:59:14 am
Update with images this time coming tomorrow. In the meantime:


"Splint, Rose... I had an idea regarding Softa and Ashsaber. Talvi mentioned that the spawn might have their consciousness still inside them from when they transformed... So I thought that talking to them might be nice for them. Fischer's already done this a few times... so if Fischer believes they can hear him, I think that she's right. We can view the spawn safely from the long-drop above them, right? I think it might be nice for them to see you talking to them, Splint, as you were friends with them... before."



As I headed back to my room, Bloodeyes screamed out loud, then rushed to a mason's workshops down in the depths. He's hard at work still gathering everything... I also ordered No-Hair, Rodge, Solpyr, AussieEvil and Rochia to excavate some more stone, because our supplies for some stones are dipping below the hundreds.
I came and watched them dig, which they didn't seem to like. Can't think why. We hit a nice vein of gypsum, and suddenly inspiration struck me.

"An extra drink to the first one to find me a rose quartz!"

At this incentive, they all dug doubly fast. Solpyr found me one, just one, in the gypsum vein some metres in, and so I told him to go get his well-earned drink.

Rose will love me for this.
So, the plan is: I will go to a jeweler, and get them to cut it for me, and then I shall present it to my dear. She cannot help but fall for me... 'tis a beautiful piece of rock, this one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 08:10:34 am
Oh god.... I can only imagine how badly that'll go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 06, 2012, 09:42:11 am
Actually, that's quite a good idea, reudh. Especially if it's mounted in rose gold. A ruby would be even better. She won't fall for him, but he will be elevated from stalker.

Rose loves gifts, no matter who they are from. They make her feel accepted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 06, 2012, 10:09:16 am
I can totally see Talvi wanting to dress Softa and Ashsaber up to have a tea party with them... lol

And I liked Stalker Reudh. :( Oh well. The rose quartz and rose gold is a nice gesture. :P
But I REALLY like the idea of Rose falling for her stalker. :D  Hate that you vetoed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 06, 2012, 10:19:54 am
ARTS!

As a sprite artist, and with Mr Frog's ever changing mood, i figured it would be good for the rest of us if we knew the mood he was in. Thus I present, the many moods of Mr Frog ('s sprite frog avatar.)

Normal/Happy:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_happy.png)
This one has no change, only posted for posterity.

Annoyed:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_annoyed.png)

Angry:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_angry.png)

Sad:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_sad.png)

Disturbed:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_disturbed.png)

Raging:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_raging.png)

Intrigued:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_intrigued.png)

Sarcastic:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_sarcastic.png)

Very Happy:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_very_happy.png)

"Let's get dangerous.":
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_just_got_dangerous.png)

"Wat.":
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_wat.png)

Mr Frog has gone stark raving mad!:
(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_crazy.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 06, 2012, 10:31:13 am
Annoyed:
Spoiler (click to show/hide)
I lol'd. :P This is awesome.


Quote
Intrigued:
Spoiler (click to show/hide)
I think he looks kinda sick here... He's missing an eyelid, by the way.

Quote
Sarcastic:
Spoiler (click to show/hide)
"OOH! FOR ME?!?! :D"

Quote
Mr Frog has gone stark raving mad!:
Spoiler (click to show/hide)
"Awwwwww, whosawiddlebirdie? Whosawiddlewubbawubbacutesywootsywoo?"


Absolutely awesome, Xahnel. Makes me wish I had a pixellated avatar. Unfortunately, the only pixellated avatar I've ever had I converted from pixel art to something smoother:
(http://3.bp.blogspot.com/_zC3xpqoOYlo/TQJjDy3r3RI/AAAAAAAAARY/zHeE-toGCac/s1600/snowman2.gif)
and yes, I made it myself. so it's awful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 06, 2012, 10:34:26 am
The intrigued is supposed to look like he's missing an eyelid, because you lower one eyebrow and raise the other.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 06, 2012, 12:49:01 pm
Cool, one for each of my various personalities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 06, 2012, 01:06:08 pm
I'd hoped you'd like them, i'm glad you do. Feel free to use them. I'm considering another few, smug, and happy evil.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 06, 2012, 02:15:07 pm
Cool, one for each of my various personalities.
O_O Split personality x12!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 02:22:05 pm
And so the madness spreads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 06, 2012, 02:56:35 pm
UPDOOT to my journal, as I feel like it.
Tomio en route to Spearbreakers, god help him.
Spoiler (click to show/hide)

Note, it's ALL one of my crazy wazy theories, as Tomio is obsessed with the spawn and wants one as a pet. Anyway, if I ever get to the fortress, I will introduce the fort to my companion, and they won't like my companion (NOT the spawn). Not one tiny little bit.
EDIT: Except maybe Mr (no period since I value my life) Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 03:23:13 pm
Purestrain Spawn: Spawn desended directly from the Detective herself, AKA noninfected spawn. For intents and purposes soulless monsters as far as dwarves are concerned. They know what they are and quite frankly don't give a shit in the slightest.

Infected Spawn: Ashsaber and Softa are examples of this. Spawn that resulted from a dwarf being bitten and unable to fight of the infection. It is currently theorized by dwarven religious leaders (and some of the more devout biologists) that thier souls may remain trapped in thier now corrupted body.

Stangely enough that journal could probably be used as a crude template of playable spawn civ.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 06, 2012, 03:31:32 pm
Purestrain Spawn: Spawn desended directly from the Detective herself, AKA noninfected spawn. For intents and purposes soulless monsters as far as dwarves are concerned. They know what they are and quite frankly don't give a shit in the slightest.

Phone snipsnap.

Stangely enough that journal could probably be used as a crude template of playable spawn civ.
Disregard Armok, acquire destruction of enemies.
Anyway, it wouldn't be very fun without frequent interference of either Dwarves, humans or non-wood-restricted elves, as Spawn are way too powerful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 06, 2012, 04:49:03 pm
Whoa... Spawn classes just became canon. :o Armok save us all.

I'm badly wanting to mod all our spawn ideas in at some point. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 06:14:25 pm
Here's an idea I just had regarding how we fit in to the canon of Headshoots and Syrupleaf.

Remember how they said that after Syrupleaf went down, there were other nations that tried to put up a resistance?

Perhaps Spearbreakers is one of them. Of course, there's still the issue that the epilogue says that they all went down in a matter of months, but we're here fine after eight years. Also, I haven't seen any spawn yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 06:23:28 pm
Hi, we've set the spawn up as invaders from overseas. I'm glad to see you never read that at all.

(Sorry man but it just seems like more and more people are disregarding the OP and other things pertaining to how everything fits together and it's been pissing me off to no end.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 06:32:33 pm
Not disregarding. Not everyone has infinite time to spend on DF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 06:35:35 pm
Has nothing to do with the game but it seems alot of people don't bother to read is what I'm saying. Sorry if I came off as overly hostile.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 07:18:02 pm
Alright, I will correct myself.

Not everyone has lots of time to spend on DF and the Forums. These days, my involvement with the forums is basically just checking up on my favourite threads.

And yeah, you came off pretty hostile. Yes, I've read the OP. No, I am not disregarding it. I've just got a bloody lot to read for uni, and I had to shunt something out of my head. :P

Anyway, sorry for that grumble there.

I'm writing the update now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 07:20:06 pm
Too much free time: The result of not being a good employee in a country dominated by service industries I don't have the people skills or patience for and not being able to start school until well into september.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 08:25:12 pm
Alright, diary. Here's the latest update. I've kinda neglected you, lately... but it's been all good. I have been getting a rose quartz cut for... Rose. Hehe.

It's the 11th Malachite 208. I'm about halfway through my reign.

(http://i.imgur.com/V2OOy.png)

Yes, you saw that right, everyone. Fischer has started singing to her helmet.
A dog was found dead, bitten to death by its compatriots. It's a little crowded down in the animalhouse.
Bloodeyes has managed to find all he needed and he's begun his construction. I wonder what it'll be?

Most interesting of all, some MIGRANTS came!

There are:
Adil Desorlolor, an engineer who can also fight. She's going in Tun's Third Squad Company Two.

Limul Namled, a fish cleaner. He joins his wife Adil in Company Two.

Onul Rilemeral, a shearer, and a shoddy one at that. She makes number four in Company Two.

Ezum Basenlorbam, a potash maker of ill repute. He makes number five in Company Two.

'Tomio' Lilarlibash, a planter. His skills are needed, and so he escapes the army or being a Haula.

Ast Astcatten, an animal dissector of poor skill. No combat skills either, and he's weak, so he is a Haula.

BREAKING NEWS: Bloodeyes finished his artifact. It's a lignite millstone, named Orudesh Shetbethshethel, or Largeskinned the Twinkling Serpent.

I'm building a new barracks for Third Squad Second Company to train in on their off times. I'm also building a new refuse stockpile on the first floor.
(http://i.imgur.com/IwFDd.png)
(http://i.imgur.com/q35mN.png)

Mincer and Uvash just had another kid, called Tobul. They've nicknamed him Musher. Mincer is beside himself with joy.

While checking up on what jobs the dwarves were doing, I found someone 'Hunting for a small creature'. What on earth?
I assume someone's very hungry, but we've got pretty good food sources.

...


It's Aira.
Turns out she was accidentally convicted for a cold case... by my hand. I ordered her freed, but no one has seen fit to give her food or drink for nearly a month now. I fear she's hanging on by a thread.

Whoops.


((And wow, the disappearing text bug didn't kick in for once!))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 08:33:37 pm
Expanding the army I'm guessing? And at least he didn't flip shit. The last thing we need is more fatalties the way things went before.

Taking all bets on the enemy attacking again soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 08:37:46 pm
We only need so many shearers, milkers and potash makers. :P

If they had combat skills; army. if they didn't: haula.
Tomio's the only one of the new migrants to avoid either fate, as he had Proficient Planter or some such skill.


16th Malachite 208

Today I went to Rose's room. She's so beautiful when she sleeps...

It brought a tear to my eye. I went to see if the gem is back from the shop yet... and it is still sitting there, pretty, but not pretty enough, as no one has seen fit to cut it!

There was the oddest sensation when I went into Rose's room. It felt kind of oppressive in there... a little worrying, but I was able to ignore it at the sight of my beauty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 09:04:44 pm
I advise ripping and reinstalling the chain so we can hopefully save Aira, as I recall she's a player's dorf.

And now for something random.

And now for some bordom writing.

This is a elk bird leather bound journal. It's spine is decorated with elk bird horn and the cover is adorned with a great chevron of iron. The name on the front reads only the name 'Dauros' underneath it reading 'The Old Legend'. The pages are frayed in places but it's steel carry-chain and cover have kept remarkably well. You flip through the pages, finind mostly what appear to be personal accounting logs, supply and duty rosters and a veryu large number of drawings, some humerous some.... distubingly realistic. You finally find what appears to be a normal entry and decide to read it.


11th Malachite, 208. Downtime between morning drills and breakfast.

Got word of some new meat showin' up on our territory. Fischer had me and Mincer grab a few cartloads of armor and weapons, and had Jack haul up a crate of journals. Said Overseers orders, so I guess that means he's expanding the army as planned. Never seen Mincer so happy, and when I asked Jack about it he said the man just got told he's apady A DADDY again. Stupid quill. Good for him.

We wheeled the carts up to the main gate and Splint was there with Overseer Reudh (queer fellow that Reudh. Insists on being called lord despite not being of noble birth or promotion,) getting everyone's names and skills down. Evidently we got a few convicts shipped to us according to some Potash maker named Ezum. Some woman named Adil walked up and said she was supposed to get her kit from me and Mincer. Handed her a pike and told her "Welcome to Spearbreakers, ma'me, the fortress where dreams become nightmares!" Bitch laff laughed at me like I was kidding. Mincer gave her her armor, a rather fetching tin flask and a field pack, Jack her journal and we sent her on her way to await assignment. Did the same for the lot of them that came to us before Splint gave us the signal to pack it in. He and Reudh went into his office to finalize getting a third squad running for 2nd Company. Must involve alotta papper paperwork.

There was one really wird wierd fellow mixed in there though... Dressed like one of them biologists from back in the mountainhall. Somethin' seemed.... off about him. Can't really put my finser finger on it.

Bah, there's the drums. Back to training I guess.


----

I figure I may as well start writing journals for other NPCs for shits and giggles. Dauros has issues with spelling.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on September 06, 2012, 09:05:56 pm
see i'm a fan of if they have skills, ARMY, if they don't ARMY

if they survive long enought without skills they will get them... eventually :-D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 09:14:42 pm
I just realised that Spearbreakers is pretty heavily militarised. Population of 120, 90 odd soldiers and 7 children.

Also I'm in the tiny chat as we speak.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 09:17:56 pm
That's pretty much what I do when there are gaps that need filling. "Oh, you don't have any combat skills Human McExtrajewler? Don't worry, I'm sure these two axelords will be happy to teach you the ins and outs of using this poleaxe! Somebody has to replace the guy who died in that wrestling accident after all."

And heavily militarized was the idea, glad it's goin in the right direction, though you can't really count the two civil defense squads or law enforcment, they're just there to help out in a pinch/ keep order. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 06, 2012, 10:05:32 pm
And heavily militarized was the idea, glad it's goin in the right direction, though you can't really count the two civil defense squads or law enforcment, they're just there to help out in a pinch/ keep order. :P

Shouldn't Fischer and the rest of the first 3 squads be more than enough?  Even the 29 non-Fischers are still highly-trained and very dangerous on the individual level, so the only thing I see presenting them a problem is the number of necros present reaching a critical mass, AKA reanimating bodies at least as fast as we can put them down, keeping us from actually reaching the buggers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 10:11:00 pm
I think we actually killed all of the necros. The last zombie siege was just some directionless horde with no leader.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 06, 2012, 10:28:02 pm
Wasn't even a threat at all. Fischer got knocked over by them but retaliated by ripping four to bits in about half a second.

Even the newbies were able to fight one on one easily without injury.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 10:34:06 pm
See? no necro no threat. A directionless mass of things even dumber than dwarves. Also, SPOILER ALERT!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 06, 2012, 10:45:03 pm
I never said there still were.  I was just stating that was the only thing I could see causing them trouble.  I mean, really, spawn sieges are nothing of note anymore.  Even if any necros are left near (on the world map, that is) Spearbreakers, and are dumb enough to pay us a visit, I doubt they'll survive long long enough for such a critical mass to be reached.

Edit: I'm going to bed.  G'night, y'all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 06, 2012, 10:46:45 pm
It's more a matter of the sieges being too spread out to take advantage of thier numerical superiority. they end up getting cut to ribbons peice by peice, unable to bring thier full force to bear (plus we always directed a few into the spike walk :P)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on September 07, 2012, 04:33:06 am
(http://i.imgur.com/TsHuM.jpg)

Done with very little GIMP experience. More?

E: Blurred my glorious visage a bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 04:59:16 am
I will admit Mitchewawa, that your labelling has proven invaluable. I've added some labels of my own, too.



Text only update, because slowdown. >:(

17th Malachite 208

Per orders from Splint, I have begun preparing to invade hell. Do not get me wrong, but I am not going to actually invade it. I am merely militarising and preparing, by producing bolts and armor a plenty, and carving more fortifications around the area. We have an order for 1200 bone bolts in place, that is, 2 x 30 stacks of 5. I sincerely hope the next overseer is more of a tactical genius than I, who offended First Squad by sending the others to back them up. Hans and Datan are still grumbling about having to help Fischer and the others.

Poor old Aira was found dead, in her jail cell. Evidently, no one saw fit to feed or water her while she was in jail, so she starved to death. Thankfully she was not well liked at all, not a dwarf could remember more about her than the fact she once was the outpost liaison.

She is survived by an entirely unrelated dwarf, Aira II.
We're also joined by Varn, a thresher seconded into the Second Company squad.
Second Company now has a barracks near the Depot Barracks, where they have haphazardly begun training. I'm considering training them all as marksdwarves to aid with the invasion of the place beneath us, in the hopes that there might be a cure down there. Splint seemed to suggest that a cure to the Spawn's afflictions could be found deep in the earth... so I prepare for invasion.

Such a thing does not scare me as it should, but then... Reudh does not care about anything, anymore, but for my dear Rose. I finally found the gem, crudely cut by a peasant, laying in my room.

I took it to the flower of my heart, the beauteous blossom, the greatest she-dwarf to have existed, to rival even Muthkat Floweredsprinkled, famed Courtesan of the Responsible Outrageous Fences.

Her sullen yet pretty expression was replaced by a look of wonder as I laid the rose quartz in front of her, looking almost as beautiful as she looks to me. What a dear, what a world... She smiled!

I nearly fainted with pleasure... Such a smile, such a smile... Oh, and I thought she was beautiful then, but when she smiles, oh, that lovely dwarf, her prettiness raises to a point I thought not possible, a beauty I can not behold without a near visceral response... And she at last speaks.

An angel's melodious voice can not match the greatness of Rose's harmonious, seraphic, cherubic.... in all regards, divine voice.

"Thanks, Overseer. I don't deserve such a gift."

Oh, oh! I cannot speak I am in such eternal raptures of love! What mellifluous speech she uses! What...


She is incomparable! I am in love! I know it! And to lose her would be a shame indeed, I would be as broken as Splint obviously is!

Oh, what a gay day today is! I cannot help but skip about the fort in a near daze of happiness.

Those happy mothers and fathers haven't got anything on me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 06:01:18 am
5th Galena, 208

No!

Poor little Musher.

A goblin snatcher came out of hiding, and rather than steal the nineteen day old baby away from his mother, chose to slice his arm off. I'm sending Fischer in to deal with the scum. Here's hoping she ends him slowly.

Let there be a day of mourning for Musher, son of Mincer and Uvash.

It is a sad day when a child dies... It is a sadder day when a child has not yet had a chance to live.


Fischer, the smart man that she is, took the goblin down in fifteen seconds instead of the half second it would've taken her normally. She cut its arm off, replicating what it did to Musher, watched it collapse in pain, recover, attempt to crawl away, before she ripped it to shreds, and left it to bleed out.

She came back in with a grim look on his face, and the head of the goblin.
"Reudh, I approve of what you did just then," she said. "Here, you might want this. Show Spearbreakers how you deal with enemies, and hopefully you can recover from your initial blunder."

She flicked the head at me lightly, but with the strength she has, it was like someone had thrown an arrow at me. I managed to catch it but not without bruising.
The spinning Dostngosp Snustkutsmob's head strikes Lord Reudh in the upper arm, bruising the skin!
Fischer leaves, grumbling "I need to clean this filth's viscera off myself. Be back soon, 'Lord'."
Perhaps my order has redeemed me, in Fischer's eyes. That's a good thing, right?

I called everyone available to the main hall, gingerly carrying head by the hair, occasionally dashing it against the rock walls as I walked.
Most of the dwarves I passed smiled, although No-Hair squeaked with horror and hurried Some-Hair away from the grisly sight. I hopped up onto the table, twisted Dostngosp's head's nose so hard it broke, and began to speak.

"Dwarves of Spearbreakers! I come to you in a time of grief. Our dear friend Mincer, and his wife Uvash, have just lost their son to goblin scum. He caught Uvash while she was hard at work, and she paid the price for it. I come to you bearing the scum's head."

A roar of both outrage and commiseration came from the crowd. I caught a glimpse of Fischer in the background, newly cleaned of the filthy guts of Dostngosp, nod slowly.

Splint stood near her, ever ready to intercept if I became foolish. It was his job as baron, after all. Accompanying him was his Baron's Hammers, Thumper, Crusher and Rose. Rose! She must've liked my gift so much! I haven't heard anything from her since I gave it, but she appears to be wearing it in an amulet made of-- hair.
Hair that's red.

My hair is red.

Oh god, did she come into my room?

Stammering slightly, I continued.

"I sent Fischer alone to track down the scum. I know that he would find him quickly and make his pain slow and intense. She returns."
Everyone turned to her and cheered. Fischer looked a bit grumpy by the fawning adoration, and redirected the crowd back to me with a swift manouvre.

"My friends, do not thank me. I am merely the grunt that carried out the order. It was Lord Reudh's thirst for vengeance that gave me the order to hunt the filth. Lord Reudh made the call."

And with that, the crowd turned back to me. "Lord Reudh! Lord Reudh! Lord Reudh!" they cried.

Oh, how pleasing. I let a smile pass over my face.

"Mincer, Uvash, I present the head of your biggest foe to you to do as you wish. With your permission, I shall build a memorial slab to little Musher."

They quietly nodded. Mincer accepted the head, hefted it about from hand to hand, before tearing its nose off and throwing it to a stray dog. He silently handed it to Uvash, who popped both of the head's eyes out, then ripped at its hair. Mincer took it back, and ripped both ears off with two twists of his hand, throwing more scraps to the dog. The crowd thought this was great, it was like a public execution to them. They roared with pleasure, "VENGEANCE!"

Oh, wow, how amazing the mob is. I feel myself swept up along with them. As a final gesture, Mincer and Uvash held one side of the bloody and misshapen head, and simultaneously punched their fists together, caving the head in. The head slipped from their grasp, shattered and beaten to a pulp, barely recognisable as a goblin, where it was pounced on by a giant emu, terrifying tall creature looked at the head, drummed at us all, marking the head as "This is mine now", and picked it up by the eye socket to take it away and eat it.

The crowd cheered. I was oddly... happy. Rose appeared happy too. I would call this a rousing political success. Fischer even smiled. Splint gave me an evil grin, mouthed the words "well done" at me, and walked back to his room, followed by the Baron's Hammers.

The giant emu, thinking we were congratulating it on its acquisition, pranced around on its ungainly feet, drummed thrice more, then left the room in peace.

What a day. Whew.

((Oddly enough, Uvash and Mincer are both still ecstatic from the birth, so his death hasn't even affected them. "Oh, we can have another one." "Sounds like a plan."))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 07, 2012, 06:28:17 am
Well... I updated the 2nd Post... >.> Reudh, you're up to 15 updates already. lol    Archiver's worst nightmare. :P Still, the updates are of excellent quality, so keep up the good work.


Mitchewawa... That looks absolutely awesome. lol    All it's missing is a warhammer and pick (like a hammer and sickle)... I wonder if I could draw that...

And Splint, we thought before that we were out of necromancers. I doubt we're out yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 07:19:54 am
Well... I updated the 2nd Post... >.> Reudh, you're up to 15 updates already. lol    Archiver's worst nightmare. :P Still, the updates are of excellent quality, so keep up the good work.

This pleases me greatly! Thanks, Talvi!
I'm only halfway through my reign. :P


As I left the dining hall, I hear news from above. A diplomat, guild representative AND a caravan from Gugiromon have arrived. I sent Fischer's squad to guard them as they come in to the fort. I know the ways of the enemies of Spearbreakers.

Per Splint's requests, I shall sell as many mugs as possible to the humans of Gugiromon. They lap up our treasures to no end, and it will free up our industry to begin producing once again.

Not just one caravan! There are SIX wagons, the LAW-GIVER, yes, their LAW-GIVER has come, and three pack animals. They're heavily armoured. I dare not risk the human's wrath if they are attacked, so I order Fischer's entire squad to shadow the merchant group.

And then...

Oh horror of horrors... Most of the humans have made it inside the first gate, when I hear the news. A vile force of darkness has arrived!

Oh, wait, nevermind. Just goblins. Pity about their guild representative, though.

No, wait... he made a break for it and made it inside by the skin of his teeth.
Squad One moves in, and they rip the troll squad to shreds in about a second. They do this to a squad of pikegoblins too, and again, it only takes seconds.

A third squad is beginning to move in, but hey! As long as Squad One, First Company is standing in the doorway, 'tere ain't nuttin' that'll get past them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 07, 2012, 07:52:20 am
(http://tnypic.net/58aac.png)
Mitch's Warhammer and Pick. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 07:56:14 am
(http://tnypic.net/58aac.png)
Mitch's Warhammer and Pick. :D

Heh. Between this and the updates I am made to laugh.

EDIT: I'd like to apologize to everyone about my outbursts regarding.... Everything. There are a few things I don't want to hear (I'm talking to you and the military paintbrush) anything about and would apreciate if you'd just let me bitch when things get to the tipping point. I have been stressed out of my godsdamned mind lately and since I have no matress anymore I've also been starting my days rather.... Grumpy. I have very little to do with my time during the day, since I don't start school for roughly two weeks, SO that leaves me a little too much time to check and double check things and over time little nitpicky shit going on in the thread tends to build up and cause me to fly into a rage, such as someone thinking there's a vampire in the fort when I had it in big colorful text there weren't going to be any, implying they never read the OP all the way through.  ::)

Little shit like that tends to be what pisses me off the most. As far as organizational planning for the military, I gave up on that. The current state is the result of a mass of conscripts living far longer than they were intended/expected to and the Overseer who put those units together owned up to that already.
Anyway, I'm rambling. I want to just flat apologize. I just have nowhere else to vent during the day because what irritates me pertains to the game in general or Spearbreakers, and where the hell else am I going to vent about those tww topics when little angry me has had enough that day? Not that it's any excuse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on September 07, 2012, 08:30:09 am
(http://i.imgur.com/AfOwL.jpg)

I've got it saved as an .xcf (a GIMP file) if anyone wants to play around with it. I kept the layers separated.

Also, the quote section is looking a bit full.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 08:47:26 am
20th Galena, 208

While First Squad were outside beating some sense into the goblins, I made the humans very, very happy.

I oversaw Simon's sale of a good proportion of our mugs. In return, we got:

A HUGE amount of food, probably metric tonnes worth of cheese, meat and alcohol of the highest quality.
Several animals. A few giant emus. I haven't even finished.

Various hospital and clothier resources. This will help clothe the fort. Too many of us wear rags.
Ropes and more. Ores. Wood.

Every time, Simon nods yes to another offer, the humans bounce around with glee. They thank us profusely for keeping them safe, they say that we've just about increased the size of their country's coffers by a full half, and our mugs are all the rage worldwide, just about. The amount of mugs we've sold to them will let them reap massive profits selling to other countries.

Their traders are crying with joy, their animals groaning at the prospect of having to carry all this fine dwarf-made wares back home. It's glorious to behold.


And I'm not even finished.

I bought even more meat from them. The humans had the audacity to request even more goods, totalling a profit of about 900-1k each time; but hey! It's alright, it's ok! There's heaps of mugs to be had.
I offloaded about 1000 mugs onto the humans. We had about 5k, now we have 3890 according to Splint.

With the end of trading, First Squad managed to rip the last enemy squad to shreds, paving the way home safely for the humans.

Stocks:
Food: ~14k, up from about 10k.
Meat: 2576, up from 804.
Fish: 912, up from about 200.
Plant: 2578. Pretty much stable.
Seeds: 1851. Stable.
Drink: 4601. Up from about 2500.
Other: 1656. Stable.

That puts Spearbreaker's food situation massively improved. We can entirely subsist on our current stocks for years.

24th Galena, 208.

Whoopsy.
Someone left the iron spikes on repeat, and Tahujdt and Anri were killed. Thankfully at that exact time, Tahujdt II and Anri II showed up. Sus II also took serious injuries, but is recovering in hospital.



Splint, I can empathise. While I don't really appreciate outbursts directed at me, etc... like the suggestion about "How Spearbreakers Fits In The Canon", or "Is Aira A Vampire"?, I can understand that you're stressed and grumpy and need to vent. But to direct it at us for fairly minor things risks scaring us off. Not I, I'll put up with it because this is my very first succession game, but we've seen how some people have more or less abandoned the thread.

I had read the OP. About the time I first signed up. Then I read it again at the start of my turn. Internet loads slowly so I gave up that time, because of the 9232323 images. Not your fault or anyone else's but mine there. I read the OP again. There I found indeed you stated no vampires.

And the Military's in pretty good nick. Yeah, sure, the training situation is shot to all heck, but at least we've got a functioning military. That's more than I can say for poor old Watchedgleam.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 08:53:37 am
(http://i.imgur.com/AfOwL.jpg)


Lovely work there Mitch. I was waiting to see what you'd do after Talvieno mentioned the pickaxe and hammer thing before I said something.

@ Reudh - Just take the damn apology. I'm tired (despite a full night's rest) and stressed out about things that don't concern the rest of you. I don't wanna lose it again over something stupidly minor because I didn't like the tone I got from it in my bleary rage-and-poor-sleep addled mind. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 09:03:11 am
Oh... I thought I did take the apology.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 09:05:53 am
You killed those two on purpose.... ADMIT IT! (I'm attempting to be funny and failing.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 09:14:52 am
I was vaguely aware that I'd left the spikes on, yes...

But I was not aware that I had not turned them off.

Alright, it's late now... so one last update before I sleep.


"IT'S MEANT TO READ STOVA, NOT STOVE, YOU BLITHERING IDIOTS!"
(http://i.imgur.com/wpZyH.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 09:17:40 am
For shits and giggles lets ee if anyone can get this joke.

Killing two dwarves by accident = the same as leaving a mug order on repeat.

Well it made me laugh....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 07, 2012, 10:11:32 am
Ooh, seems that I have arrived. Time for !!!SCIENCE!!!

Part I of Tomio's in-SpearBreakers journal.
Spoiler (click to show/hide)

Also, picture of the [INSERT SECRET THING TOMIO WORKED ON HERE]

Please note, it's huge.
Spoiler (click to show/hide)


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 07, 2012, 10:20:54 am
Reudh, good update. Most likely she made the hair brooch from her own hair, but feel free to make dorf reudh think she's stalking him. Keyword "think". Rose isn't anywhere near his level of affection.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 10:23:33 am
Rose isn't anywhere near his level of affection.

The last thing we need is stalker with the ultimate tool of stalking at her disposal.

Also: Glad to see someone was sharp enough to NOT trust every drop of booze in this place. And it looks like some of the Contractors got left to rot outside or something ("Fuck going back for them, I DONT WANNA DIE OVER A BUNCH OF CORPSES.") :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 07, 2012, 12:57:40 pm
I'd just like to say that you haven't scared me off yet, Splint :p I'm not the type to post very often unless I have something to say, but I do read this topic at least once a day to keep myself up to date.

And Reudh - I know how it feels to have slow internet. I'm still stuck on dialup.

Can't get much worse than that >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 07, 2012, 01:13:05 pm
@Reudh:

RE: The Stova walls: And yet the only coherent thought I can form is 'AUGH! The letters! Why are they not monospaced!?'

Years of programming and using console-based programs seem to have left a psychological impact >.>;

E: @Mitch:

That poster was the first thing I saw upon clicking the thread. Made my day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: SolPyre on September 07, 2012, 06:14:16 pm
After so long away from this thread I have come back. Wow. Just catching up with the story will take awhile...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 06:17:18 pm
There's alot of shameful moments you may want to skim over... And welcome back SolPyre, been wondering where you went.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 07, 2012, 06:18:04 pm
maniacal laugh time!
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 07, 2012, 08:47:44 pm
Reudh, good update. Most likely she made the hair brooch from her own hair, but feel free to make dorf reudh think she's stalking him. Keyword "think". Rose isn't anywhere near his level of affection.

I thought it'd be amusing to have the tables turned on him for once, even if Rose isn't even stalking him. She probably made it out of her own hair, but is happy to let him think it's his hair.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 08:51:54 pm
I've still grown to consider Rose, with Halen's occasional assistance, the fortress troll. And not in the ugly building wrecker sense. :P

Hey, I'm allowed to poke fun at things the same as you guys are allowed to poke fun at my hyperserious ass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: SolPyre on September 07, 2012, 11:01:50 pm
[trying to read through massive text walls] AaaH AH AAAAAH AAAaah the science fiction... so... hard... brain hurts... THE METAPHYSICS (said in the tone of 'Oh, the humanity!').

[finds Talvieno's Spearbreakers.doc] aahhhh that's better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 07, 2012, 11:54:18 pm
I've still grown to consider Rose, with Halen's occasional assistance, the fortress troll. And not in the ugly building wrecker sense. :P

Hey, I'm allowed to poke fun at things the same as you guys are allowed to poke fun at my hyperserious ass.
Think this all you like. Rose and Halen's true potential shall soon be revealed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 07, 2012, 11:56:18 pm
Yeah yeah just no absurd incidents if she fights the contractors. Even with Halen only so much can be accomplished aginast 4+ extremly skilled enemies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 08, 2012, 12:21:07 am
Her main limitation is her low endurance to having energy drained from her body at the levels Halen needs to maintain his combat support role. Once she starts using him, she has minutes before she has to run or faint. Of course, a lot of damage can be done in a few minutes when the shadows fight for you. Don't worry, I'm being kept in check.

...

Barely. ;)

On another note, if the game had magic, I'd wanna get Rose's gem associated with an element. Prolly fire. Then i could name it something cool. Oh well. Heh, I could prolly still name it something cool just 'cause  it's fun.

How does Rose Heart of Flame sound?

Preview of more journal:
"I got a gift today, journal. It's an absolutely gorgeous piece of Rose quartz, and apparently our overseer had it cut just for me. I think I might re-evaluate his position of 'creepy guy who won't leave me alone'."

...

Oh yeah, Talvieno, messages.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 12:30:19 am
(http://i49.tinypic.com/v5hkso.png)

The Adamantine Cross in  a soldier's box of personal possessions: A gold flask, some loose sheets of paper/parchemnt, a strange little jewlery box (the grey box in the middle,) a journal, and some coins. You get three guesses to figure out who's personal lockbox this is.

(http://i47.tinypic.com/2j0cldj.png)

An abandoned civil defense medal. laying amdist dried blood on the cracked shale of the fortress. (this one is older by about two months. Finished the adamantine cross tonight/ this morning.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 08, 2012, 12:36:22 am
Fischer? Splint? Jack Magnus?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 12:40:28 am
First guess was correct. She seems the least likely to display her awards except for formal occasions. I imagine Draignean would go into battle with every single one pined to him somewhere (and over time probably enough medals to count as a suit of armor, some of them probably not really medals.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 08, 2012, 01:01:16 am
Honestly... I would love to see a journal from Fischer. She feels like she's getting Flanderized, and I'm curious about just who our champion is when she's alone, when there is no need to act the commander. Who is Fischer? Who is the person beyond the kill count and the combat badassery?

I'm getting inspired... Perhaps it is time for the Diary of Fischer, as written by... Who?

Perhaps all of us...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 08, 2012, 03:47:11 am
Aussieevil's lab journal
The bloodcatching mugs have certainly proved fruitful. Still searching for vermin to experiment on, so I will begin researching physical properties of blood. If interrogated by the Overseer or one of his designates asks, I will tell them that it's research for a cure for Spawnism -- telling them of my true intentions would be damaging for my career.

Will venture down into lower levels to collect the local flora tomorrow; I may be approaching the perfect blend for my pipe...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 08, 2012, 06:59:24 am
How does Rose Heart of Flame sound?

Preview of more journal:
"I got a gift today, journal. It's an absolutely gorgeous piece of Rose quartz, and apparently our overseer had it cut just for me. I think I might re-evaluate his position of 'creepy guy who won't leave me alone'."

Interesting note: one of the etymologies of the word Rose as a name came from the proto-German word Rohesse, which was a male name, translating as 'flame kin' or 'child of the flame'. It was a name given to a child one expected to be a warrior.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 08, 2012, 07:45:28 am
"Heart of Flame" reminds me of Titanic for some reason...
And Rose is evil. :P     (will later be explained )

I don't think any of us should write Fischer's journal. For one, she's an NPC, and doesn't belong to anybody; two, she doesn't seem like the journal-keeping type (except for a kill list, so she might use up her "journals" faster than the average dwarf); and three, none of us could do her justice. I imagine reading her words without permission would probably kill you on the spot.
She's not really getting Flanderized. I said recently that she still feels for her old friend, Softa, and a while back I noted that she visits Ashsaber and Softa regularly. She's friendly towards dorf!Splint, and sympathetic for his loss (from the game). She gets jumpy in dark spaces (from Splint). She's battle-hardened, but she's very caring towards those who are close to her. Also... she likes children. which I find interesting. Now, though, I do get why you seemed to disapprove of my last story post. I'm still completely against somebody writing a journal entry from her. I think it would ruin her character. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheyChangedItNowItSucks) If anybody did, I'd probably ignore that it ever existed, (http://tvtropes.org/pmwiki/pmwiki.php/Main/FanonDiscontinuity) and refuse to take it into canon... (http://tvtropes.org/pmwiki/pmwiki.php/Main/CanonDiscontinuity) unless it menaced with spikes of brilliance. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RescuedFromTheScrappyHeap) I doubt any of us possess writing skills of that magnitude.
Also, I can't imagine Fischer sitting down with a pencil and going, "Dear Diary..."

SolPyre - great to see you back! And glad to hear you found the PDF/Doc. It's just five short of 100 downloads now. And I'm going to have to be updating it soon... I have another month's worth of stuff to put into it. oy.

Aussieevil... I like how your dwarf went from "Hmm, I need a smoke and a mag" to "MMMMMM.... blood."
I think your dwarf may actually be a vampire. The last of his kind...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on September 08, 2012, 07:46:58 am
I'm going to do more propaganda posters, anyone got any requests/ideas?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 08, 2012, 08:01:17 am
I have three. will PM them to you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 08, 2012, 11:55:42 am
Rose isn't evil, she just has to be intimidating when she calls on her secret weapon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 01:49:39 pm
I just plan on writing journals for random NPC characters for shits and giggles. I'm staying far away from Fischer unless I feel I can adaquatly represent her, which at present I don't. And I think one of us mentioned somewhere Fischer burns through journals like crazy but that's because she uses them as big ol' kill lists and personal accouting ledgers (equipment orders, repair requests, shit like that) and such, not really as journals, so I don't think there's anythiung to write.

After all, how the hell do you find a journal entry in a mess of books that would make you think she was a book keeper?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 08, 2012, 02:37:34 pm
Question: if she is too humble to display her medals, why would she write down every kill she gets? That sounds like draig.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 02:49:00 pm
Personal tally, compared to the official one that has some kills listed multiple times. Her's would be more accurate than the ones the admin workers have because she actually killed them. Plus the paperwork to adjust the official kill lists got buried under a pile of mugs ages ago.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 08, 2012, 03:21:52 pm
Aussieevil... I like how your dwarf went from "Hmm, I need a smoke and a mag" to "MMMMMM.... blood."
I think your dwarf may actually be a vampire. The last of his kind...

Maybe... or is he just a dwarf with bloodlust? or maybe a mix of the two?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 08, 2012, 05:49:48 pm
I just plan on writing journals for random NPC characters for shits and giggles. I'm staying far away from Fischer unless I feel I can adaquatly represent her, which at present I don't. And I think one of us mentioned somewhere Fischer burns through journals like crazy but that's because she uses them as big ol' kill lists and personal accouting ledgers (equipment orders, repair requests, shit like that) and such, not really as journals, so I don't think there's anythiung to write.

After all, how the hell do you find a journal entry in a mess of books that would make you think she was a book keeper?

"The journals help more than you'd think James. Ficher's gone throuigh nine of the things, though I think she's using them as kill lists and trophy catalogues." - Count Splint on the reason every damn dorf was issued a journal after they arrived in the fort proper.

I imagine that they set up a box of unused and/or only slightly used journals by the double doors inside and hand them out as they come in and just flatt tell them it'll help.

You mean this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 05:51:55 pm
Indeed.


And to those of you afraid of pissing me off, don't be. A whole mess of stress is getting to me so if I slip  and flip a table at you (A TABLE OF !!JUSTICE!! MUAHAHAHAHA!) just try to brush it off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on September 08, 2012, 06:29:59 pm
Indeed.


And to those of you afraid of pissing me off, don't be. A whole mess of stress is getting to me so if I slip  and flip a table at you (A TABLE OF !!JUSTICE!! MUAHAHAHAHA!) just try to brush it off.

or have fun pissing him off just a bit further :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 08, 2012, 09:39:35 pm
Perhaps what Fischer would write in her journals, as mentioned above, is her kill lists, equipment requests, notes on each of her underlings, and notes on enemies she has faced. A bit like a bestiary combined with equipment requests. I'm sure such a journal would be rather broken and short in sentences, as she often has to leave to fight.

Eg.

Section: Underlings.

Draignean. I have known him the longest. He's a fool. He thinks he likes me. I punch him in the face but he keeps bouncing back. Calls it a 'Spearbreakers Salute.' He's a darn good fighter though, don't let him hear it. Almost as good as me, dare I say it. REALLY don't let him hear that.

Section: Enemies.

Goblins. Weak. A greenie is a match for them. They feel pain and fear and sickness, like us, but they are so much weaker. Weak parts: anywhere if they're rank and file. They'll turn tail and run after a severe injury, they'll collapse moaning if they have anything severed. Leaders are a little tougher.

Section: Equipment requests.

Repair requested on Draignean's pike.
Repair requested on Draignean's face.
Repair requested on Third Squad's armor.
Order placed for Third Squad, Second Company to be kitted out.



It'd likely be a pretty spartan journal, containing all that she needs to know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 10:05:45 pm
Quote
Repair requested on Draignean's face.

That made me lol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 08, 2012, 10:32:40 pm
Quote
Repair requested on Draignean's face.

That made me lol.

I aim to please. :P

And yeah, I think we would write it as a fairly spartan thing like that. Fischer needn't pour out her feelings, her journal would be an info dump for her.

Plus, the bestiary section would come in handy as a teaching tool. One of us could write that for the story, as a means of Fischer teaching the students.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 10:39:20 pm
bestiary section would come in handy as a teaching tool. One of us could write that for the story, as a means of Fischer teaching the students.

I am now writing this for shits and giggles. I needed something to do while my settlement gets its stockade up anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 08, 2012, 10:49:38 pm
Heck yes!

And also, I'm on tinychat if anyone wants to joinmeh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 08, 2012, 11:48:07 pm
[The original copy of something Col. Fischer wrote. there's extraneous information that just sort of slipped when written and wasn't included in the copies.]

"I figured I'd write an examination on enemy forces. Some are hardier than others, and in writing this I can pass along what I know Of our enemies." - Col. Fischer to Count Splint, whom she promptly forced to make several dozen copies.

Goblins - The green tide we all know too well. They're weak. Pitifully so in fact. A new scrub that only knows the basics is more than a match for them. They feel pain and fear and sickness, like us, but they are so much weaker. Weak parts: anywhere if they're rank and file. They'll turn tail and run after a severe injury, as any sane creature would. They have a tendency to fall like matchsticks in a stiff breeze if anything comes off and thier adrenaline isn't pumping.  Thier own sergeants aren't much stronger, but far more skilled and actually worth the trouble to bring down if only for the prestiege of killing thier weaponmasters. Once these sergeants fall thier feeble conscripts tend to break and run.

Barbarians - Median threat. I don't know nearly as much of these strange fellows as I do The Great Enemy or the goblins. They stand a full head taller than Hans at thier shortest, and are easily identifiable by thier strangly colored eyes and black to light gray skin tones. What I know of them physically  is they appear to be immune to pain, as I fought one of thier sergeants in The Walk and he didn't seem at all bothered by his broken arms. Didn't seem at all bothered after I took his head either. They're rather defiant even against certain death (the son of a bitch spat on my visor before I torn his head off.) They seem to only retreat if they know they can't win or thier force has been reduced past what they think they can take a settlement with, based on observations of the few attacks they've made. If nothing else they have some sense since they haven't tried to hurl themselves at us like the greenskins or Holistic Spawn in some time.

Holstic Spawn - I'd prefer I didn't know anything of these creatures. Sadly this isn't the case. They're unwieldly screeching brutes that can turn dwarves into more of thier own through some foul poison or magic transmitted by bite. Good armor though is thankfully enough to stop thier teeth, though the same can't be said for thier claws at times, as Hakah can tell you. These... Things, also seem to know how to control bears, though those are far less terrible when they're laying ina bleeding heap with thier rider thrown. Thier heart is thier weak point, though other means can be used to eliminate or reduce the threat.

- Decapitation. If it can't tell friend from foe, it's of no use to whatever controls them. They drop dead when liberated of it.
- Bisection. While not possible with a pike, our axelords can lop the things right in half with a well aimed strike.
- 'Martial Dentistry.' If it can't bite you it can't infect you. Knock its teeth out.
- Limb disablage. If it can't walk, claw, or bite, it cannot fight.

It should be noted and understood these things don't wear any sort of armor. My guess is it inhibits thier fighting ability being encumbered with metal and cloth. These things feel niether fear nor pain, and can't even be made to vomit, but general intimidation seems to work just fine (they flee when presented with greater strength, which is generally when there's only one or two still 'alive'.)

Humans - Preliminary observations in case they do come in force for all the caravans they lost here in the past. Imagine a less bizzar looking barbarian with enough sense to run when getting slaughtered. They also have enough common sense to use bows and crossbows.

Elves - Since our higher ups are trying to provoke a war (probably just to keep thier damned caravans away, since they offer nothing we can't produce ourselves anymore,) I figure what I know from watching them fight in the vampiric wars will be relevant as well.

Elves are flimsy, wirey little bastards but they make up for it by being fast than most dwarves, though well conditioned dwarves, be it from training or simply a life time of being a messenger or block shifter, can keep up with them. Thier assault troops are a total joke, clad in what to us may as well be wet paper and rags. Their true strength lies in thier rangers and beasts of war. However, up against a sturdy dwarven pike or axe, they fall like the trees they love so much. Be careful when they get sighted coming in force though, as they'll quickly slip into the brush and woods and wait to attck at the right time. If nothing else, I do commend them for thier ability to move large numbers of soldiers undetected.

It may not be much, but the more you know of your enemy the better. As the great tactician Monom Sodellogum said "Know your enemy, and know yourself, and you needn't fear the outcome of a hundred battles." Of course my paralell is "The more you know, the easier it is to kick thier collective asses."

Signed, Col. Fischer.


[Not great, but meh. Just shits and giggles. This would have been written during or after breakfast most likely.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 09, 2012, 02:06:48 am
AussieEvil's Lab Journal

I dreamt about my father last night. Not the man married to my mother, the being who took advantage of the poor woman and forced her to bear me. I can still hear those shouts of outrage once everyone, myself included, finally found out about my damned heritage. That was when I was forced to run away.

However, there are times when my mixed heritage has been of use to me. As long as I keep my meager bloodlust sated (the blood-rain seems to do the trick), I can stay active twice as longer as any normal dwarf on the same amount of food and sleep. Alcohol seems to be a non-factor in my endurance, but I still partake normally to keep my mind sharp. These "gifts" have proven to be useful in my "normal" job as a miner (that challenge "Lord" Reudh gave to us still angers me slightly).

On the plus side, blood experiments seemed to have produced an interesting result: when the blood rain is combined with the blood of a rat, it seems to seperate into dark red clumps suspended in a yellowy-clear liquid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 02:16:09 am
I don't even want to know what the hell that yellow shit is if it isn't blood plasma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 09, 2012, 06:36:58 am
Methinks oil.
Text only update for now, for now.

10th Galena, 208.

Jack Magnus raised his axe and proclaimed loudly to the fort
"I call this wondrous instrument... Tenshedstagshil (Chancefin)! With it, I have slain hundreds!"

It is a pretty nice axe. Gleaming adamantine.

I've finished the fortifications near what will eventually be the entrance to hell. I have also offloaded a good amount of mugs and torn clothes to the humans, who seemed pleased.

I took a walk down the fort and found poor Sus II.
He was injured in a goblin attack, if I remember right, bounced back after being proclaimed dead, and then I accidentally kinda left the spikeman operating the spikes despite there being no enemies in there... Anri and Tahujdt were killed and immediately following them were their survivors, Anri II and Tahujdt II. Sus II managed to get to the hospital, and was critically injured. He's had splints and even sutures, but nothing'll fix his broken spine.

He lies on the floor of his barracks trying ever so hard to keep up with the rest of his squad mates, but I suppose it is hard when one is a paraplegic and no one knows how to make a chair with wheels. I removed him from his squad and retired him.

Not... only... that...

But Sus II's squadmates are disgusting. They've dropped food all over the floor of their barracks, without even putting it in a barrel or anything. Some dwarves...

I haven't seen my beauty Rose about lately...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 09, 2012, 06:57:17 am
Hrm... I don't really think Fischer is the type to keep an infodump journal... Unless Count Splint ordered it, of course. It certainly wouldn't be for personal use - she already knows all about her opponents.
Xahnel had a good point, though - keeping a list of kills sounds more like Draignean. :P


And awesome that Jack Magnus named his adamantine axe. :D And ouch at Tahjudt getting impaled.
Does anyone else find it humorous that all incarnations of Sus spend so much time in the hospital? :P
Great update, Reudh. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on September 09, 2012, 09:49:57 am
Quote
I accidentally kinda left the spikeman operating the spikes despite there being no enemies in there... Anri and Tahujdt were killed and immediately following them were their survivors, Anri II and Tahujdt II. Sus II managed to get to the hospital, and was critically injured. He's had splints and even sutures, but nothing'll fix his broken spine.

how the fuck do you kill 2 generations of dwarves in the same fucking incident?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 09, 2012, 11:35:26 am
I think he meant: "these guys died, and these guys appeared right afterwards."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 09, 2012, 11:56:15 am
Journal 6
Spoiler (click to show/hide)

I'm betting the army is feeling a little mutinous towards Dorf!Ruedh right now.  Given how many of the fort's inhabitants are part of it, This might be problematic for him.  At least Dorf!Draignean was with them in the front lines and got stuff done during his year of overseership.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 09, 2012, 01:11:33 pm
i think fitcher was trying to get the greenies to know what she knows.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 01:26:45 pm
I think Fischer was trying to get the greenies to know what she knows.

Pretty much. She didn't write it for her, she wrote it as a teaching aid for new recruits who've never seen combat with certain creatures/ no combat at all.

I see her as keeping the kill lists herself because of the beurocratic slip ups that caused the same jackass she killed multiple times to be listed multiple times. Basically her own combat records would be more accurate than any of the admin workers who watched the fights, and she keeps them for accuracay's sake.

Otherwise I'd still imagine the bulk just being used as personal accounting ledgers and such rather than as journals. Not like the bookkeepers will track the shit she needs for the army themselves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 09, 2012, 01:31:00 pm
Yes, I would think some of the military (particularly those in Sus II's squad) would want to have... words with Reudh. I wonder what Count Splint will have to say this time >.>

Also, awesome that dorf!Magnus named his axe. Was wondering when that was gonna happen.

And yeah - I can't see Fischer doing any significant amount of writing, besides what seems to be required for Spearbreakers residents. You've already nailed in on the head with using her journals as kill lists and critter bestiaries. In my opinion, her foremost concern is the security and safety of this fortress, and spending the time to record actual "journal" entries compromises that somewhat. She could be spending her time training green recruits instead, or patrolling. That's how I've always viewed Fischer, anyway.

In addition to that, I would figure dorf!Magnus' journal entries would be similar - recording of information, but nothing personal in relation to himself. I told Talvieno in a pm before that I figured dorf!Magnus to be extremely curious and wanting to find out as much information as possible (knowledge is power), and I would have no doubt he would record anything he found out for future reference. And because of how wordy I am, he would likely have gone through more journals than several other residents combined.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 09, 2012, 02:16:11 pm
I feel at this point the best way for Ruedh's turn to end would be with the army threatening a military coup unless Ruedh steps down.  What do you guys think?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 09, 2012, 02:25:46 pm
One more 'accident' and we'll have his head on a pike or make a mug from his skull.  Shame there's no way to do both.
This is gold. :D

And yeah... I really don't think Fischer would've written an infodump, as I said before. Even for the greenies. Honestly, I see Draignean more of a teacher than Fischer:
"Listen up, newbies. Let me relate to you the tale of when I tackled the Holistic Spawn King singlehandedly."
"Pop quiz! Everyone list my favorite ten kills, in order. I've provided you with more than enough information."

If you want someone who's flanderized, Xahnel, Draig is it. :P But it's not a bad thing. It's a good thing, actually. And he started out like that, anyway.



Jack Magnus - if you wrote out some journals for Jack, that'd be awesome. lol   Wordy or not.

@James: Yeah... Reudh gets taken down by an angry military. :D I vote for this ending, too. (If we're voting.)


In other news... I'm adding all the new stuff onto the Spearbreakers PDF/Doc. Yayyyyy time for more brain fizzlefryburn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 02:33:18 pm
Well it doesn't really seem right. That seems imply complete disregard for the rookies lives by not teaching them anything about what they'll be fighting (and having Draignean teach them may as well be a lesson on how to be a complete jackass, not a soldier.) There's no flanderization here, it's a teaching aid to be passed out between drills, nothing more. It'd give the recruits something semi consctructive to do for a few minutes during thier breif stints of down time anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 09, 2012, 03:20:21 pm
Ah, hell with it. Might as well write something, see how it goes.

Journal 1:
Spoiler (click to show/hide)

Not a terrible journal entry, I suppose.

... In all honesty, I don't even know what squad I belong to (my memory is shit, in case you didn't know). My entry would be a bit... screwy if I was part of Sus II's squad :p I'll change it if such is the case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 09, 2012, 03:23:27 pm
I like the idea of the military coup. I'd love for things to move along with Rose first before Reudh is deposed. :P

And Jack, your squad is First Squad, with Fischer and Draignean among others.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 09, 2012, 03:33:15 pm
Ah, I see. That means I won't have to change anything :) awesome.

And yes, military coup would be amusing, in my eyes. But I'm also curious to see what happens with Rose/Reudh first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 09, 2012, 03:36:33 pm
And yeah... I really don't think Fischer would've written an infodump, as I said before. Even for the greenies. Honestly, I see Draignean more of a teacher than Fischer:
"Listen up, newbies. Let me relate to you the tale of when I tackled the Holistic Spawn King singlehandedly."
"Pop quiz! Everyone list my favorite ten kills, in order. I've provided you with more than enough information."

Why does this remind me of a certain Harry Potter character?  I thought he was originally described by Draegnean as being Zapp Branigan as a dwarf.

Not a terrible journal entry, I suppose.

Hey, it's not like most journal entries are exciting in real life.  Entries in my dwarf's journal That I don't type up would basically be "nothing happened today.  Again.  I'm going back to training."  The only reason I had the last two entries be consecutive was due to there was no time for him to make any in between them.

I like the idea of the military coup. I'd love for things to move along with Rose first before Reudh is deposed. :P

How far into the year is Galena?  I'm sure that there's enough time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 03:38:45 pm
I found how Jack named his axe amusing.

"Lets see here.... And slip one is.... Chance. And Slip two is.... Fin. Chancefin it is."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 09, 2012, 04:24:33 pm
See now, Reudh getting deposed wouldn't inhibit any possibilities since Rose isn't totally sane, but for now, everything is up in the air. There is an invisible test going on in my own mind, and it has to be passed before any choice is made. Someone might come out of left feild and pass that test. Just remember, a race isn't won until someone passes the finish line.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 09, 2012, 04:44:21 pm
I know, I know. :P

I'd just like a definitive end to the Rose and Reudh story by the end of my reign, which should be relatively soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 05:06:05 pm
10th Galena, 208.

I hadn't been topside in some time due to a lack of battles to watch, so Reudh asked me to come and see him atop Talvi's old walkway tower. Said he had "A special present" or some nonsense. I had Rose accompany me since Crusher and Thumper were sparring. I should really have Talvi make her something nice from that spare rose gold we have. She said she likes the stuff, so.... bah. Now's not the time to be thinking of that Splint. Anyway, went with him up to the tower and he directed me to something. "Stove." I said flatly. "Stove? That's not- GAH!!! YOU BLITHERING IDIOTS! IT WAS SUPPOSED TO READ STOVA!!" Is what Reudh shouted down at a couple of workers putting on the finishing touches. I was about to bash him off the tower with my hammer and hope he wound up in the hospital with Sus' cousin but I was able to make out the workers flipping him off and it cooled my anger somewhat. The poor fool was utterly speechless when we heard one yell "Spell it right on tha schematics next time then yeh damned fool!" As much as I wanted to follow through with my desire, I think being blatently insulted by other citizens was punishment enough.

19th Galena, 208.

Mincer's family has been acting... Strangly as of late. Since the goblin was brought to justice Mincer himself is behaving abnormally well humored considering his youngest child was murdered in front of his wife. Uvash is similarly behaving oddly... Pokonic and Paintbrush said they saw her wandering about calling for Musher... It's rather... Chilling. Haunting even. We may need to find some way to help thier mental health, as this can't be a good sign.

20th Galena, 208.

I finally broke down and had one of the smiths make something nice for Rose. It'll be sort of practical, a rose gold bracer with iron and wool padding inside.I asked for a second, but they said they couldn't spare any more or else the stock keepers would notice. Not being one to abuse my new power too greatly, I told them I understood and took the finished one. I'd say well crafted. Not too bad, not too great. Once I have a jewler take a crack at this thing it should work as a nice gift for her. Also as a thanks for thier willingness to stick out this training program, I've sent Crusher, Thumper and Rose a barrel of booze of thier preference, which they've hopefully found by now. Afterall, one must keep thier bodyguards in one's own corner. I've been hearing... Things from Fischer. The Army is beginning to think Reudh doesn't know what he's doing in his employment of them, what with one man dead and another crippled. Personally I think Sus II should be assigned to a sort of reserve unit, so even those who can't march anymore will feel they still have a place.

And besides that, it is foolish to discount an enemy because he can't walk. Many a soldier and adventurer in history knows of this from expierence.

Following these entries appears to be a crude drawing of some pattern and a scorpion, along with a personal note.

(http://i46.tinypic.com/4udma1.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 09, 2012, 06:06:19 pm
I forgot, do weapon names increase with the more kills they build up, like dwarven names do?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 06:16:17 pm
Not that I'm aware of.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 09, 2012, 11:08:30 pm
Splint, this bracer purely for story, or is Reudh making it for you in the game?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 09, 2012, 11:14:32 pm
Story. Can't make bracers though I'd imagine they'd be counted as shields or part of body armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 09, 2012, 11:48:02 pm
Ah, okay. Too bad... Lemme guess, it's an analog for the green computer on real!rose's arm?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 12:02:48 am
If you wanna think about it like that sure. It just popped into my head when iw rote the journal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Frizzil on September 10, 2012, 03:23:43 am
If I may direct a pointed question to Hanslanda:

Y U NO FINISH STORY?!?

I just scanned 100 pages of this thread hunting for closure :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 10, 2012, 05:48:28 am
I'm loving the way Reudh is developing. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 10, 2012, 06:27:54 am
Awesome journal entry, Jack Magnus. :P He isn't quite as wordy as you described him, I don't think, but I greatly enjoyed reading that entry. And yours, too, Splint. :) Especially the part where the workers were flipping off Reudh - I got a kick out of that. lol    So... Reudh is the creepy stalker who everybody in their right mind hates? I think I already vaguely implied that V disliked him, too.

If I may direct a pointed question to Hanslanda:

Y U NO FINISH STORY?!?

I just scanned 100 pages of this thread hunting for closure :(
Sorry about how you had to scan 100 pages or so, Frizzil. Here's a link (http://www.bay12forums.com/smf/index.php?topic=102730.msg3487575#msg3487575) that'll help you out next time. You can also get to it from the second post on the first page of this thread.

Hanslanda had some RL issues, and there were some in-thread issues as well... I haven't seen him around much for a while. :( I hope he's coming back at some point, but I don't really have any way of knowing if he will or not. I do know, though, that he just didn't feel like writing anymore. I continued his story (with his permission) in my V/Vanya story posts, but unfortunately I couldn't include everything. At some point during Splint's reign I think he might have gone back to his Baron's fortress (he's a military liaison, after all) and come back later with permission to stay at Spearbreakers - this partially helping him avoid the Ballpoint contractors that Count Splint had hired.

I need to keep working on the V entries... I've been slacking off about it. :-\ I just haven't really felt as into it recently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 08:52:12 am
The muses will do thier thing in good time. No need to be stressing about it. And I'd say given in recent years the death toll has been limited to nonexistant, the fact dorf!Reudh got a worker and a soldier killed and another soldier crippled for life and another worker convicted for a murder she didn't commit dying in the prison.... I'd say his administration isn't very popular.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 10, 2012, 01:17:16 pm
Yeah, I was expecting I would end up making him a bit more long winded as well. I think part of it is because I haven't really written anything that could be considered creative in a long time, so I didn't really know what to do.

And Talvi, don't worry about consistently putting out entries. No need to force yourself to do it for our benefit, just relax and let the creativity come when it wants to. Unless your muses are lazy assholes like mine, in which case you may need to use some strong words to get them moving again :p

... And I somehow completely missed the workers giving Reudh the finger in Splint's journal entries. That gave me a good giggle.


EDIT: Out of curiosity, I checked Hans' profile. He's been active on the forum, just not on this topic. Hope you come back soon, Hans :) And I hope that whatever RL issues you're having clear up soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 10, 2012, 06:57:05 pm
If I may direct a pointed question to Hanslanda:

Y U NO FINISH STORY?!?

I just scanned 100 pages of this thread hunting for closure :(


Ugh. This is a good question. I'm still not sure why I haven't written another update. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 10, 2012, 07:19:45 pm
This is entirely long overdue.

Hans and Urist: Not Dead Yet
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 10, 2012, 07:34:44 pm
muhaha
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 09:18:49 pm
Ah, absence is explained. They'll see many a strange thing when they come back I guess. Or at least hear about what happpens when  you give the Spearbreakers Army a reason to slap your shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 10, 2012, 09:29:52 pm
Whoa. I only had them gone for half a year. :-\ This makes things interesting... I'm not quite sure how to explain that...    unless you have something else up your sleeve, of course.

And Splint knows about Vanya now? Ooh... interesting... I wonder how I can use this...    Great post, Hanslanda. :) Nice to see you back again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 09:31:06 pm
Vanya has been listed as a mason on the population census for some time now. Remember the mason the contractors were allegedly harrasing? :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 10, 2012, 09:32:56 pm
Hmmm... good point. Somehow I never thought of that little fact. :P    And yeah... I don't think I quite got that when I read it. I just figured she stayed locked up in Mr Frog's room for most of the year.

edit: that last part sounds wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 09:36:11 pm
Yes, it does. And I'd imagine nobody would even bat an eyelash at Vanya at this point. Elf raised by dwarves? We've seen Waaaaaaaaaaaaaaaaaaaay stranger things in the besotted miserable little base.

For example

Spawn astride war bears and bringing badgers and dingos into battle with them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 10, 2012, 09:40:24 pm
Excellent update, Hansie... I have no idea what the hell's going on in the plot anymore, but it's nicely-written, except for a few minor mechanical oddities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 10, 2012, 11:22:32 pm
So that's where they went. Many adventures must follow! Urist and Hans must return soon, with many stories for their fellow fort members.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 10, 2012, 11:38:27 pm
Thanks all.

@Talvi: Eh, I wasn't sure how long. But I have some ideas as far as how to overcome this. It shall be good, I promise. :P

@Mr Frog: Okay... This update is supposed to take place right AFTER Vanya: Despair, pretty much immediately after Dwarven Discord, give or take a couple days/weeks. Since it's been so long since I updated, I would assume most people are in a different part of the plot, so I'll do a quick recap so it makes sense:

Vanya, Urist and Hans just raided Ballpoint HQ for the PEAs. Urist and Hans fought a scad of Ballpointers while Vanya was stealing the PEA and flirting with Halion because she thought Urist was flirting with Ugly Commander What's-Her-Name. Which he was, but then he choked her unconscious, so it hardly counts. :P Ahem. They returned to Spearbreakers, whilst arguing over the whole flirting thing. They recoalesce in the presence of a perplexed Busta!Frog Clone!Frog, and after he gets what he wants from them, Vanya freaks out on Urist and accidentally tells her she loves him. Urist is dumbstruck by this, and quite upset that she is so mad at him. Hans says Urist should get a drink.
Time passes, because it was a really big drink. Urist wakes up now, perhaps as much as three weeks later, and is told he has to return to be debriefed by Baron L- Ahem. Bug in my throat. Anyway, debriefed by the Baron. This is a thinly veiled pretext to get Urist and Hans out of Spearbreakers, because Splint made a deal with the Ballpointers. They clean up the fort, and get to search it for Urist and Hans, who killed a... Reasonably large amount of Ballpoint mercenaries/soldiers.

Did this clear it up any? 

So that's where they went. Many adventures must follow! Urist and Hans must return soon, with many stories for their fellow fort members.


Rose was in it, did you see? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 10, 2012, 11:45:18 pm
Quote from: Hansie
[...] because it was a really big drink.

SPEARBREAKERS EXPLAINED: There was something in the booze.

Maybe Mr Frog slipped them a sleep aid, misjudged the dose, and forgot/didn't bother to mix them an antidote.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 10, 2012, 11:46:34 pm

SPEARBREAKERS EXPLAINED: There was something in the booze.



Heh. Nominated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 10, 2012, 11:50:57 pm

SPEARBREAKERS EXPLAINED: There was something in the booze.



Heh. Nominated.

Seconded. Also, there's been something in the booze since dorf!Mr Frog came here. The effects just depend on which mug you accidently drank from.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 10, 2012, 11:51:41 pm
I highly recommend the one with the aventurines on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 12:59:26 am
I did notice, hans. You wrote her quite well. Not a word wasted on niceties. "Be good or get beat."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 11, 2012, 01:35:41 am
Haha, that was a side effect of not wanting to botch characterization. Best way to avoid messing up the character? Give them a minimal amount of lines. :P But yeah, I figured she wouldn't be very interested in talking to them overlong either. Rose seems more the type to be verbose with her journal than with people.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 11, 2012, 02:26:32 am
I've decided to keep our friendly resident dhampir out of this whole interdimensional war story for now. So can I request that if you include my guy in your story, please keep him somewhat oblivious?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 11, 2012, 03:34:02 am
Perhaps aevil's dwarf is insane and thinks he's a vampire or some such? If vampires were canonically exterminated, I don't think it'd be a good idea to go back on that.

Granted, I haven't been paying much attention, so if this has all been trotted out already just ignore me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 03:43:16 am
He allegedly some kind of half-vampiric abomination. I blame Parasol or Ballpoints' genetic research divisions, because it was probably thier fault he even exists.

Genetisist 1: "Not as agressive as we'd like... But we did accidently restore reproductive ability, so that's something. What should we do with this thing now?"
Genetisist 2: "Dump it in that backwater timestream with the vampire war, that'll take care of it."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 11, 2012, 03:49:50 am
Only Ballpoint would look at a bloodsucking corpse that has been given the ability to self-propagate and dump it in the bin marked 'REJECT -- NOT KILLY ENOUGH'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 03:57:15 am
Only Ballpoint would look at a bloodsucking corpse that has been given the ability to self-propagate and dump it in the bin marked 'REJECT -- NOT KILLY ENOUGH'.

Why do I feel that is quote section worthy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 11, 2012, 05:26:45 am
Only Ballpoint would look at a bloodsucking corpse that has been given the ability to self-propagate and dump it in the bin marked 'REJECT -- NOT KILLY ENOUGH'.

Why do I feel that is quote section worthy.
Seconding that!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 07:23:45 am
Whoa, two quotes in one night! This has gotta be a new record or something... Also, I agree with Mitchewawa that we possibly have a few too many quotes. :P Can anybody think of a way to shorten it down somewhat? I suppose I could try only putting up quotes that multiple people nominate... but that means a ton will be coming down off the second post.

Also, lol. :P There's definitely something in the drinks at Spearbreakers. I think there might be something in our drinks, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 09:04:36 am
Double post, but... Story! This one won't be nearly as funny as the last one, though. I aimed roughly for the other end of the spectrum, actually, but I'm not quite sure how close I got. I also didn't manage to get nearly as much into this chapter as I'd meant to. :P

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 10:58:13 am
Very nice, Tal. Eris did it, eh? Makes a lot of sense.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 11, 2012, 12:01:56 pm
Hehe, batman gambits. So Parasol has TV tropes, eh? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 11, 2012, 12:49:49 pm
@Talvi:

Excellent work, as always. I have no idea where the plot is, but it was still easy to follow, and a pleasure to read on its own merits. I'm at a loss to think of any significant errors to pick at.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 01:01:22 pm
Hehe, batman gambits. So Parasol has TV tropes, eh? :P

Or it could imply the batmen of the caverns tend to use rediculous plans when fighting and hope they work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on September 11, 2012, 01:29:25 pm
IM BACK!!!

my god... I FIXED IT... YES!!


anyway...yeah im back. What happened while i was gone?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 11, 2012, 01:51:07 pm
Whoo, whoever dumped my guy's dad into that timeline will have a lot to answer for if my guy's eyes are opened.

"YOU MADE ME WHAT I AM! THIS IS ALL YOUR FAULT!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 01:54:17 pm
And then he got shot in the face. Nah I'm just kidding.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 06:09:52 pm
As to TVTropes... I figure that Ballpoint has Marvel (Mr Frog mentioning Spiderman) and Parasol has DC (Wari mentioning Batman). It makes things more... actually, I'm not totally sure what it makes things. Definitely a lot saner than the rest of what we've done.

@Talvi:

Excellent work, as always. I have no idea where the plot is, but it was still easy to follow, and a pleasure to read on its own merits. I'm at a loss to think of any significant errors to pick at.
Thank you, sir. :) Maybe pick at the insignificant errors?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 06:12:18 pm
Oh, tavlieno, did you know the name Vanya is a Cryllic name? I didn't, but i'm reading a tom clancy, and here's a russian guy named Vanya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 06:21:30 pm
Yeah, I figured that out after I named her. However, Tolkien also used it for his "Vanyar", which are basically the minor gods of the world (Manwë, Varda, Melkor, etc.), with Eru Ilúvatar being the "creator god" who reigned over everything, including the Vanyar. "Vanyar" is the pluralization of "Vanya". Maybe it's a bit pretentious, but in my defense, I didn't realize where I'd gotten the name from until afterwards. :P Still, "Vanyar" and "Vanyar" are both phrased in one of Tolkien's elvish tongues - I can't remember which, exactly, but I'm pretty sure it was Quenya. So it's still elvish. It's just Cryllic, too.

Edit: By the way, it's not solely a male's name in real life, either. I recall that in Bulgaria it's also a woman's name (not just Bulgaria, it's just that I remember that someone there had that name (long story)).

Re-edit: and as long as we're on the topic of her name, it's pronounced "VAHN-yuh" ("ah" as in "car", "uh" as in "cup"). I didn't realize until afterwards that it looks like "VAN-yuh". :P


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 06:33:53 pm
Strange how coincidentally things are connected... Elvish in two independant fantasy universes, and russian here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 11, 2012, 06:42:31 pm
Strange how coincidentally things are connected... Elvish in two independant fantasy universes, and russian here.

It all makes sense. Russians are elves.


(I'm in the tinychat atm by the way)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 06:47:25 pm
There are only so many different ways to spell a name. If we want to start a little philosophical debate, I'm of the opinion that creativity is technically nonexistant, and that we all base our actions and "creativity" on our past experiences (though I won't deny I dislike this theory's implications). I'm not against quantum theory, but I doubt that the unpredictable variations on the subatomic scale that some interpretations suggest would be nearly enough to give us true "randomness".


ninja'd.
edit: Sorry, Reudh, I won't be on much longer. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 07:03:49 pm
As was once said in a Dilbert comic: "Creativity IS randomness. If it wasn't random, someone would have figured out the algorithm."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 11, 2012, 07:05:35 pm
im reading tom clancy to...





Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 11, 2012, 07:13:58 pm
Oh god aseaheru you got me stuck on that uglydance thing for a good few minutes


and yeah... Humans are cool like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 08:05:35 pm
Finally after two weeks of dragging ass I begin work on my new home tomorrow. So expect a drop in activity from me.

---

[I'll leave it up to you guys where this takes place in Reudh's summer.]

"Now or never Splint... Now or never." Splint mumbled to himself as he grabbed a nondescript little lead box with a grizzley bear etched into it. "Just come out and say it after you give it to her... Simple as that." He said to himself again. He walked out and figured since they were on down time from training, he'd find Rose either hiding in one of the unused rooms down in the general craft and mug manufactury or in her quarters. Since she wasn't in the latter, he figured she'd be in the former. "Goin' somewhere sir?" Thumper said, hefting his hammer to accompany the count. "Yes, but don't worry, I don't need any escort for this. Just running an errand." Splint replied in an abnormally polite tone. "... Alright, if you say so sir." Thumper said after a moment. Crusher was snoozing against the wall, oblivious to the conversation. "I see he takes his job seriously." Splint said, tapping Crusher's foot with his boot. "We had a late night last night. Managed to catch a couple crundles and a racoon and decided to have some fun with'em. Racoons are actually pretty vicious little buggers." Thumper said with a chuckle. "Poor crusher lost a week's pay cause of the little rat." Splint smiled. At least this was a sign that things must be going good for this place overall, if people were trying to figure out ways to spend thier free time instead of worrying about the undead breaking down the doors. Splint even saw one dwarf out fishing by the ponds, though he was positive the dwarf was just snoozing in his chair, not really 'working.' "Well make sure you two get enough sleep tonight alright? We'll be training again tomorrow now that the human diplomat has left." "Can do bossman." Thump said, giving a trather sloppy saulute and sitting back on his chair.

Splint wandered down the central hall on the first floor, finally taking things in he hadn't really looked at before. He then noticed the statue that he'd had placed years ago. It was him eating lunch. "WHY WOULD ANYONE SCULPT THAT!?"He blurted out. A few workers stopped and stared at him, but then just shrugged and went on thier way. Splint shook his head. How had he missed this after nearly a decade!? And why the hell would sombody make a satue of him eating lunch!? "FOCUS." Something seemed to roar at him from his mind. He shook his head thinking somebody had yelled at him. He brushed it off and continued on his way, though he still thought the statue was rather... Strange. It took nearly an hour for him to reach the manufactory floor, where dwarves were working diligently, weaving cloth and sutures, making mugs and carving bolts. Splint went down on of the largly unused hallways bypassing the shops and came to three empty rooms. Whatever they were originally for had been long forgotten. He knocked on the first two and recieved no response, so he assumed third times the charm and opened the door, finding Rose with.... Reudh? "But the amulet!" He seemed to be a little shakey in his words. "I got a haircut so I could see with my helmet on. I figured I may as well use the clippings for something constructive." Rose said rather matter-of-factly. "But if you didn't... They why did you accept the gift?" Reudh said weakly. "That was nice of you, and it made me think slightly better of you to be honest, but... You still had black marks for the whole... following me around for no reason thing. it seriously creeped me out sir." "No, No not sir, It's Reudh. At least to you." The overseer replied, though his tone seemed... off, to say the least.

"Am I interrupting something?" Splint said. Both of them jumped, Rose taking a few steps towards Splint. "No, you're timeing was pretty good actually." She said. Then she grabbed Splint, spun him around and pulled him over slightly, whispering "He seems to be getting a little unhinged. Any ideas to knock some sense into him?" "What are you doing!?" Reudh yelled at the pair. They looked back quickly, Reudh looking like he was really starting to loose his grip on sanity. "You two are plotting something against me like the soldiers aren't you! ADMIT IT!" His fists closed, one of his eyes twitching rather violently. "ADMIT IT! You've all been plotting against me! WHat's worse, is I LOVED ONE OF MY BETRAYERS!" Reudh looked like he was about to grab an object to either cry on or attack them with. "What the hell is wrong with you!? GET A HOLD OF YOURSELF MAN!" Rose shouted at him, grabbing hima dn trying to shake his reason back into him. He didn't take well to this and grabbed her by her body armor and shoved her into some boxes in the corner, shouting "BEGONE TRAITOR!" Halen was obviously quite displeased by this and wrapped a part of himself around the seemingly insane overseer in an attempt to suffocate Reudh for attacking his host. "Let go Halen!" Rose managed to cough as she got up from the mass of ruined crates and spilled mugs. As he complied, Reudh was greeted by a gauntleted fist slamming into his face. "Glarfunkbla?" He babbled as he steadied himself on a table. Reudh searched about for his attacker, only to see Splint bringing his leg up. "AND ONE TO THE ROCK NUTS FOR GOOD MEASURE!" Splint shouted as he planted his boot in Reudh's testicles. The overseer let out a shrill cry with his voice raising a couple octaves as he dropped to his knees, managing to mutter "Oh gods why..." as he flopped on his side.

"What just happened?" Rose asked, righting her helmet so she could see. She couldn't help but laugh at Reudh on the ground clutching his groin in agony. Splint was standing there using his hammer as a crutch. "I knocked some sense into him, what's it look like?" Splint said bluntly. "Heh, well, what happened to your foot?" She asked, motioning for Halen to return into her shadow. "I think I broke it..." He responded as he tried to walk on it, only to fall on his face. Suddenly a dwarf appeared in the door, who looked liek he'd been sprinting. "What's going on! I heard yelling! Who's pitching a fit!?" It was Mitch. "Hello Mitch. Reudh was just going a little loopy over some silly slight, we took care of it." Splint said. "... He's been kicked in the nuts hasn't he." Mitch said as he peered past Rose and Splint at the groaning overseer on the floor. "Well punching him didn't work so I had to get drastic."

---

The group of four entered the hospital, Mitch dragging Reudh and Rose assiting Splint. A bell rang as they entered, something Mr Frog has advised Mitch to install during his reign to get any on-duty staff's attention when wounded or visitors arrived. "Hello, what do we have wrong with this lot?" A doctor said while he was riffling through a box for some sutures and dressing. "Hello. The Overseer needs some tiem to recovery from a rather nasty injury to his pride, and I seem to have broken my foot." Splint said as Rose helped him onto a bed. Mitch just sort of dumped Reudh on a bed, saying his goodbyes  and good lucks before taking his leave. "Ok, let's see here... Yeah, you definetly messed yourself up there Count. Your foot shouldn't be facing the direction at rest." The doctor said as he bent down, a splint and crutch at the ready. "Yep, this is gonna need a cast." he said as if it were nothing, managing to toss the splint into the box he retrived it from. "Nice shot doc!" Rose said, clapping at the doctor's aim. "Thank you. Well, You presence is no longer needed. i can handle these two." "Alright. Hey, Splint, no dying alright?" She said as she bagan to walk away. "Oh! Rose! I almost forgot with that mess." Splint said, motioning for the doctor to wait a moment. He pulled out the box and handed it to Rose. "I figured I'd get you something nice. As a thank you." She took the box with suprise. "Oh! Well, thank you sir, I'll have to have a look see at what's inside when I get back upstairs." She said as she stuffed the box in her pack. Rose departed with a wave, and left Splint to the doctor. "Okay," the doc said tenativly while he prepared to right Splint's foot. "This is going to hurt. Alot."

---

"Hey, on your feet boys. We're going to Reudh's room." Rose said as she approached the two other guards near Splint's room. "What for?" Thumper said as he shook Crusher awake. "I wanna see if there's anything in there that might explain him acting so funny in the head." She said. After a bit of a walk, they found his quarters. Fairly standard for the fortress. "Door locked." Crusher said as he tried to turn the knob. "What now?" Rose responded by smashing the door open with her hammer. "He can bill me for a new lock later." She stepped in and scanned the room when she noticed something in the corner. "There!" She pointed to several barrels stacked in the corner. "Check those barrels. Maybe he's been drinking some of the booze that mechanic fiddled with." Thumper hefted the top barrel off the stack and set it on the floor, then pried off the top revealing what looked like dwarven wine, with strangle little green and white specks in it. "Half drained. Overseer must've drank quite a bit in on go." He said as he peered in. "These two are almost empty too.... Moron must've drunk too much of that drugged stuff." Rose said absently. "Explains alot." Thumper said, placing the lid back on. "Alright, Crusher get these two, Thumper get that one. We're confiscating these and waiting to see if Reudh improves if he doesn't drink it." Rose ordered. The two did as they were told, and hauled the barrels out, dragging them into the disposal closet in the mess hall. When they were questioned, they siimply said it was some useless blood and ichor that had been bought by mistake. "Thanks for the help boys. If anyone needs me tell'em I'm in my room." Rose said, pulling the box from her pack. "I wanna see what's in this thing."

[Ok, a bit rushed and bumpy, mechanics sort of half assed and probably a mess of typos, but here is yet another literary abortion from my keyboard. Basically resolves a few issues and add some comic relief. Enjoy your sense of proper grammar and story telling being horribly mutilated because of my jacked up way of writing.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 11, 2012, 08:43:50 pm
Quote
[...] creativity is technically non-existent [...]

Before I attempt to rip this to shreds, please define what you mean by 'creativity' so that I know exactly how flawed this argument is and in what ways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 11, 2012, 08:45:54 pm
Let's not. We've had enough random arguments as it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 11, 2012, 08:47:22 pm
But someone is WRONG on the INTERNET! [/xkcd]

Yeah, (@Talvi) should probably take that one to PMs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 11, 2012, 08:54:24 pm
Oh god aseaheru you got me stuck on that uglydance thing for a good few minutes


and yeah... Humans are cool like that.

im smiling now........ you might want to run now.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 11, 2012, 08:57:40 pm
Aseaheru, you're... You're a little unhinged, aren't you? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 11, 2012, 08:59:16 pm
Splint, I love it. I'm so gonna tie it into my next update.

@Hansy

No more than the rest of bay12, babydoll
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 11, 2012, 09:05:47 pm
Excellent work, Splint, perfect representation. I'll be texting you to discuss the underplot there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 11, 2012, 09:57:00 pm
Quote
[...] creativity is technically non-existent [...]

Before I attempt to rip this to shreds, please define what you mean by 'creativity' so that I know exactly how flawed this argument is and in what ways.
:D :D :D
I love debates. :D Yay!


By the way, Splint, great story post. :) It got a little confusing to read at some places, but I still found it somewhat amusing...

Also... for some reason, Reudh's character reminds me of this guy:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 12, 2012, 02:16:45 am
Two things (one or more of which may not make much sense due to my lack of sleep):

One, I'm currently in the middle of re-reading the Battlefailed series, and apparently my brain can only support holding detailed information on one major plot at once, so I've basically forgotten everything in Spearbreakers (or I may be tired, either way). I'll have to reread the Spearbreakers thread once I get myself up to date with... whatever the fourth installation of Battlefailed is called. After I read Hellcannon.

Two, you guys are awesome at writing. That's all I'm really capable of saying right now since my brain is basically fried from being too tired and reading too much.

Oh, and I found dorf!Reudh getting kicked in the "rock nuts" hilarious, as well as Splint's random reaction to the statue of him eating lunch.

Now I'm going to go to bed before my brain shuts down completely. Or keep playing Minecraft, either one is equally likely at this point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 03:27:45 am
To clear things up:

-Splint is in fact hearing things. This place or the stresses of running it are starting to undermine his sanity. It may or may not be Stova haunting him, or him simply thinking it is and he's made some kind of imaginary friend of sorts that keeps him focused on whatever it is he's doing, in this case he was going to come out about how he feels about rose and give her something nice to boot, the statue just kinda frazzled him a bit so the voice decided it need to give him a nudge ("FOCUS.")

I based his reaction off of what mine actually was when Reudh told us about that thing, because I put up the majority of the statues around the fortress and I never even noticed there was one of my dwarf eating lunch.

-Reudh Took some barrels of booze when he became overseer and stashed them in his room. These were barrels Mr Frog had spiked during an expieriment and forgot about due to the general mess going on with the Contractors that were on site at the time. The drugs or whatever the hell was in these barrels was the cause of Reudh's general lapses in judgment and made him EXTREMLY paranoid and to make assumptions. Player!Reudh ok'd this interpretation.

Wether or not he'll improve at all now that his dorf's mind altering substances are gone is up to him, though at this point I don't think the Army cares if he was drugged or not and the only thing keeping them from skinning his ass for crippling Sus II and killing Tahu is Fischer, and considering he was directly responsible for crippling one of her men and killing another (He was the one who issued the lever order that went forgotten after all,) not to mention the two workers who died because of him, she's probably seriously considering turning a blind eye and letting what happens happen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 12, 2012, 06:08:21 am
30th Galena 208

I went to my darling Rose today. She looked beauteous as usual... and she invited me to her room!

I did not expect her to be so forward, and so I blushed furiously, of course! The lovely creature invited me to her room... so how could I say no?

So, I sat there with her. I was a little worried that she used my hair as her amulet.

"Darling, Beauty... I am forever in thrall to you, as you know... but why on earth would you take my hair for your amulet string? I thought it a little strange."

At that, Rose took her helmet off. Her beautiful locks tumbled, or rather, didn't tumble out, as there were nearly none.

"I shaved my head so the helmet would fit better, and I figured 'why let my hair go to waste?' so I used it to make a string."

Still beautiful, the creature was. I suppose I could grow to love the pixie do.

"By the way... sir... I need to tell you. I know you love me dearly--"

Oh, the JOY i felt! My heart fluttered, my brain smiled! Rose... Rose loves me!

"Wedding preperations must begin at once! I cannot wait, my love! We must marry tomorrow!"

Rose got a strange, yet still beautiful look on her face.
"If you'd let me finish, sir. I know you love me dearly, but frankly, I do not love you. I thought you were merely a mad stalker, and then you gave me this lovely jewel. That at least has elevated you above stalker, to 'creepy suitor'. All due respect, Sir."

My heart... it sank so low I am sure it fell out of my shorts.

"But... but... you accepted my present! I thought you... I thought you loved me in return!"

must not weep, must not weep...

At that exact moment, who should burst through and interrupt the tete-a-tete my flower and I were having, but that varlet Splint? He has been creeping around an awful lot. Not the behaviour I, an OVERSEER would expect from his Count.

"Please, Rose... don't call me sir. Call me Reudh. You don't even have to call me Lord."

I looked back and forth. Why... Rose's shadow was moving.

Splint looked... furious. Rose hopped up and started quietly talking to Splint. MY SWEET!
WHY...

They...

Are they together...?

Oh.


OH.

The white-hot rage that consumes me oh, I feel I may shatter from its force! I feel my blood pressure skyrocket, as she leans close to that perfidious rat and natters in his grizzled, misshapen ears. What a foul creature he is. I do not know how she bears to touch him so.

"What... What are you two doing, you heathens? Unhand him, my sweet! Countula, touch her not!"

((Note his speech has gotten horribly grandiloquent and wanky, much like mine does when I am not in my right mind))

"I swear on Spearbreakers, I'll have you both flayed if you don't part! You're plotting against me, they're all plotting against me! I haven't a frund in a wurrrl!" I screamed.

I braced myself against the wall.... I couldn't come at the idea of hurting my sweet... but I was... so... angry. I bet I could take Countula in a fight.

Then, oh, blast it! Then, Rose grabbed me by the shoulders and shook me. Curses upon curses. I motioned to strike her, then thought better of it.
"Get a hold of yourself, man!" she shouted.

"Get off me, you foul hoyden!" I shoved her hard. Harder than I thought I was capable of. I mean, she a well trained soldier and I a weedy civilian, and I sent her sprawling.

And then I felt all my senses go to naught.
It was like I was in a shroud. I couldn't see. I couldn't hear. I couldn't touch. I couldn't think. I couldn't BREATHE. Something had wrapped itself around my head so effectively it felt it was IN me. In my mouth, in my nose, in my ears. Blocking every possible interface I had with the world.

Just on the edge of my hearing, I heard "Halen, get off him!"

At once the oppression of what presumably was Halen vanished. I blearily shook my head and felt my brain run a diagnostic on my speech.
"Glarfunkbla?" I croaked; just in time to see Rose thump me heartily in the face with her gauntleted hand. Nothing broke, but blimey, it stung! It hurt. It cruciated. It pained. It ached.

I grabbed hold of the table just in time to see that rat-fink Splint lean back and launch his foot toward my Southern Necessity and


CRUNCH

OH.
M-MMY...
oH....
Gghh.

The entire room turned red for an instant, then all the colours curiously muted. The bastard was saying something about rock nuts. No doubt he enjoyed the contact. They all hate me. I didn't do anything. They hate me. Why do they hate me? They hatehatehatehatehate me...

hatehatehatepainohgodthepainhatehatehate

I fell sideways and just whimpered for the pain to go away. It obliterates all thought. Is this what they feel when they transform into Spawn? I hope I am not transforming into Spawn.

I hope I am transforming into spawn! I hope I am!

SPAWNSpawnSpAwnmeSpawNsPwanStOvaHolLISSTiIIKdddeeettTTeectiveeEssfoootsoftaSoFtaAssshhhhSssaaAAABeBBBErr.

Then I'll rend them in twain with my sexy claws! My sexual claws! My... what.

And then the world completely went grey, and I could not remember a thing after... But oh, my sweet. I shall never see her again...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 12, 2012, 06:16:53 am
Heheheh. I greatly enjoy reading these updates. Lol at Reudh wanting to become a "sexy Spawn".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 12, 2012, 06:48:15 am
Did you get the reference to the Room?

I reckon if I can be arsed, I will make the final scene with Rose, Reudh and Splint replacing Lisa, Johnny and Mark.

"Hahahaha. What a story, Splint."



25th Limestone 208

I... Apologise. My last outburst was... rather strange. Apparently I had been sampling some of Mr Frog's 'special brew'... and my mind was affected as a result. I did not intend to piss off half the fort... but it appears so I have. My first tenure as an overseer and the fort hates me. Even Fischer is beginning to turn, even as she was the last one to treat me neutrally.

Still, he could not help but laugh when she saw me in hospital, with the condition (Simon Tam told me) "prick-gone-home-itis".

Oh, well. I still feel a niggling whenever I see Rose and Splint... but I suppose they were justified in putting me down. I remember nought of the last few months... I remember getting the job, and a little ways into my reign. I ought to read my journal.

Reudh's journal trails off on this page.

Oh...
Dear lord. It seems I was a foolish cad. I...
I don't think an apology will cut it. I'd best live out the rest of my tenure being as meek and smart as possible.
Splint hasn't yet stopped referring to me as "Sexy Spawn". It's beginning to irritate me. Perhaps something I said.

Anyway, migrants arrived today. Six of them. Didn't catch their names, but three of them were useless dissectors. Nothing else of note happened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on September 12, 2012, 07:27:25 am
Yeah, I figured that out after I named her. However, Tolkien also used it for his "Vanyar", which are basically the minor gods of the world (Manwë, Varda, Melkor, etc.), with Eru Ilúvatar being the "creator god" who reigned over everything, including the Vanyar. "Vanyar" is the pluralization of "Vanya". Maybe it's a bit pretentious, but in my defense, I didn't realize where I'd gotten the name from until afterwards. :P Still, "Vanyar" and "Vanyar" are both phrased in one of Tolkien's elvish tongues - I can't remember which, exactly, but I'm pretty sure it was Quenya. So it's still elvish. It's just Cryllic, too.

Edit: By the way, it's not solely a male's name in real life, either. I recall that in Bulgaria it's also a woman's name (not just Bulgaria, it's just that I remember that someone there had that name (long story)).
Incidentally, it's also the codename of the Tsar Bomba (http://en.wikipedia.org/wiki/Tsar_Bomba). :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 12, 2012, 10:26:53 am
Hilarious, absolutely hilarious. Art request, reudh the sexy spawn. I'm gonna write up the full journal for rose today, and you guys will have it tomorrow.
How rose should act in story: now that the cause of the creepiness has been removed, and reudh is back to normal, she should be a staunch supporter of the newly re-sane overseer. That includes force feeding mystery brew to anyone who doubts THAT was why he was nutty. Lets say she searched the booze, and found more dwarven wine that received the same treatment. She should also volunteer to give Mr Frog a solid boot to the rear or lizard nuggets, as she would call them. I'm sure everyone in the fort is sick of wondering if their booze is gonna make them think they have flaming snakes coming out of their nose and trying to eat their face. Then she'll suggest putting a guard on each part of the food and booze production process.
And if Mr Frog is caught, she gets to deliver a twirling wedgie, i.e., give him a wedgie, then start spinning him over her head by his undergarments.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 12, 2012, 11:16:33 am
@Sus: Lol - I had no idea. That's awesome, though.

Hilarious, absolutely hilarious. Art request, reudh the sexy spawn. I'm gonna write up the full journal for rose today, and you guys will have it tomorrow.
How rose should act in story: now that the cause of the creepiness has been removed, and reudh is back to normal, she should be a staunch supporter of the newly re-sane overseer. That includes force feeding mystery brew to anyone who doubts THAT was why he was nutty. Lets say she searched the booze, and found more dwarven wine that received the same treatment. She should also volunteer to give Mr Frog a solid boot to the rear or lizard nuggets, as she would call them. I'm sure everyone in the fort is sick of wondering if their booze is gonna make them think they have flaming snakes coming out of their nose and trying to eat their face. Then she'll suggest putting a guard on each part of the food and booze production process.
And if Mr Frog is caught, she gets to deliver a twirling wedgie, i.e., give him a wedgie, then start spinning him over her head by his undergarments.
@Xahnel: I can't decide if you're serious or just trolling, but I'm leaning towards the latter - I find it hard to believe you're serious. If you're trolling, you're somewhat successful, as I have quite a bit to say on the matter. Also, I don't think Splint would consider trolling acceptable in this thread... It invites (and really, begs for) arguments to begin. Then again, it's equally possible you're not trolling. Or that I misunderstand you and you're just joking, but it seemed pretty serious, the way you said it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 01:02:29 pm
I don't think I can draw a sexy spawn.... That's something even my brain doesn't want to try and imagine, and given what can pop into my head on a whim, that's saying something.

And while it'd be unlikely Mr Frog would get caught anyway, that batch was spiked and forgotten about. I don't think he would have wanted an overseer being a test subject during thier term of service on the long term effects of cave moss and bloodthorn powder, since I think even he has a sense of self preservation that that would have worked against  (I don't think anyone wants to join Ashsaber or Softa in the holding cells :P) I find the idea of him being on the recieving end of a rather violent wedgie humerous. That being said that won't happen.

So we finally closed on the damned house. I'm only even able to reply right now because I'm kinda of out of it and drinking my wakeup glass of soda (Coffee is fine and all but too bitter for my tastes.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 12, 2012, 01:07:05 pm
I don't think he would have wanted an overseer being a test subject during thier term of service on the long term effects of cave moss and bloodthorn powder, since I think even he has a sense of self preservation that that would have worked against  (I don't think anyone wants to join Ashsaber or Softa in the holding cells :P)

Hmm... Somehow I didn't think about this - but not for your reasoning. Slipping a mickey to the current overseer is kind of like begging for chaos. :P   Either way, good points...

Also, lol at the issues with drawing the sexy spawn. :P Want to draw a manamaid in lingerie?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 01:09:57 pm
Mother of christ no. not only do I not have even an accurate idea of what they look like, I DONT WANT AN ACCURATE IDEA OF WHAT THEY LOOK LIKE!!! D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 12, 2012, 01:29:55 pm
Actually Talvi, a spawn in lingerie is what came to mind reading the phrase "sexy spawn".

Then my brain kinda crashed because it couldn't support viewing such a thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 12, 2012, 01:30:45 pm
Actually Talvi, a spawn in lingerie is what came to mind reading the phrase "sexy spawn".

Then my brain kinda crashed because it couldn't support viewing such a thing.


Error: Filetype unsupported
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 12, 2012, 01:41:40 pm
Actually Talvi, a spawn in lingerie is what came to mind reading the phrase "sexy spawn".

Then my brain kinda crashed because it couldn't support viewing such a thing.


Error: Filetype unsupported

This sentence is false.
New mission: refuse this mission.
Does a set of every set contain itself?
This is a sexy Holistic Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on September 12, 2012, 02:33:24 pm
This sentence is false.
New mission: refuse this mission.
Does a set of every set contain itself?
This is a sexy Holistic Spawn.

This.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 12, 2012, 03:08:05 pm
Acheivement get: Organic BSOD

@Talvi: of course she wouldn't be allowed to do those things, doesn't mean i can't inject a little comedy while she explains the twirling wedgie to reudh and splint.
I would like to point out that Mr Frog, by this time, did do one of these two things: spike the booze supply in general for science, or spike reudh's booze cause Mr Frog doesn't like him. And since you and Splint think him doing the later would be suicide, then he obviously did the former.
That or someone is stealing his chemicals.
Finally, there's nothing Rose wouldn't try to do. May i remind you this is the girl who slapped the former overseer until she got a job? Doesn't matter in her mind or mine whether other people think she's nuts or stupid. She wouldn't care if the others in the fort hate Reudh, because now that she knows why he was nuts, she's happy to give him a second chance to lead without complaint, and she will defend him until he screws up again. It's how she would see her job as a bodyguard. Once his term is up, the other dwarves can do as they see fit, but until then, they'll have to beat her up first.

EDIT: One more thing: sexy spawn: a spawn wearing a bikini (if female) or banana hammack (if male) bathing suit, doing a model pose. Give it something that identifies it as reudh, and voila: Reudh The Sexy Spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 12, 2012, 05:59:55 pm
If given the sexy spawn is the hypothetical spawn of Reudh, then it should be wearing a mankini. In a 'paint me like one of your french girls' pose.

Oh, I'm evil.

And Xahnel, I'm all for Rose backing Reudh up, but given his political standing she risks alienating herself from most of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 12, 2012, 07:10:00 pm
please excuse me for a moment.....

AseaHeru has gone totally batshit insane and is reduced to a jibbering hulk!that might be a improvement...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 07:12:36 pm
please excuse me for a moment.....

AseaHeru has gone totally batshit insane and is reduced to a jibbering hulk!that might be a improvement...

Clearly he was able to imagine what a sexy spawn would look like, and his mind crumbled after years of it being slowly eroded away by other things.

My feet hurt, I'm tired and sore and got a branch dropped on my head. And yet this thread can make me laugh.

Yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 12, 2012, 07:15:19 pm
She wouldn't care. She really wouldn't. Politics would only give her a headache.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 07:17:07 pm
Unfortunatly, she si a soldier, and it's politics that really run a soldier's life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 12, 2012, 07:52:21 pm
I know that, i'm just saying. A bodyguard's first loyalty has to be the Principal, otherwise you got yourself a really crappy bodyguard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 12, 2012, 09:12:24 pm
I just thought of the titans/FBs of the Spearbreakers universe's origin.

While beasts composed of fire or water or other such materials, like Kob and Ugeth are the result of magic, the biological ones are the result of Parasol or Ballpoint's fiddling with all manner of things with critters, and then dumping them because they messed something up (missing skin, not fangs and forgot to engineer or graft wings = dumped in backwater timestream #456787.)

Any that Mr Frog knows of were probably his/his department's fault, while ones that are new to him are either magical in origin or Parasol's fault.

I don't know why that popped into my head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 12, 2012, 09:13:37 pm
Regarding Reudh and his "sexy Spawn" comment: This guy are sick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 03:39:53 am
Regarding Reudh and his "sexy Spawn" comment: This guy are sick.

Reudh had been sampling some of Froggie's special brew.
Hallucinations abound. Plus it's no worse than the manamaids. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 13, 2012, 04:12:09 am
Draconik's Log Entry [Spearbreaker's Screening]
Spoiler (click to show/hide)

FS-1 Monthly Status  check [T-minus three weeks til "birth"]
Spoiler (click to show/hide)

Log: Supplamental.
Spoiler (click to show/hide)
(Only one Ninja, wow)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 04:30:40 am
So even gieger counters hate this place so much that they try to commit suicide by burning. And those are inanimate objects.

Excellent work Draconik. And I found the comment on it being abotu as safe as a nuclear test site rather humerous.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 04:38:54 am
So lemme get this straight. Some of the code names I've forgotten, but:

HS-1 is the original Holistic Spawn, as seen in Syrupleaf.
HS-2 is the Spearbreakers line.
HS-X I guess is an elite spawn.
FS-1 is the Spawn of Fischer. Immune to infection from HS-2.
What's HV-1?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 04:43:54 am
Vampires as DF depicts them.
---

[Ta da! Another peice of crap. Enjoy the time war.]
Spoiler (click to show/hide)

[Note *: They attacked a random group to throw off security, with explosions going off everywhere and reports of multiple intruders, they hoped Parasol would think the attack was larger than five guys.
Note **: Stable enough to be knocked around in battle, the charge's composites were not stable enough to take something five to six times the kintetic force of a regular rifle bullet smashing into it and rustling its jimmies.

There will be a follow up of what exactly happned to Koth later. She didn't die when that satchel she pulled off Aret exploded, though she was very dead by the time they escaped.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 13, 2012, 04:52:27 am
HS-1 Is normal Spawn
HS-1G Is Elite (Greater) Spawn
HS-X is Spearbreakers Spawn
HV-1 is hemophilia vampirous or your Standard Blood Drinking Vampire.
and yes Gieger counters blow their lid here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 04:53:30 am
Got ninja'd by Draconik. Further update to the timewar.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 05:38:52 am
26th Limestone, 208


I still can barely remember what I did for everyone to hate me so...

One of the workers, a mason of average skill, flipped me off today.
Mitchewawa, despite the brilliance of his overseering and his calm demeanour is standoffish to me.
Splint still calls me Sexy Spawn... and it disturbs me greatly.
Fischer doesn't even speak to me anymore, outside of orders.
Even Talvi just looks at me. Just... looks. I don't know what I did. Was it so terrible? Sweet little Talvi who everyone loves who loves everyone doesn't say a thing to me. I tried asking her about cavies but she just scuttled away.

The one comfort in this world at the moment is Rose. She still talks to me. Kindly, even. She doesn't flip me off or speak rudely or try and trip me up like everyone else does.
And then she says "I found why you were so strange. You were drugged. I won't go into who drugged you, only that it was an accident."

What a relief. I wasn't in my right mind... 

There's naught that's been going on in Spearbreakers. It's duller than back home.

Looking back on my records I see that I managed to procure massive improvements in our food situation. That's something to be proud of, I suppose.
I also apparently oversaw the utter destruction of three sieges, two of goblin and one of undead. The undead, according to my journal, fell easily. The second goblin siege went well. The first one, I apparently angered the army by inferring they were all weak.

Oh, even Draignean scowls at me. Happy Draignean, scowling.

I feel I shall live out the rest of my term as a meek overseer. I shall be conservative in my decisions. I shall keep Spearbreakers going.
I have been constructing pathways between the towers to aid with traffic and to add storage.

But... I have a horrible feeling that the fort will not tolerate me much longer, and it frightens me. I was not myself, and I've explained this, but everyone seems to still hate me.

I sometimes go to my room and weep. Rose sees me and comforts me and reminds me that all is not evil in the world. She's a good dwarf. I hope she and Splint are happy in the future.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 06:17:06 am
2nd Sandstone, 208

I heard an odd yelp from down the Smelters, and it seems that Megaman stumbled on the piles of bars down there and managed to bruise his arms. I have no idea how he did it.


I've ordered a shearing and milking of all of our resident animals, so that we may weave clothing in future. That and mugs will be what Spearbreakers will be famous for. Fashion Capital of the Responsible Outrageous Fences.

I'm feeling a little better. Whatever I was drugged with wore off about a month ago. My groin still hurts. Simon Tam said it was nothing... probably just some residual pain or a crimped nerve or something. "Plus, you're a twat." he muttered just at the edge of my hearing.

I know Simon witnessed my behaviour and so I assume he's justified... but it still hurts.

"Simon, I'm better now. I don't think I'll be as stupid as I was."
"That'll be the day..."

I can't take this anymore. I'm going to my room to sulk. Hopefully Rose hears me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 06:45:20 am
6th Sandstone 208.

Rochia seemed really happy to see me. I was happy that she wasn't being rude like everyone else was... but then everyone else said that she had gone fey, that she was temporarily mad while she was inspired by some of the tourmaline she was mining. Smiling like a happy-demon she sprinted away from me while I lumbered after her.

I caught up with her where still grinning she claimed a craftsdwarf workshop.

Sprinting all over the place, she kissed me heartily before shouting "I HAVE ALL I NEED!"
She had a mass of various items laid out in front of herself, so I watched her work. "Oh, this goes there. That goes there. Oh, what a joy to live!" she gleamed.

The objects she used were whirling around as her hands worked almost faster than I could see. I hope I go fey one day.

I could identify them though.

She appears to be using lignite as a base for her piece, with rose gold, fine pewter, rough rose quartz, lamb bones and what I assume is dwarf bone, for she tells me it was "Degel Fokermorul's right upper arm". It's curved unlike any other dwarves... could it be the Spawn's bones? It sends a chill down my spine.

She takes a gargantuan breath, and proclaims she is finished, and hugs me dearly.

"This, this... I call this Romlamothor Agnol Raduk, Cloakerased the Obscurity of Bitterness! Overseer, have you ever seen a better trumpet?"

I could not answer anything but the truth. "Rochia, it is the most beautiful thing I have ever seen. But you are more beautiful, and I would love to court you."

And terribly, I saw the fey mood leave her and she cogitated what I had just said.

"Fuck off, Reudh."
Blast blast and double blast. She really did look beautiful in the middle of the fey mood. Oh, well. At least I got attention for the duration of the fey mood.

This is Romlamothor Agnol Raduk.
All craftsdwarfship is of the highest quality. This is a lignite trumpet worth 42000Urist. It is encircled with bands of oval lignite cabochons, rose gold, holistic spawn bone, table cut rose quartzes and fine pewter. This object menaces with spikes of sheep bone.

I have gotten the economy rolling again. I had the remaining miners (Rochia was sound asleep after completing her artifact) dig out a new room to store our extra goods. No sense leaving them lying around everywhere.

The room was completed and everyone, most of all the Haula team (what a silly name someone came up with) started filling it.
I've gotten people crafting bolts of bone and iron. Bone because it is rather sharp and hey, we'd best use our enemy's bodies somehow. Iron because we've a mass of it.

I ordered the weaving of the yarn we have sheared into cloth for use next year. The smelters are working full tilt, and people are working very hard. It's a beautiful sight. Brings a tear to my eye. Stops the residents being rude to me, as they're too busy whistling a silly tune or working to talk.

Splint is still somewhat weird around me... Fischer doesn't talk to me anymore.
Rose told me what a good job I was doing now that I was myself again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 07:42:16 am
Wonderful updates Reudh. Keep it up! Also: looks like you're pretty far in. Expect a siege or two around obsidian.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 13, 2012, 09:24:11 am
Rose's standard argument for why the overseer deserves a second chance: "you go down drugged booze for six months, let's see how wonderful you are at anything."

Can anyone think of a comeback for that?

Maybe a few people could forgive him before the year is up, long as he doesn't do anything stupid. I'd hate for him to have no freinds afterwards... He's so depressed and pitiful now.

Almost makes me miss the "hopped up on drugs" version. Almost.

I think what he needs to restore himself to popularity is a genius defeat of a seige or three.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 13, 2012, 09:44:02 am
And then he could run on the platform of, "I'm an intolerable jackass, but I killed the everloving shit out of those goblins! LOVE ME PLEASE!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 10:09:57 am
Rose's standard argument for why the overseer deserves a second chance: "you go down drugged booze for six months, let's see how wonderful you are at anything."

Can anyone think of a comeback for that?
"Yeah? I think if I downed drugged booze for six months, at some point I'd be smart enough to figure out what I was drinking was drugged - this is Spearbreakers, after all."
I imagine some people might think he did it on purpose. Or that he'd drugged the booze himself. "Self-medication", as Mr Frog would say.

Some people might be watching his booze supply just to make sure he didn't start it up again. Who would want their overseeing guardian to be hopped up on drugs, after all?


I smell rogue timewar agents. Unfortunately, the general populace has to be kept in the dark about the timewar, so there's no way to explain it away to the citizens.


And then he could run on the platform of, "I'm an intolerable jackass, but I killed the everloving shit out of those goblins! LOVE ME PLEASE!"
Lol :P Your sarcasm is hilarious.

Still, I do agree that Reudh deserves some friends. Maybe if we found some way for Lord Reudh to be let in on the timewar... I don't know. Just a thought.
Then again, since when do good things happen to good people just because they "deserve it"?

Edit: (now that I've read the story posts)
Draconik, that was brilliant. :D And you managed to work so much of the other canon into your journal entry, too.
    And the part with Fischer being immune to vampirism - her blood actually destroying the vampire cells - that's awesome. If she's immune to vampirism... might the actual Fischer be immune to becoming a Holistic Spawn as well? I think that if anyone could master the transformation... it'd be her.
    Also... your explanation of Reudh's insanity makes a lot more sense than anything I came up with... Hallucinogens soaking into the wood of the barrels... Bravo.

    Splint, that was action-packed and awesome. :) It's too bad you're killing off Koth, though...   And I'm not too sure what to think about all the troop deployment plans and blueprints that Ballpoint apparently has now... Is Parasol screwed at this point? :-\ That kind of messes up a lot of my plot. If Parasol goes down, that's the end of it.
    Apart from that... Ecem and Bugi really know how to rip a place to shreds, don't they... :o

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 13, 2012, 11:13:05 am
Let's see...

My internet went down yesterday, so I wasn't able to post a thought/journal I had then, I'll do so now. Good to see everyone else is still writing, though :p

Just to put it out there, dorf!Magnus would be willing to give Reudh a second chance, since he'd likely have heard about the drugged booze pretty fast. I intended for my dwarf to not judge a book by it's cover, and be intelligent enough to see that Reudh's actions likely were due to the drugged booze, rather than his own foolishness. Now, journal entry...

Spoiler (click to show/hide)

I failed to note that not only am I (and dorf!Magnus) a smartass, I'm also a prankster as well. I found this idea hilarious, so I decided to bring it to life via journal entries.

Hopefully you guys find my prank as funny as I did when I thought of it :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 13, 2012, 01:58:11 pm
AussieEvil's lab journal

(various names of animals are written here, followed by the results observed when mixed with the blood-rain. Most say "clumped".)

While I was transferring more blood-rain to my personal lab to conduct more clump tests, I noticed one dwarf was staring at me. I fear further investigation by him might lead to accusations against me. I have no choice but to seal up the lab for a short period of time and return to my "everyday" job as a plain, simple miner and keep an eye out for this stranger. If he begins sniffing around, my livelihood-- no, my life may soon be in jeopardy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 13, 2012, 04:07:26 pm
Man, I could not have picked a worse day to miss on this thread.  Would a "sexy spawn" be better or worse than a Manamaid?  Either way, there is no chance of dorf!Ruedh ever living this down.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 04:42:08 pm
Lol, Jack. :P That was a good prank, yeah. One thing, though - Reudh is still acting semi-weird, even when not hopped up on stuff. He asked Rochia (yay, she finally got a mood, she's been around since my year) on a date almost immediately after meeting her, seemingly thinking he was in love... lol



And soulslicerjames...
Man, I could not have picked a worse day to miss on this thread.  Would a "sexy spawn" be better or worse than a Manamaid?  Either way, there is no chance of dorf!Ruedh ever living this down.
A Sexy Spawn would be better. At the worst it might make you vomit. It would not make your eyes bleed, and nor would it make you lose consciousness.

[Image/code soon to follow]

lateedit while compiling the pdf (11/15/2012): It was going to be a manamaid spoiler pic, but I apparently didn't get around to it.

relateedit: Nevermind, scroll down.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 04:49:23 pm
@ Talvieno - Parasol won't go down that easily, even with all the info Ballpoint has. It was honestly blind luck and a coin toss on my end that got them so much information; Ballpoint is still as you can tell more heavily reliant on rapid attacks and light infantry compared to Parasol, which also makes heavy use of noncompany personel along with its own contractors, which Ballpoint doesn't do.

And yes, they know how to really mess shit up. Just Ecem, Bugi, and Aret were often enough to crush entire sieges if they neglected to bring mounts, often sending trolls in several direction after applying thier halberds to them. Now that they have guns, very large knives and generally what amounts to industrial scaled buzzsaws they can do even more damage. And I figured I'd kill off Koth and Aret, since they don't do as much story wise as Ecem or Bugi and overall don't seem too important to the plot other than thier relation to Ecem and Bugi. I just haven't come up with a suitable way to kill Aret yet.

@ Jack and Aussie - Good work you two. After having my ass kicked by a tile floor that was badly made, coming home to funny stuff helps take away the horrible aching in my legs and hands.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 13, 2012, 05:03:12 pm
@Talvieno: Yeah, I figured dorf!Reudh is still acting a bit off (although his instantaneous falling in love could just be related to his stalkerish tendencies, I suppose), but he's still far more clear headed now than he was before. Or, at least both myself and my dwarf think so :p

What's funny is I thought of the "sexy spawn" statue prank when I was half asleep. Maybe I should focus on creative writing when I'm almost drooling on my keyboard tired more often...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 05:06:46 pm
I'd say he's a little freaked out that he didn't notice he was drugged off his ass and got half the fortress or more pissed at him (after all, if you're continually consuming a drugged drink while still under said drugs' influences....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 05:14:49 pm
[Image/code soon to follow] (stop ninja'ing, guys. lol)

On Manamaids
By some blind dead guy
In the raws, manamaids are part human, part cow, and part walrus. They're roughly the height of a human, and they have the head of a human, but the resemblance to humankind stops there.* Their arms are literally belarded with hanging rings of fat... in fact, they're half ultra-blubbery flippers, just barely having enough of what amounts to fingers at the end to enable them to wield heavy bashing weapons like great mauls and warhammers, which they use with a vengeance, being very, very strong. Below the arms, they are completely lacking in extremeties, instead having blubbery, disgusting flesh, overly visible reproductive/waste organs, and giant flippers instead of legs and feet, which are oddly enough capable of moving them about at half the speed of a dwarf. Their deadliest attack consists of actually sitting on their opponent, squashing them flat. As they lube themselves up before battle (in some sort of bizarre sex ritual), the poor sot they sit on is generally squashed out from underneath the blubbery mammal like soap from beneath a person's foot. It also causes massive internal injuries and permanent mental scarring.
*Note - most of these observations are second hand. No one, not even those with the most extreme fetishes, has been able to look at a manamaid for more than two successive seconds.

Their worst attack, however, is when they "bust a sexy move". This generally involves some form of sexual, "provocative" dancing... and often the temporary removal of one or more articles of clothing. Witnesses to this event are generally briefly knocked unconscious, their brains refusing to (or being incapable of managing to) process something so hideously grotesque. This loss of neural activity generally coincides with bleeding from the eyes, which, if not treated, can, in the most severe cases, lead to the death of the victim. The latter case is preferable, as the victim likely welcomes even Hell as an alternative to having that image permanently etched into their mind, seeing it at every waking moment. Those who do survive... well... They don't really care about anything anymore.

...Not even booze.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 05:18:45 pm
Best fucking thing I've read all day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 13, 2012, 05:24:37 pm
That just looks like a very overweight Ariel.

Sorry, but that just doesn't scare or sicken me at all.

Slenderman has ruined all other frightening things for me. I'm even watching amnesia videos with apathy. Custom stories, which are far worse than the normal game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 13, 2012, 05:25:14 pm
My reaction to the Manamaid...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 05:25:47 pm
@ Xahnel - Look at it from someone not well versed it sheer horror's perspective good sir. THEN it becomes horrifying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 05:28:21 pm
@Xahnel: Lol. It's not really a manamaid at all. In fact, it is just an overweight mermaid. It's still the closest thing I could find, and it still falls waaaay short. :-\

edit: on slenderman: It's the only thing to ever creep me out... and it only did it for a night. :( oh well. I tried to get that same feeling afterwards, but it just didn't work. Manamaids are meant to be lolworthy out of canon, but terrifying in canon. It's kind of a joke.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 13, 2012, 05:30:20 pm
I'm torn between laughing, and.... I don't know what.

I seriously can't think of anything to say. That was hilarious and disgusting at the same time.

Excuse me while my brain BSOD's again.

EDIT: Holy shit, quad ninja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 05:31:02 pm
Spoiler: not so yuck (click to show/hide)
I'm torn between laughing, and.... I don't know what.
Welcome to the club. ;D So thought we, when we dreamed it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 05:36:37 pm
Manamaids - The result of three overly imaginative dickheads being up WAAAAAAAAAAAAAAAAAAAY too late on Tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 13, 2012, 05:49:26 pm
That's just it, i'm not well versed. The only horror stuff i ever liked was zombie, and only if it was funny too. But i watched 45 entries of marble hornets in two days, and now, if it isn't eight feet tall, faceless, and wearing a suit, then it cannot scare me.
EDIT: Let me correct that slightly. I can still be jumpscared, i can be creeped out, but only Slenderman holds my terror.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 06:02:14 pm
I'd say even knowing about Slenderman constitutes a fairly decent understanding of true brain raping  mental horror. Manamaids are more body horror, Slendy is more psychological horror.

And we must also include a means of making Slenderman engraveable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 06:02:33 pm
Lol. :P I did the same thing... all marble hornets entries in about a week. But only the first night creeped me out. :(

But you're taking it wrong. Manamaids are supposed to be lolworthy... unless you're implying you're a Dwarf Fortress dwarf, in which case, by all means, be scared. Be terrified. Run for your life, even, if you can.
And don't look back. Don't ever look back.


ninja'd.
I'd say even knowing about Slenderman constitutes a fairly decent understanding of true brain raping  mental horror. Manamaids are more body horror, Slendy is more psychological horror.

And we must also include a means of making Slenderman engraveable.
At the bolded part... agreed.

At the second part... this is completely possible. You just have to make a "fanciful only" creature called the slenderman. Then dwarves will engrave pictures of it... but only about as often as they engrave pictures of other creatures like centaurs. Unless you modified the entity raws slightly, of course.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 06:11:52 pm
I figured Dorf!Reudh's behaviour now that he is clean is a little like mine was way back in the day. His reasoning for asking out Rochia was this:

Girl of the species was nice to me->
She must like me->
I now like her->
I ask her out->
And get crushed horribly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 06:14:44 pm
There exists a beast even spawn  of all kinds and the legions of hell fear.... Only those who've been marked to be taken and those who still believe in thier imaginary friends can see him... And if you do indeed see him... Run. Though you won't get far.
The Slenderman.

There exists a thing all forums seem to fear, and yet embrace and hate in equal measure....
Spoiler (click to show/hide)

There are things dwarves fear more than the most terrible forgotten monsters and megaspawn: THE MANAMAID WARRIOR.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 13, 2012, 06:20:31 pm
There are things dwarves fear more than the most terrible forgotten monsters and megaspawn: THE MANAMAID WARRIOR.
If you attack them, you don't stand a chance in hell. And if you're lucky, that's where you'll soon be going.



Reudh: lol :p I still found it funny, though I think you embellished on it a bit when you wrote it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 13, 2012, 06:24:06 pm
LOL at all the slenderman stuff, never understood how anyones scared of that personally. I mean its basically just The Boogeyman 2.0, and I got over that when I was 10.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 13, 2012, 06:43:26 pm
LOL at all the slenderman stuff, never understood how anyones scared of that personally. I mean its basically just The Boogeyman 2.0, and I got over that when I was 10.

Awww, aren't you a tough little biscuit? *tugs on cheek*
    More to the point, this really is not the best way to introduce yourself to a thread. Dismissing others' reactions to something makes you look like a douchebag.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 06:53:46 pm
I'm in the Tinychat atm.

LOL at all the slenderman stuff, never understood how anyones scared of that personally. I mean its basically just The Boogeyman 2.0, and I got over that when I was 10.

^This. I can still be jumpscared, but the whole 'i'm coming to get you rarararara' doesn't really feel scary. Like I still flinch when I hear the crack sound in Containment Breach of 176 snapping my neck, but that's because it's so loud.



10th Sandstone 208

The humans have finally left. Not much else is going on... except I went to my room and found a statue of a spawn hastily wrapped in pink cloth, with a note on it.
It was from Jack Magnus, one of the First Squad's members. He said I had his 'support and friendship'.

Well... that's a good thing. I do need a friend right now. Rose... she is kind to me, but while I count her as a friend I don't know whether she does the same for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Orodogoth on September 13, 2012, 06:56:37 pm
I did a lot of testing with manamaids in adventure mode.
I found that busting a sexy move in front of nine or so goblins, dodging behind a pillar, waiting for them to start falling unconscious on their own and then sitting on their heads was the best strategy to take them down with. They're unconscious longer the second time they pass out. Busting a sexy move in front of nine people gives you enough time to sit on their heads and squash them while they're still unconscious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 13, 2012, 07:00:17 pm
The fear of slenderman is the fear of the unknown. The faceless man in a suit represents all the hidden terror we have when confronted with something so alien that we can only agree on what he looks like. His motivation, his powers, whether he has any weaknesses,  what he does with those he takes, and even his prefered hunting style are totally in the air. Mainly, he's scary because you don't know what he wants, and what he'll do. And you can't prepare yourself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 13, 2012, 07:05:50 pm
and i read the randomness that appeared in less than a day, and i think: Oh shit. now i have to think of something snappy to say.

four seconds later i start typing this piece of comment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 13, 2012, 07:09:14 pm
The fear of slenderman is the fear of the unknown. The faceless man in a suit represents all the hidden terror we have when confronted with something so alien that we can only agree on what he looks like. His motivation, his powers, whether he has any weaknesses,  what he does with those he takes, and even his prefered hunting style are totally in the air. Mainly, he's scary because you don't know what he wants, and what he'll do. And you can't prepare yourself.

Hmm... well if he appears behind me I'll be too dead to care. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 13, 2012, 07:18:27 pm
@reudh: no, he goes head on. Not as scary to grab you from behind. He wants you to know it's him.
EDIT: You guys wanna know what it's like to be hunted by Slender Man, youtube "Yamimash slender w/ reactions & facecam attempt 1".
Or better yet, play the game. There are like, five of them now. We should end this derail before someone gets upset.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 13, 2012, 09:55:54 pm
And don't look back. Don't ever look back.

From what I understand, you don't look back due to all the blood coming out of your eyes.  While being rendered catatonic is pretty bad as well, it might very well be the sort of state where you are aware of everything around you, you just can't move.  Of course, I'm assuming it would be lucky if you just died because your brain shut down so as to avoid processing what you're seeing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 13, 2012, 11:40:00 pm
I am horribly confused as to what I missed while I was asleep.

And my dreams were horrible, but strangly unrelated to the thread. I will leave it as I am not proud of what went on in my head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on September 14, 2012, 02:23:33 am
The SCP Foundation (http://scp-wiki.wikidot.com/scp-series) has done a pretty good job of creeping me out, occasionally. Either due to the inevitable doom invoked by some SCP:s or just being plain inexplainable and creepy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 14, 2012, 06:53:54 am
I sank many hours into SCP... But it was more out of fascination than enjoyment of being creeped out. There wasn't really much there that creeped me out... though a couple things did, jussssstttt slightly - like the rebar creature (can't remember its number). Most of the articles on there make for really good reads.


Speaking of reads, I'm hopefully going to have one finished later today - possibly even later this morning, if I hurry it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 14, 2012, 11:00:48 am
LOL at all the slenderman stuff, never understood how anyones scared of that personally. I mean its basically just The Boogeyman 2.0, and I got over that when I was 10.

Awww, aren't you a tough little biscuit? *tugs on cheek*
    More to the point, this really is not the best way to introduce yourself to a thread. Dismissing others' reactions to something makes you look like a douchebag.

True, but I figure I earned a little free douchebaggery by nominating Spearbreakers for the Hall of Legends. Just a little douchebaggery though, don't wanna overdo it :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 14, 2012, 02:45:54 pm
Hmm... Possibly. Thanks for nominating Spearbreakers, though. :) It'll be a couple months before you can vote on it. Let's hope we stay epic til then.

Tomio, I sent you a PM, but I don't think you've seen it yet. I need a response before I can post the next Vanya story bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 14, 2012, 03:17:16 pm
Hmm... Possibly. Thanks for nominating Spearbreakers, though. :) It'll be a couple months before you can vote on it. Let's hope we stay epic til then.

Tomio, I sent you a PM, but I don't think you've seen it yet. I need a response before I can post the next Vanya story bit.
Read it, replied to it. Also, I'm on tinychat and lonely... So someone, please join me in there :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 14, 2012, 03:36:14 pm
whats the link? or is it spearbreakers official staff only?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 14, 2012, 03:36:45 pm
I believe I put a link in the OP. Look there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 14, 2012, 03:40:24 pm
If its in there I can't find it :P Damn things just a giant text wall raping my poor eyeballs like a manamaid busting a move
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 14, 2012, 03:41:08 pm
If its in there I can't find it :P Damn things just a giant text wall raping my poor eyeballs like a manamaid busting a move
http://tinychat.com/DwarfFortress
Tadaa
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 14, 2012, 06:04:56 pm
Thanks, Tomio. I was about to post it, but suddenly realized that for some reason it didn't save my corrected draft. I'm going to have to go through it all again.  ::) not looking forwards to that. It may be a bit before I post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 14, 2012, 07:59:28 pm
I'm not satisfied, but... I've spent forever on it, editing and re-editing. The first edit felt better. I don't like this one as much. I'm also giving links to the music I listened to as I wrote the different parts... something special this time. I think it reads better with music.

Vanya's Journals: The Final Entry
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 14, 2012, 08:17:20 pm
Dayum. Nice work man, even if you aren't satisfied, I sure as hell am for getting to read that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 14, 2012, 08:24:50 pm
Spiffing, i say, absolutely spiffing, old chap. A thumping good read. Here's hoping the fortress continues long enough for more adventure, tallyho what!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 14, 2012, 09:05:52 pm
That was great, Talvi. I loved the story... just one thing piques my interest though. Reudh is more or less recovered now from Froggie's drugging, accidental or intentional, so he probably wouldn't stalk Vanya, just be curious about her as she looks like no other dwarf in the fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 14, 2012, 09:12:29 pm
Thanks, guys. Kinda felt bad to draw it to leave it at such a cliffhanger ending. But thanks, Splint. :) You too, Xahnel.

Reudh, I didn't say when it was taking place. :P I'm careful not to - fixes continuity errors pretty often. It could've happened pretty soon after the sexy spawn episode... I figure the hallucinogens would have lingered in Lord Reudh's system for a while.
   And she actually does/did look like other dwarves in the fortress, as I've explained previously. In the raws, male elves have beards, and they're the same height as dwarves (thus why dwarves can wear the clothes the elven caravans bring). They look like dwarves except for their ears (in canon), and the fact that they're less robust. But I imagine it varies. Vanya could pretty easily pass as a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 14, 2012, 09:14:57 pm
I think i figured out some of the military's outlook on war:

Kill your enemy, but do not hate them.

Except when it's a spawn. Then hate the SHIT out of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 14, 2012, 09:27:30 pm
Welcome, Tal. Seems Vanya is destined to set the worlds on fire. And she's taking the army of spearbreakers with her.

@splint: not even the goblins?

Random non invader goblin: AAAAAAHHH! THE SHEDEMON! PLEASE DON'T SPITROAST ME!
Fischer: okay.
Goblin: wait, i though dwarves hated us.
Fischer: at this point, i don't give a crap what you are, long as you aren't The Enemy.
Goblin: ... I'm not the enemy?
Fischer: then welcome to spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 14, 2012, 09:34:29 pm
Spearbreakers: In a sea of hate and intolerance that is a medieval world, a place fueled by bizzarchitechture and drugged booze is the most accepting shithole in the world.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 14, 2012, 09:39:01 pm
I think it's a more "You're so worthless as an enemy that you are our friend", kinda like Palau and the US.

Also I'm in Tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 14, 2012, 11:34:01 pm
12th Sandstone 208

The strangest thing happened today. A human crossbowman refused to leave the fort today after the rest of the humans from Gugiromon.

He came up to me and asked me a few things.

"So... I don't really want to go back home because Gugiromon is having serious trouble with the Spawn... those terrifying beasts... We've lost a full half of our land to them and they're beating on the doors of our last fort before the capital. Everyone knows that Spearbreakers have been holding off the Spawn for some time, and not just succeeding, but thriving. Some say the gods themselves are protecting the fort. Some say that one of them is incarnate here. You may call her... 'Fee-sha.'

This is an official request of asylum... I will defend Spearbreakers with my life. I will worship Fee-sha as no other."

What could I do but let poor Iki in?

"You're in, Iki. We dwarves don't often trust others, but stick by the Count, me or First Squad and you'll do fine. Fischer will see to it you're trained well."

Iki smiled, and went to join the crossbowman squad.

(http://i.imgur.com/1Dobj.jpg)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 14, 2012, 11:36:13 pm
And thus a silly gimmick would be born: Groups of people begin seeking safety amonst the dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 15, 2012, 03:09:45 am
13th Sandstone 208

Iki has settled in well but upon seeing Fischer he quailed and refused to fight. He's now taken up his post as a Bowyer and part time bone carver.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 15, 2012, 03:55:54 am
AKA Something unusual happened. I've always been able to assign things to a squad so long was there was a dwarven sergeant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 15, 2012, 10:06:56 am
We need one of every race now! Goblins, kobolds, barbarians!
You lurkers, this is a call to you, a chance to write!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 15, 2012, 10:58:05 am
The only easy way to get a barbarian or goblin would be to be a little forceful with a snatcher or slaver. And a kobold would be less so... On that note, and off-topic, how do giant olms breed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 15, 2012, 01:02:06 pm

Random non invader goblin: AAAAAAHHH! THE SHEDEMON! PLEASE DON'T SPITROAST ME!
Fischer: okay.
Goblin: wait, i though dwarves hated us.
Fischer: at this point, i don't give a crap what you are, long as you aren't The Enemy.
Goblin: ... I'm not the enemy?
Fischer: then welcome to spearbreakers.

PLEASE USE THIS AS A QUOTE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 15, 2012, 08:57:39 pm
I have decided to jump past the low points in my part of the timewar story and am giving you a heads up as to what is happening with Sewaturet. Eris has manipulated two third world countries and a large number of rebel forces into assailing the city as a unified force, while Parasol has moved to try and seize the city to deny a stable supply route for an attack on thier in-dimension corporate front. Ballpoint hs done the same, but as you can see from this report, has bitten off more than it can chew with the troops it has deployed. The next update will focus on Ecem and his team's attack on the capitol building.

Also, if any of you have ideas for how I can write Koth's death to be suitably dramatic, please enlighten me.

Also Bonus points if you remember who Thili Craftchasm is.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 15, 2012, 10:54:07 pm
Very nice report, Splint. I see bad things be happening.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: NCommander on September 16, 2012, 12:01:12 am
Wait? We had a human migrate to the fort?!

(I'm not caught up on the thread, but I thought that could only happen under very very rare luck (i.e., king of the dwarves turns out to be an elf.).

If previous experience with multirace forts are any indication, expect to have issues assigning him room/squads/etc. Biggest issue is that since he's a large creature, he can only wear armor and such that is 'large', but the game doesn't allow you to assign it.

(and secondly, I don't think I'm dorfed, and since he doesn't have a nickname, I'd like to claim him :-)).

EDIT: Joined the tinychat while I catch up on this epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 16, 2012, 12:10:55 am
You have a dwarf, and no he didn't migrate, Reudh just decided to give us a new mascot since he seemed to be stuck. He'll claim a room on his own if one is unoccupied and if he has a mood or he becomes a legendary worker the old fashioned way he'll also be assignable to a room if it follows the usual rules. The main thing I don't understand is that he can't be assigned to a squad. I was always able to do that so long as the sergeant was a dwarf (Tigermen make AWESOME melee troops btw.) As far as clothing him we'll just have to buy him a new set yearly.

Also I am indescribably pissed off, as I had four paragraphs of stuff for the battle going on in Sewaturet and my computer had to restart (I hadn't paid attention. it was a forced restart for an antivirus update that I think I hit "restart now" on by accident.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: NCommander on September 16, 2012, 12:26:26 am
You have a dwarf, and no he didn't migrate, Reudh just decided to give us a new mascot since he seemed to be stuck. He'll claim a room on his own if one is unoccupied and if he has a mood or he becomes a legendary worker the old fashioned way he'll also be assignable to a room if it follows the usual rules. The main thing I don't understand is that he can't be assigned to a squad. I was always able to do that so long as the sergeant was a dwarf (Tigermen make AWESOME melee troops btw.) As far as clothing him we'll just have to buy him a new set yearly.

Also I am indescribably pissed off, as I had four paragraphs of stuff for the battle going on in Sewaturet and my computer had to restart (I hadn't paid attention. it was a forced restart for an antivirus update that I think I hit "restart now" on by accident.)

Its due to the way DF handles citizens. Based off reports on DFusion/multi-race embarks, the issue is there's a super-special vector table that allows things like squads/room assignments. Making an artifact solves part of the issue.

Seems some parts work better than they used it; in the 40d days, you needed ruinsmith to force labors on non-dwarf civ members and they only worked so-so.

Also, didn't realize I got dwarfed (or that my dwarf is still alive after so much time. Yay!).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 16, 2012, 12:37:41 am
Another thing relating to multiracial deals, is that sometimes you can get AWESOME things in a migrant wave. I once got a squirrel demon that appearently enjoyed pottery. Thing wound up leading my milita (even funnier because it would have been considered physically weak for a demon.)

Also, Antmen make superb carpenters and miners as well as disposable soldiers.

Your making me want to play as elves or antmen now since we've been talking about this. Yes I said elves. I wanna see if I can make due with those asshats' limitations in weaponry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 16, 2012, 12:45:30 am
Lol, do it, splint.

So, the regular game allows for immigrants that aren't dwarves, and non hostiles that get stuck can join the fort?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 16, 2012, 12:49:04 am
FOund a fix for the current version of DFusion. Since it doesn't really alter the game much, if at all, and really just adds a worker to the population who happens to be a shirt size bigger than everyone else, I didn't see a problem and OK'd it. Until he becomes squad assignable, I'm just writing off the squad thing as him being a bit leery of the stringent training program Fischer has set up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 16, 2012, 06:30:28 am
Ah, I wrote Iki as being terrified in the face of his god, hence why he refused.



7th Timber 208

In an effort to get everyone to like me more, I ordered the engraving of the walls of the sleeping levels.
I joined in... and boy engraving produces some interesting results. I engraved a picture of Simon Tam surrounded by slugs. Bet he'll love that. I finally got to see who this 'Mr Frog' everyone keeps mentioning is. Pretty unassuming.

I set up some cage traps near our entrance and it's already provided us with our first capture:

A little coati blundered right into our trap. Now, hopefully we get a breeding pair.

Not much else has been happening. I have been getting the miners to widen the halls, and connect up some older halls that fell into disuse. We ought to be a little more streamlined. With the production of 60 bins, there's now plenty of space in our finished goods stockpile so we can produce more if need be.

I expect the dwarven caravan to arrive shortly, as it's Late Autumn, and with it Splint will see the arrival of our good Queen Sibrek.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 16, 2012, 07:41:21 am
I request a turn, I also request that the fort survive until my turn. Also Dorfing
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 16, 2012, 10:34:30 am
Done. Although honestly I fully expect this place to go under once Loud Whispers starts his turn since he refuses to read up on everything until his turn is over.  ::)

Now this!

Spoiler (click to show/hide)

Pardon the typos, strange writing style, and bad art. I had been up far longer than I should have been.

I find the lack of activity in this thread disturbing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 16, 2012, 05:49:17 pm
Someone should send him the download.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 16, 2012, 05:56:39 pm
He'll probably need it after his turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 16, 2012, 09:55:23 pm
Urk. Will update tomorrow night, I promise. Too tired today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 01:02:39 am
Not only had we fallen to the second page, there is still lack of anything. Shame on you thread, shame....

Progress update on drawings:
-Talvi has been drawn and colored.
-Lord Reudh has been roughed out.
-Splint has been roughed out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 17, 2012, 09:14:42 am
Wow, I disappeared for a couple days and the thread is ridiculously quiet... Why? :-\ Where has everybody gone?

Splint, would it be all right with you if I posted the first pic you drew of Vanya (Ballpoint outfit)? Or were you planning on posting that some other time?


Reudh... moar updates... moar mugs...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 09:36:33 am
Compared to other things I've drawn recently I don't feel like it's up to snuff, but you can post it if you want to. I was going to draw a new version though.

I Also was hoping to see what you guys thought of at least the drawings I included with my story, but there wasn't a damn soul to be seen. :c
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 17, 2012, 12:18:08 pm
Super mario 64... So... Many... STAAAAAAAAARS...
I'm sorry, but in between my newfound access to video games and youtube, and the fact that no one seems to be on when i am (that's why i gave out my phone number peoples!) AND the fact that i seem to chatter on and on and i've been trying to be better, i just didn't have anything to say that seemed worth it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 17, 2012, 12:26:51 pm
i just didn't have anything to say that seemed worth it...


This. We can only say, "Splint, awesome update!" Before it starts to wear thin and seem false. So we're going to save praise for awhile, then surprise you with it when you least expect it. :P Keeps it fresh, although there is the downside of you wondering if your updates suck. :( Which they don't. Just saying.

This is a test of the emergency broadcast system. Please remain calm. This is only a test.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 03:42:29 pm
Would have been nice to know you guys read it at least, not that it really matters since there wasn't anyone around at the time. Usually I end up needing to explain something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on September 17, 2012, 04:55:06 pm
Im personally still trying to get caught up, I don't think I even touched when it started getting timey wimey. Lol all I know is you have a timewar and Mr. Frog is a totally awesome smart person...O.O OH GOD SPEARBREAKERS=DOCTOR WHO
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 17, 2012, 07:49:08 pm
I'd also like to point out that awesome level writing is kind of our standard now. It's what we expect. If writing is bad, we'll say "this bites the big one, and here's why." if it is above the new standard, then we'll have compliments out the wazoo. But awesome writing is our new normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 17, 2012, 08:07:14 pm
Don't say that.   I feel that might discourage people with low self esteem from posting... >.> Like myself, for example. lol    No, really, though - I enjoy reading everything everybody writes. Especially if it adds something new to the mix. :)


And how is Spearbreakers Doctor Who? :o    Mr Frog has a serrated disc launcher and sawpikes! (did I just spoil stuff for you? :-\)   Okay, though, let's see... If Mr Frog is the Doctor... Then Vanya is his Companion...    ....    Who's the Tin Dog?

In my free time: writing a script for a "Spearbreakers: The Movie" trailer. just for funsies. And I will read your recent posts when I have a bit more time online, Splint. Sorry I haven't managed to get to them yet. If you want to remake Vanya's Ballpoint outfit, go right ahead. I described it in-canon as you drew it. I really liked it. :P She was going to just wear the spy suit, but I liked your idea better. Plus, now she can take some crossfire (if she's lucky).


And on that note, no, Vanya isn't dead. I just needed a short break from the story while I came up with moar plotz and waited for Hanslanda to catch up... possibly. Hanslanda, are we still sending Urist in for Round II, or should I leave him out and rewrite, or should I just do it on my own? :\ (hoping your RL stuff is doing better now, btw)

Oh, and:
i just didn't have anything to say that seemed worth it...


This. We can only say, "Splint, awesome update!" Before it starts to wear thin and seem false. So we're going to save praise for awhile, then surprise you with it when you least expect it. :P Keeps it fresh, although there is the downside of you wondering if your updates suck. :( Which they don't. Just saying.

This is a test of the emergency broadcast system. Please remain calm. This is only a test.
not to me. lol   I like hearing the compliments. It keeps me going.
By the way, Hanslanda... Awesome ninja code. Are we going to start doing this everywhere and see how long it takes for people to figure out? I feel evil now... but in a good way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 08:55:28 pm
Dunno where to go with anyting now for writing, and I plan on showing the drawings in groups of 3-4 from now on unless it's a larger picture. And you better share that script, I might do some voicing for it for fun if my dwarf is involved.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 17, 2012, 09:27:02 pm
Add me to the list of potential VAs :D I, er, may or may not have been practicing for this sort of occasion almost every single night for the past several weeks. Possibly. You can't prove anything.

Granted, my terribly-shitty recording equipment and lack of any actual acting talent mean that we'd pretty much have to settle for camp value in that case.

Side Note: I think it'd be hilarious if Talvi voiced his own dorf as well, if somewhat-demeaning.


...Actually, I kind of unironically want to make this happen now :D Anyone here heard of Fobbies are Borange? It's a 'radio' adaptation of a SNES game called EarthBound made by some nerds at an EB fansite. We could probably do something like that; we don't really need visuals as long as we have good narration and background noises.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 17, 2012, 10:01:31 pm
I'd love to be a voice actor. My specialty is accents.
And i got a marik impression so good, you couldn't tell me and LK apart.
As for sound effects, a good fantasy set can be found in rpgmaker xp, which i think i still have. Not sure, but i might. If not, well, a free demo provides all graphics, music, and sounds anyway.
In fact, if we don't profit from it, we can use just about any music or sound we want under fair use laws.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 17, 2012, 10:10:20 pm

And on that note, no, Vanya isn't dead. I just needed a short break from the story while I came up with moar plotz and waited for Hanslanda to catch up... possibly. Hanslanda, are we still sending Urist in for Round II, or should I leave him out and rewrite, or should I just do it on my own? :\ (hoping your RL stuff is doing better now, btw)
By the way, Hanslanda... Awesome ninja code. Are we going to start doing this everywhere and see how long it takes for people to figure out? I feel evil now... but in a good way.

Yes. I think leaving hidden messages everywhere is extra fun. This way someone can find them and freak out thinking we've been doing it behind the scenes the whole time.

And I would still like to have Urist up for round two. And my RL stuff is about the same as ever, I'm just in like... A manic state instead of depressive like I was. :/ Probably got a good week of it before it comes back. And I believe I promised an update...

Urist and Hans: Bloodsnow
Spoiler (click to show/hide)


Kind of odd for Spearbreakers, but its just a side note on the journey to the Baron. So... Yeah. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 17, 2012, 10:23:11 pm
@Xahnel:

Okay, so that's three volunteers now, and a workable idea for any sound effects that can't be simulated by banging household objects together. This may actually turn out to be doable.

On the off chance that this gets off the ground, it'd probably be best to upload actual samples of ourselves doing various lines so that we don't get any unpleasant surprises. I know I'd be pissed if I hired someone for their vocal services only to find out at the last minute that they sounded like me :p

Out of curiosity, how does everyone imagine my voice? This should be amusing...

@Hansie:

Heh, ninja'd :p  Also, the transparent text shows up normally on the Wii's internet browser. Just FYI.
    I'm not sure if I like the idea of hiding text, though...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 17, 2012, 10:58:26 pm
Hehe, I'm glad someone's machine is immune to it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 10:59:42 pm
So basically now we have to constantly highlight anything you two post?
Title: Re: Spearbreakers - Messages. Hidden. Everywhere. (34.11)
Post by: Hanslanda on September 17, 2012, 11:03:23 pm
Nah. Not if you don't want to. And I don't think it will happen very often, so there's that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 17, 2012, 11:25:14 pm
I'll work on a few lines. Good thing i have a couple of good microphones. One is from that old ps2 singing game which name i don't remember.
I think skype might be required for this. As well, anyone who records needs to be damn sure they can get loud. Pretend yelling sounds sooo stupid when recorded.
Another thing i learned in my breif sojurn recording audio for minecraft videos (didn't work out, never uploaded anything) is that microphones have a tendancy to pick up any little noise. So, silence your phones, lock out the pets, and make sure where you record is silent as a new crypt. If you have to, lay on the ground to avoid chair/desk/floor squeeks. Even the fan from your computer should be muted in some manner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 17, 2012, 11:29:46 pm
I have some, albeit flimsy, expierience with voice acting and a decent mic. And Skype would be handy, if only for transference of files.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 17, 2012, 11:39:20 pm
So basically now we have to constantly highlight anything you two post?

Ah, yes, this is why it bugged me. Thank you.


@Xahnel:

I can yell pretty well, I think, but the problem is that I live in an apartment, so lots of repetitive yelling could invite a fair bit of trouble... I didn't consider that. Poop.
    I might still be able to do this, but it'd be a pain to have to work around the fact that none of the characters I voice would be capable of yelling under any circumstances on pain of death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 12:07:28 am
Just use cold anger that russian dictators used to be famous for. That tone of voice that says "prepare for gulag. Then hard labor for rest of life. Or maybe headache .357".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 18, 2012, 03:45:27 am
Draconik's Log: Down the Rabbit Hole
Spoiler (click to show/hide)

-*Meanwhile*-
Parasol Headquarters Lab 0 - Board of Directors meeting room.
Spoiler (click to show/hide)

*Parasol News Report Uregent To All Labs*
Spoiler (click to show/hide)

Draconik Log: R&D + R&R with a Side order of Training
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 07:21:22 am
Very nice draconik. Fs1 lives.

One request.

Your first log has a grand total of five sentences.

Please, please, run it through microsoft word with the spelling and grammar check on. I know it can be annoying, but it would really help.

In fact, how about everyone who write stories do this? It would improve the quality, and make Talvieno's archiving job that much easier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 18, 2012, 08:01:11 am
Everyone seems like they're pretty interested in the movie trailer idea. lol   There's no way I could pull it off by myself - it was just a script for the fun of it. Also, I wasn't going to really put much in, voicewise... I've got a good voice for voiceovers (deep, smooth, etc, according to what I've been told), but  I was going for "dramatic". :P

FOLLOWING ARE MAJOR SPOILERS (if you haven't read all of Spearbreakers) (and actually, even if you have)

May be important to note, as it's not made canon yet:
    I imagine Parasol as, unlike Ballpoint, a massive planet-girdling complex, with buildings connected through long "tram tunnels" with hyperaccelerated air-bubble protected vehicles in a vacuum.

    At the end of Spearbreakers, I think that the dwarves will have already learned about the timewar. It can't be kept a secret from them forever. At the end, I imagine Ballpoint attacking Spearbreakers when Parasol rushes in (Spearbreakers is practically a Parasol base, given that there aren't really any Ballpoint agents). I don't want to say exactly where I imagine Vanya in all this, but I do imagine an unprecedented battle on the ground, with an immense air battle occurring in the skies above. Spearbreakers has something that both sides need... otherwise they wouldn't be there in the first place. The fact that the Spawn are there isn't enough of a reason anymore, I don't think.


Also, YES, I realize that most of the following wouldn't really be possible to make. :P But I figured maybe we could take movie clips and shove them together. If it was non-profit, it'd be fine (hopefully).


(by the way, the majority of the following is taken directly from my notes.)

MUSIC: RALLYING THE DEFENSE  http://www.youtube.com/watch?v=ruPk4RD19Nw

SPLIT UP OF MUSIC:
0:00 - 0:33 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=0&end=33&loop=on&autoplay=on) = Quiet ambience
0:33 - 1:17 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=33&end=77&loop=on&autoplay=on) = Increased tempo, seems... thoughtful? Eye-opening? Suspenseful?
1:17 - 1:20 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=77&end=80&loop=on&autoplay=on) = Ramp up
1:20 - 1:35 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=80&end=95&loop=on&autoplay=on) = Power tempo, running, rushing implied
1:35 - 1:50 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=95&end=110&loop=on&autoplay=on) = Dramatic vocals, triumphant battle scenes implied
1:50 - 2:05 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=110&end=125&loop=on&autoplay=on) = Quieter dramatic vocals, battle death implied
2:05 - 2:11 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=125&end=134&loop=on&autoplay=on) = Ramp down
2:11 - 2:14 = Silence


0:00 - 0:33: (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=0&end=33&loop=on&autoplay=on)
Couldn't decide if this would be better as a voiceover or text, blank background or images from the different fortresses. Still can't decide. If it's a voiceover, it needs a lot more embellishment - "First... there was the madness that was Boatmurdered"  etc.
FIRST
    THERE WAS BOATMURDERED

THEN
    THERE WAS HEADSHOOTS

FINALLY
    THERE WAS SYRUPLEAF

AND THEN FOR 200 LONG YEARS
    THERE WAS NOTHING

BUT NOW, A CONTINENT AWAY
    STRUGGLING TO SURVIVE
    IN A WORLD CAUGHT BETWEEN DIMENSIONS:


    SPEARBREAKERS (definitely at least partly text on black screen, hold it for a few seconds)

(bang, switch immediately to next part, no fadeout, no pause)

0:33 - 1:17 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=33&end=77&loop=on&autoplay=on)
Most of the following would be a few seconds long each. I doubt we'd be able to fit all of it in. Oh well. Also, all of these are just ideas. I didn't even have a script yet. :P This part feels like it begs for more voice acting.
- Splint voiceover: "Ladies and Gentlemen... I'll be straightforward. We're going to a very dark place."
   [Blood plains, blood raining from the sky]
- Closeup of blood rain staining a green tree leaf
- shot of the corpse-strewn wagon road
- Mr Frog measuring out ingredients into a test-tube sock
- Still shot of piles of mugs in darkened corners
    Cavy comes out from beneath the piles and stands up, twitching its nose
- Reudh peeking around a corner at rose
- Moonlit shot of Splint's architecture
- Shot from Mitch's shoulder at his hands as he turns the pages of a necromancer tome (with popup pages!)
- Still shot of the cavy corpses in the pit under Mr Frog's bed
- Random dwarf looking dizzy from the spiked booze
- Shot of the caverns from above, Ugeth's flames licking up from far below
- Metal spider vehicle climbing between shelves in Ballpoint's storage building
- A coffin full of the Master's teeth in front of a quiet funeral audience
(start Fischer's last stand speech around here)
- Hundreds of zombies pouring in over the blood plains                                                                         "There are things out there..."
- Overhead shot of one of Ballpoint's garages                                                                                     "things that dwarfkind has never seen."
- Huge Octavians rolling out through a border forest, with Ballpoint squads coming out of the bushes            "They've destroyed our homes... killed our families... burned our towers."
- Hundreds of Ballpoint mechs, ships and troops silently besieging Spearbreakers                                       "Now they sit outside our gates. We cannot let that stand."
- Closeup of Joseph's face, smiling with an evil glint in his eyes                                                              "If we must die today,"
- Contractors leaping aside as a battlesuit's gatling gun sprays the floor with bullets                                  "then let us make the world tremble!"
- Confused Spearbreakers dwarf sitting in a mech cockpit (because lol)                                                   "Let them know that we are dwarves, and"

-"THIS    IS    SPEARBREAKERS!"

1:17 - 1:20 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=77&end=80&loop=on&autoplay=on)
SPEECH: (lead into with the previous parts. it's a voiceover)
- Fischer (yelling an encouraging speech):    "There are things out there... things dwarfkind has never seen. They've destroyed our homes... killed our families... burned our towers. Now they sit outside our gates. We cannot let that stand. If we must die today... then let us make the world tremble! Let them know that we are dwarves, and THIS   IS   SPEARBREAKERS!!!"
- During the last bit of the speech, for all of three seconds: Helicopter-style computer-generated fly-by of the spike bridge while active, whites out into the next part (or maybe just show Fischer standing on a throne above the military, raising her pike)

1:20 - 1:35 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=80&end=95&loop=on&autoplay=on)
There's probably no way to fit all of these in in the time allotted. These were just ideas. I wanted something that went with the music.
- Underwater shot of some of Parasol's glassed-in underwater facilities
- Draignean saying "surprise" as the wall falls down between the soldiers and the spawn
- Vanya shouting "I'll find you!" to Salaia through a glass door as Ballpoint contractors try to pull her away
- Still shot of the air in Eris's huge portal coalescing into a rippling portal surface
- Random injured dwarf screaming "Not the hospital" as he's dragged along by two orderlies
- Fischer removing a Spawn's teeth
- Rose slapping Splint
- Huge chemical vat spilling everywhere at Ballpoint as Hans and Urist run
- Vanya running down the hallway as Mr Frog yells "You cannot hide forever, little spy."
- A huge number of Spawn chasing after a dwarf
- A Spawn Siege charging over a hill on grizzly bears
- The Master laughing maniacally

1:35 - 1:50 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=95&end=110&loop=on&autoplay=on)
Most of these would be one beat long - that's (I'm roughly guessing) about 0.8 seconds each. A few might be longer, and I doubt we'd be able to fit all of them into there.
- Jack Magnus severing heads with his axe
- Urist and Vanya rushing down a corridor as it collapses behind them
- Someone rushes into room, flinging door open, horrified look, says, "My Count, he's trying to build magma pumps!"
    Shot turns: Splint yelling "I said NO!" while he throws a mug
        Shot turns: Said mug splintering against a wall
- Talvi jumping down on Mr Frog with her axe as he spins and blocks with his sawpike shaft
- Hans and Urist under fire at Ballpoint, hiding behind doorways
- Fischer using pike as a pole vault, flying over the heads of enemies and killing them as she comes down
- Iohannes and Mr Frog fighting beneath the fortress as Urist tries to stop them
- Vanya in the condemned dump, throwing her first journal at Mr Frog's face
- The Master: "CARNAAAAAGGGEEEE!"
- Bugi leaping up the side of an Eris tank with a grenade
- Hair trying to kill a dog (lol)
- Vanya and Urist surrounded by charging gorlaks
- Classic Ballpoint/Parasol timewar shot
- Parasol singularity cannon shooting a shot past the camera in the middle of a battle - space "warps" around it as it goes by a la Crysis's Hunters
- Hans and Urist in combat
- Mr Frog firing a serrated disc launcher
    Closeup of a bar spiraling into a serrated disc
- Scythod ambushing Ballpoint Contractors from beneath the sand
- Vanya twirling and striking at Mr Frog with her daggers
- Fischer charging alone into a spawn siege
- Demons slaughtering animals as bolts fly past from all sides
- The Master going crazy and slicing people to bits while Fischer charges him
- Spearbreakers' dwarves rushing out with Mr Frog's invented gear to battle the interdimensional companies (On Parasol's side?)
- Overhead shot of a huge interdimensional dogfight between Eris, Parasol, Stone Inc, Ballpoint, above Spearbreakers

1:50 - 2:05 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=110&end=125&loop=on&autoplay=on)
Not enough room for all of the following, just like everywhere else. Again, just ideas. Most of these are one beat long, too.
- A dwarf on fire, transforming into a Holistic Spawn
- Rose and Halen kicking Ballpoint ass (spoilers)
- Spawn fleeing in terror from the axedwarves
- Reudh discovering Splint and Rose together
- Fischer atop a mech, pulling her spear out as it slowly falls backwards toward the ground, its pilot dead
- Splint kicking Reudh in the rock nuts (again, lol)
- Urist flung against a wall by a Holistic Spawn
- Ballpoint and Parasol troops meeting in combat, fighter jet zooms low overhead, dropping charges
- Splint yelling "FOR STOVA!!!" as he charges the enemy
- Armies of Spawn and Spearbreakers's militia charging each other at the final battle
- Fischer getting dragged down under scores of Spawn
- An entire army of troops falling unconscious before a single manamaid
- Mr Frog standing inside Eris with a small dwarven entourage, across the room from Joseph, who, shocked, suddenly finds that he can't get his portal to work, and he has no escape.

2:05 - 2:11 (http://youtube.valami.info/slice_link.php?link=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DruPk4RD19Nw&start=125&end=134&loop=on&autoplay=on)
There's only enough room for one or two of these at most. Maybe even just one.
- Sus standing alone on the spikebridge, holding back the hordes as his allies flee into the fortress
- Scoll-by of Ashsaber's and Softa's cells
- Still shot of a golden rose on The Master's casket
- Mug falling in slow motion and shattering on the floor
- The haunted clover
- Terrahex slinking into the shadows

And following that, maybe something generic like "COMING SOON" or "RATED R", but enh, I don't know.


Unfortunately, this is pretty far from what you guys thought would be cool... Everybody seems to want lots of voice acting. I don't have a mic, though. :\

EDIT: The Spearbreakers TVTropes page is now longer than either Battlefailed's or Boatmurdered's. :-\ whoa.
And Splint, Mr Frog isn't maintaining it, so you can probably take that down from the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 10:24:49 am
Pure epic, talvieno.
Now, as for the video... -smiles- you find me sprites, i'll get animating.

As well, tell us how many clips would be in each section.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 11:37:24 am
I was under the impression he was, at least early on. And I'd say that's a good thing since there's no end to the funny shit going on. I'll clean that up right away.

EDIT: Is it wrong I approve of everything on our TVTropes page because they work so well as quick descriptors? Also I need to look something up, because you guys may have missed a reference to an older fortress.

Show of hands, who missed the Boatmurdered reference in the battle where Thili got picked up by Ballpoint?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 12:09:13 pm

E: I'm, er, not volunteering for any long-term scriptwriting with this. I was just in the mood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 12:13:16 pm
Seems like it was a fancy way of saying "Take this group of unstable jackoffs and get out of my sight." Overall, I approve, cause it actually made me laugh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 18, 2012, 12:18:08 pm
Quote
*Sounds of rain*
Splint: [monotone] Is it raining blood?
Fischer: Yes. [beat] Are you going to whine about that as well?
Splint: In a bit, I'd expect.


Heh. I lol'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 18, 2012, 01:00:45 pm
Lol, that was good. But it's really more of an intro than a trailer. =P Splint wrote an intro, too, if you haven't seen it (actually, I edited it before I posted it up, so it's half Splint, half me).  Yours was funnier, though, even if out-of-character.



Following soon will be (hopefully) a link to an uploaded mp3 of myself acting like a moron. >.> I totally failed when I tried to make my voice go deeper, though - I couldn't manage it at all (result of being nervous (why nervous? I have no idea)). You may also hear birds and other outside noises. But it's my voice. And I'm an idiot.

I'm having trouble discovering a place to upload it. :-\
Here's a link to the madness. (http://soundcloud.com/talvieno/my-voice) Holy shit, I sound awful. And stupid. Really, really stupid.
But there ya go, I made a total fool of myself. Now it's your turn. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 01:36:02 pm
Dropbox maybe for uploads? Mediafire kept giving me annoying pop-ups stubbornly insisting I download things that totally were not trojans ::)



E: Probably best to point out that I was ninja'd by Talvi's edit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 01:43:59 pm
Did well enough. You sound like you'd be a technician or something similar to me for some reason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 01:53:39 pm
Anyone got any requests for lines or voices they'd like to hear? My specialty is characters from yugioh abridged.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 18, 2012, 02:05:32 pm
wadabout Stone INC? do do they not exist because i have not been able to scan the mound of images...

also, i cant take a turn due to school. DARN YOU 11TH GRADE!

also, I LOVE THIS THREAD. CONSIDER ME THRALLED TO SPEARBREAKERS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 02:11:48 pm
I've made a few references to Stone being within Sewaturet, either protecting some minor company assets or generally providing assistance to the defending population, but otherwise they haven't been a  major factor is Spearbreakers itself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 18, 2012, 02:18:57 pm
whats sewaturet?

also, i think Stone INC is currently deciding weather or not to go all out, but possibly preparing for war and sending out commandos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 02:28:54 pm
Read the time war bits I've written and you'll know. Ballpoint has Stone INC listed as potential game changer in some reports due to the firepower they may have, what with being a dedicated arms manufacturer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 18, 2012, 02:29:42 pm
is sewaturet the citystate?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 02:32:22 pm
Yes, as a mtter of fact it is. One of the reports I left vague on Stone's involvment in the battle. Like you said, they may have seen or been attacked by commandos from the company, hence them being listed as an unknown (Due to the unprecedented number of civilian and nonhuman combatants in the defening forces, they weren't positive on who it was.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 04:29:22 pm
If we're all still embarrassing ourselves, here (http://soundcloud.com/dorkfrog/my-voice) is a sample of my voice. Horrifying? Probably, but count your blessings -- it could have been a lot worse :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 04:54:14 pm
That is strangly close to what I imagined your dwarf-gnome-clone-whatever the hell sounding like. And why the hell do you sound like sombody I used to know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 05:03:17 pm
That is strangly close to what I imagined your dwarf-gnome-clone-whatever the hell sounding like.

Probably because I described my voice to Talvi a long time ago, which subliminally influenced him to describe Mr Frog's voice as being along the same lines, which caused you to imagine his voice as being vaguely-similar to mine. It's like Telephone or something.

Quote
And why the hell do you sound like sombody I used to know.

*shifty eyes* No reason. Probably.


Incidentally, it is now your turn to make an ass of yourself >:} Get recording, fool!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 05:15:58 pm
So it is. ONa related note, it's  bitch recording when you had just watched a fat guy doing stand up comedy on youtube (Ralphie May to be specific) and you're still recovering from a laughing fit.

EDIT: http://soundcloud.com/splint0/hellospearbreakers

Here we are folks. Who's next?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 05:46:39 pm
Me! Mememememememememe!
I've just finished recording myself. It's random, and i honestly think you guys will find it hilarious. Please put in accent requests, and i'll record a second.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 05:54:47 pm
@Splint:

You speak clearly, though your tone is a bit nasally... there's nothing particularly-wrong with that, but you can also use your throat for resonance. It's hard to explain exactly what that means or how to do it, but you basically let the sound echo in your throat instead of your pharynx; try fiddling around with your vocal setup until you get it. Don't worry if it sounds a bit cartoonish at first; once you learn to control it, it'll sound just as good as how you currently do it.
    An advantage to the above approach is that, as your throat is more flexible than your pharynx, you'd have greater control over your pitch and volume.

@Xahnel:

You'd better do your claims justice. That is all. *grins evilly*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 05:57:42 pm
I hope i do too. Let's just say i got into an argument with the voices i was doing over whether or not this was a stupid thing to do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 06:03:32 pm
That reminds me... Me and Splint weren't actually acting. Just talking into a microphone. Maybe it'd be best if we were given actual lines to perform?

Also... this... is going somewhere, right? We didn't just get into a page-long derail about voice acting? I'd probably go catatonic from shame.

E: Also also, I wouldn't expect me to stick with this if it becomes a long-term project. Maybe a short skit or two, but nothing too far-reaching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 06:10:34 pm
Hey, for all I care we can just go back and do audio versions of our journal entries for shits and giggles. And I never noticed if I sounded nasally, usually I can pick up on that. maybe my head's been clogged for too damn long for me to tell anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 06:23:01 pm
Technically, i wasn't performing lines. I was performing improv, and running three personalities. I got confused, honestly.

Now seriously. Accents. I only have one idea, and that's russian. That's it. So, give me ideas.

Ninja'd
I cannot. Rose is female. And i cannot do a girl's voice that would result in an accurate representation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 06:25:44 pm
@Splint:

Why stick with journal entries? I recall you telling me at some point that you specialised in writing scripts... As you have two definite willing volunteers, a possible third (not sure if Talvi was volunteering or not), and a fourth who'll probably split the second he's asked to make a commitment but for now thinks this could be fun in small doses, this seems like an excellent time to put that to work.
    I don't think you should try anything serious, though (the way I see it, 3-4 amateur VAs + haphazard equipment quality + no professional sound effects team + no female voices* and at least 2 essential female characters = CAMPY LULZ FOR EVERYBODY). Maybe just small skits pertaining to the background happenings at the fortress.
*Unless I can rope my sister in, but she's like 11. I'm pretty sure making an 11-year-old put up with my style of directing qualifies as child abuse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 06:32:18 pm
It was just a suggestion. And yes, yes it probably would count as child abuse. had I not severed ties with my ex for my own mental health, She'd probably have been willing to help, and can do decently enough. But meh, oh well.

And we'd be doing this for the thread's amusment anyway so I don't see that harm. And honestly if I really wanted I could probably do something with Gmod revolving around the timewar, though that'd really be stretching it and I'd have to be bored out of my mind for that.

Overall though we could totally come up with all manner of general lulz coming up with something. I just wouldn't know where to start with the scripts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 06:39:48 pm
Hey hey hey. Just cause we no has professional audio team doesn't mean we can't turn out something quality. I watch minecraft lps every day, and i've learned in depth the tricks and traps of audio production. I can even round up a decent sound effects suite for combat.

I've been wanting to do this kind of thing for a while, so i pay close attention to videos my favorite youtubers upload. I've even put an undertone of circus music to my audio. It requires a few tricks to pull off, but i got it down.

Though i may not post that version.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 06:41:32 pm
@Splint:

Well, since this isn't really going to be a Big Damn Plot, I'd suggest just starting somewhere random. Maybe dorf!Splint misplaces some important document and is convinced someone stole it. Any event will work to start with as long as it causes some sort of chain reaction.


I'll do one episode, guaranteed. Beyond that, it'll depend on whether I'm in the mood at the moment the script is pitched.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 06:49:10 pm
... Would i be allowed to adopt more dwarves, and do an audio journal for them? That would be the kind of thing i'd enjoy doing every so often...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 06:54:10 pm
Could always pick an NPC at random if you like or, if nobody else objects, get you a dwarf named after your proper.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 07:00:00 pm
They wouldn't be named after me, and i'd need two, so i can do a dialogue between them that started of related to relevant events, then wander off into the ether.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 18, 2012, 07:02:46 pm
If we're all still embarrassing ourselves, here (http://soundcloud.com/dorkfrog/my-voice) is a sample of my voice. Horrifying? Probably, but count your blessings -- it could have been a lot worse :p

loveley voice. i have a uncle who has a deeper and more gravely one. and i pictured Dwarf!Frog as sounding like him...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 09:47:41 pm
Okay, probably best to lay this out straight: I volunteered to do voices on an impulse (sugar rush ftw), without really putting much consideration into it. I'm not sure how serious everyone is about building on this idea (I hope something does happen, really; it sounds like it'd be cool), but please do not count on my involvement if anything happens. If it turns out that I'm needed, please do ask by all means, but it seems shortsighted of me to promise I'll be capable of following through, given my track record with this sort of thing. We'll just have to wait and see.

*ahem* Now that that latest melodrama of mine has concluded, @Asea thank you for the compliment. I'm actually extremely-insecure about my voice, so it means a lot to me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 18, 2012, 11:02:21 pm
I'm lost.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 18, 2012, 11:12:01 pm
Okay, so I listened to everyone's voices.

Talvieno: I did not expect you to sound like that. And you weren't terrible, just unprepared.

Frog: You've got this announcer type voice, with some kind of interesting reverbs going on. Are you like, physically imposing?

Splint: You sound like a college kid. If I didn't know you were younger...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 18, 2012, 11:35:22 pm
Talvi sounded higher than I expected, but still pleasant to listen to (like, not reedy or whiny or anything -- smooth) (and, in his defense, when he said 'deep' I was imagining something like Arnold Schwarzeneggar). He was probably nervous, though, and I know that being nervous can make one's voice go a little higher than normal.

Quote
Are you, like, physically-imposing?

Not at all. I'm the quintessential skinny nerd. I guess I just have a disproportionately-huge larynx or something.
    For what it's worth, I've been practicing quite a lot, so I probably just have better control of my voice than most. Still, I like to imagine that there was some cosmic mix-up and there's a 200-pound biker somewhere with a squeaky little nerd voice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 18, 2012, 11:36:34 pm
Not at all. I'm the quintessential skinny nerd. I guess I just have a disproportionately-huge larynx or something.
    For what it's worth, I've been practicing quite a lot, so I probably just have better control of my voice than most. Still, I like to imagine that there was some cosmic mix-up and there's a 200-pound biker somewhere with a squeaky little nerd voice.


Hehe, YES! That would be awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 18, 2012, 11:40:06 pm
Indeed it would.

Drawing progress update
Talvi, as stated before is finished.
Reudh needs to be colored.
Splint needs to be roughed out a bit more.
Still trying to get a look I like to the armored version of Vanya. Nothing seems to look right.

Looking for ideas because I wanna do some scenes of the streetfighting going on in Sewaturet. Can't seem to think of anything good, which for me is wierd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 18, 2012, 11:56:51 pm
Set it up like street fighter. One guy on one side, the other opposite them, health bars, timer, and cheering locals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 19, 2012, 12:00:14 am
Not what I meant. I... Won't lie, that is one I probably won't do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on September 19, 2012, 01:50:36 am
- Shot from Mitch's shoulder at his hands as he turns the pages of a necromancer tome (with popup pages!)

Ahahaha, I didn't think anyone picked that up when I posted it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 19, 2012, 02:02:03 am
- Shot from Mitch's shoulder at his hands as he turns the pages of a necromancer tome (with popup pages!)

Ahahaha, I didn't think anyone picked that up when I posted it.

I know I lol'd back then. Pity nobody apparently ever commented on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 19, 2012, 02:13:07 am
I'm sure alot of us noticed. But how would our dwarves know of it since (If I remeber right) he just grabbed it a while after the fact and it could have easily been mistaken for his journal?

EDIT: Ok, I can't get the revission to look how I want it.Here's an older drawing, by a month or so. Came out more animeish/cartoony (whichever term you prefer) than the more recent stuff which is why I was hesitant to put it up. Had to sift through PMs for the link since I didn't feel like dredging it out of tinypic.
Armor was cobbled together from a combination of Imperial Guard flak armor and A starcraft Ghost's full bodysuit and armor. Enjoy. Vanya is now removed from the poll at last!

(http://i50.tinypic.com/iojbso.png)

Keep your comments on things that are wrong with it to yourself folks, I'm struggling to get myself to draw as it is.

I'll try to finish Reudh before I go to school today, if I don't fall asleep soon, and post him along with Talvi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 19, 2012, 06:22:23 am
Yes, I most definitely plan on helping out with any recording we do, if at all possible. lol    And yes, Mr Frog, you're right, I was incredibly tense. You can tell from my loud, higher-pitched voice, my rambling, and the constant rapid subject changes.

On that note, both Splint and Mr Frog sound awesome, in my opinion. Mr Frog, curious - is that how deep your voice normally is? That's a lot lower than I normally talk. lol   If I'm not tense, I can match how deep you were there, though. :P I did a lot of off-mic practice yesterday, trying to learn to relax myself, like you said... I'm not sure how far I got towards that becoming a reality. I'll probably just freeze up again the second I turn my mp3 player on. :P  But no, really - you sounded awesome. And Splint, the laughing fit doesn't seem to be very readily apparent. :P  I did have to turn up the volume quite a bit to hear you, though. Your voice sounds great too. :)

We've got a lot of potentially good voice actors, then, if we count Xahnel.  I think we're actually going to manage something. :D
(I've still got a page or two to catch up on, just posting my thoughts so far)



edit: Yep, people expected my voice to be a lot deeper.  ::) I tried, it just wound up really high-pitched from being nervous. (I still don't know why I was nervous.) My voice is typically lower than that. An odd thing about my voice is that it sounds higher pitched even when I go deeper for some reason, because you don't hear any of the added stress you typically hear from people who go lower than they normally do. Instead of that, my voice just gets quieter. :-\ I don't know if that made any sense.

- Shot from Mitch's shoulder at his hands as he turns the pages of a necromancer tome (with popup pages!)

Ahahaha, I didn't think anyone picked that up when I posted it.

I know I lol'd back then. Pity nobody apparently ever commented on it.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

And woot, Splint! You posted Vanya's pic! Awesome. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 19, 2012, 08:11:23 am
Mic was messed up have removed this verison and i'm posting the newer one soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 19, 2012, 10:15:41 am
I even made my own audiolog.

http://soundcloud.com/tomio175/tomios-spearbreakers-audiolog
(I know it's bad, I thought stuff up on the spot.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 19, 2012, 10:59:22 am
I can't hear yours, Draconik. :-\ Maybe increase your mic's recording volume?

@Tomio: I found your log hilarious. "Now, it wouldn't be that bad, if it wasn't for the Spawn. They're completely...  ...   annoying." :P As to Vanya being a "little bitch"... lol   She didn't see the shark, though... instead, I said there was something hidden under a canvas in a corner, being deliberately vague (I love being vague. Solves so many problems). She won't say anything.



And now... a weird bit of story. Written at random... I'll need to proofread it later. For now, just enjoy the misspellings and duplicate/missing words. Or do as Hanslanda does and turn it to punny humer.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 19, 2012, 11:26:25 am
Heh. Are you going to post that before every Vanya journal now? Epic either way. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 19, 2012, 11:37:57 am
I've actually already written a short piece by the guy before every Vanya entry. :P That's the italic bit at the beginning. I'm going to continue Vanya's story, but I needed to make the second-person narrator a little bit more concrete before I could. That's what the above story bit is. It actually takes place before "Dr. Urist Jones" (I pity whoever misses the reference) begins reading. Thus, far, far out of order. It belongs back in June somewhere.

dit: And no, this (and possibly a couple others) should be the only ones that are this long.

edit2: I forgot the "e" in "edit" above. Now that I've taken the time to bring everything up and post this, I think I'll leave it. It looks funny. Hooray for typos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 19, 2012, 12:22:01 pm
Tomio's journal 2:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 19, 2012, 12:55:54 pm
Talvieno, you could do let's plays on youtube. You've got what's called a "Cozy Voice For Catastrophes".
Mr Frog, are you the movie announcer guy?
Splint, you sound like you'd make a good stand up comedian.
And now.
Me. (http://soundcloud.com/xahnel/spearbreakers-voices)
Friggin' friggigty frig.

Might consider turning down the volume.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 19, 2012, 04:33:43 pm
An odd thing about my voice is that it sounds higher pitched even when I go deeper for some reason, because you don't hear any of the added stress you typically hear from people who go lower than they normally do. Instead of that, my voice just gets quieter. :-\ I don't know if that made any sense.

I have this issue sometimes, as well. I think a large part of it is maintaining proper airflow; whenever I lower my voice, I seem to need to speak with quite a bit more force than usual in order to get a good sound out. It's all in the diaphragm. (Yes, I have been looking for an excuse to use 'diaphragm' in a casual conversation.)

Quote
Mr Frog, curious - is that how deep your voice normally is? That's a lot lower than I normally talk.

I think so -- and yes, that is a weird thing to say.
    I may have been subconsciously trying to lower it, because I'm kind of insecure about how I sound, but I wasn't really trying to disguise my voice. Then again, however, I was pretty nervous as well, which means I may have been speaking higher than normal. It's a very very close approximation of how I normally speak, at least (I did do multiple takes, though -- I'm not nearly that consistent in normal conversation :p).
    I suppose that the upshot to all this is that now, whenever I post a panicky flounce like the following:
Okay, probably best to lay this out straight: I volunteered to do voices on an impulse (sugar rush ftw), without really putting much consideration into it. I'm not sure how serious everyone is about building on this idea (I hope something does happen, really; it sounds like it'd be cool), but please do not count on my involvement if anything happens. If it turns out that I'm needed, please do ask by all means, but it seems shortsighted of me to promise I'll be capable of following through, given my track record with this sort of thing. We'll just have to wait and see.
You will hear the whole thing in a gravelly baritone. And that is the sort of gift that never stops giving :p
    In the interests of full disclosure, I used to speak in a much higher tone until about last February, when I accidentally slipped into the lower register I use now and decided I liked it better. For what it's worth, I think it's how I should have been speaking from the start -- I couldn't raise my voice at all before then, nor could I really alter the pitch (recordings of my voice from back then sound very flat). That's actually why I recommended Splint try speaking from his larynx more -- he sounds a lot like I did before, so he might be making the same mistake I was making.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 19, 2012, 07:18:20 pm
you people are....... the highlight of my day. and thats kinda sad...
@Asea thank you for the compliment. I'm actually extremely-insecure about my voice, so it means a lot to me.
your welcome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on September 19, 2012, 07:22:32 pm
When I heard Mr Frog's voice, I almost fell out of my chair.



-Edit-

Xahnel's voice. That also threw me off. Now I want to give a voice, if I had a mic. Damn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 19, 2012, 07:29:05 pm
your back!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 19, 2012, 07:37:34 pm
When I heard Mr Frog's voice, I almost fell out of my chair.


This. I was like, "Whoa, Frog sounds like a big scary bad guy."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 19, 2012, 08:09:58 pm
When I heard Mr Frog's voice, I almost fell out of my chair.


This. I was like, "Whoa, Frog sounds like a big scary bad guy."

I take it that my concerns that I sound like a whiny little bitch aren't entirely grounded in reality? :p

The surprising amount of interest in doing audio-based presentations has me excited. Can I expect to see some sort of full-scale script coming from someone at some point? It'd be cool to see what all of this enthusiasm could do if properly-harnessed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 19, 2012, 08:15:46 pm
just dont ask for mine. it REALLY sucks. its squeekey, and REALLY hard to understand.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 19, 2012, 08:31:04 pm
So, no one noticed my link? Click the word me in my post where i say frig a few times on the last page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 19, 2012, 08:49:47 pm
So, no one noticed my link? Click the word me in my post where i say frig a few times on the last page.


I did. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 19, 2012, 09:08:05 pm
No comment? Was i that bad?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 19, 2012, 09:18:57 pm
No, you weren't bad. To put it delicately, you are very good, and appear to have had a LOT of practice with voice acting. Just... You like hearing yourself talk. :P Not necessarily a bad thing, mind you, especially for someone who wants to voice act. Hopefully this isn't offensive. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 19, 2012, 09:34:38 pm
T'was two am, and my mouth's self control feature had been disabled for the night. Obviously this was a bit of a mistake. Didn't realize the others would go so short.
EDIT: not offended at all, either.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 19, 2012, 09:37:21 pm
This makes sense. It wasn't a mistake, it's just something I noticed. :P Don't feel bad about it, that's just you. If you weren't like that, you wouldn't be Xahnel, and this would be an altogether different conversation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 20, 2012, 12:18:04 am
I did an audio version (http://soundcloud.com/dorkfrog/mr-frogs-journal-3) of this (http://www.bay12forums.com/smf/index.php?topic=102730.msg3105222#msg3105222) journal entry. I'm really not satisfied with it (even less so than with anything else I ever do, I mean), but I suppose it's decent enough for my first full monologue (all of my practice so far has been with 5-8-second-long sound bites :V).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 20, 2012, 12:28:01 am
Your voice makes that journal entry so much better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 12:31:08 am
Indeed. Also: Xahnel, you did start arguing with yourself, and overall: WHy couldn't I have had you guys around when I was working on machinimas?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 20, 2012, 12:53:15 am
Was my stupidity entertaining? I wanna know i at least gave you guys a laugh while i forgot who i was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 02:03:22 am
[The following is a continuation of the Barbarian  studying adventurer's journey. Perhaps Forgotten Beasts are not simply mindless killing machines? This was written on a whim and a stroke of bordom. Enjoy my odd writing style. Pardon it if it sucks, and since I lack Microsoft word on this thing, I did my best hunting down the typos.]

Spoiler (click to show/hide)

EDIT: And now...... Dun dun da daaaaa! Arts!

"Lord" Reudh post dedrugging, shocked by things he'd written.
(http://i48.tinypic.com/205y1qh.png)

Talvi welcoming some random migrant wave herself, complete with her cavies, a mug of midnight brandy in a kaolitinite mug and a big shale crate of journals.

(http://i46.tinypic.com/10ykwa9.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 20, 2012, 07:55:11 am
Talvieno, you could do let's plays on youtube. You've got what's called a "Cozy Voice For Catastrophes".
This is the first time I've heard this. lol   I think I could only do let's plays on YouTube if I managed to remain severely nervous the whole time I was recording. I'd probably do a DF LP... but at the moment I don't have any way to install recording software, or the time to do an LP, so that'll have to wait.

Mr Frog: I think it's safe to say your voice is much, much lower than mine normally is. :P You don't sound like a "nerd" at all. It does sound a little like you're subconsciously forcing it down a bit. Not much, though. It was more noticeable in the first recording.

Xahnel: I laughed. :P You're pretty good with the different voices, and with switching between them rapidly... Your regular voice came as a bit of a surprise to me, though, somehow. I'm not sure why. A good surprise, though. (I've never heard of Yu-gi-oh Abridged, and the only character I remember from Yu-gi-oh is... well, Yu-go-oh. )
    If I could get over my nervousness, I could do a lot of the LOTR characters (I read the whole book aloud once to my brothers, with voices. Plenty of practice there).

It's awesome that so many of you guys have good voices. Now... How many of you can sing? :P



Splint: Awesome pic of Talvi. :P Not quite how I imagined her, largely because I've always described her as fat. lol   Looks like she had a major workout. Still, you got the expression just about perfect, I think... A happy, carefree smile. Totally lost in her fantasy world. Oh, and the cavies' eyes remind me of Green Patches (http://en.wikipedia.org/wiki/Green_Patches).

I imagined Reudh with a paler face, but everything else is spot-on. Love the moustache especially. I hadn't thought of it, but I think he looks better with it (just my opinion). The addition of the torch, candle, books everywhere... brilliant. Curious, though - why does it look like his beard might be on fire? lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 07:59:46 am
Well she spends her time chopping trees, helping installing mechanisms, or hammering out armor, so I figure she's had enough exercise to work off some wieght, between the long marches around the fort and all the physical labor. :P

To follow, BT Contractor w/ a nice verson of the Security Division logo, and a Sewaturet Regular with the SRA emblem. The latter is finished, the former just needs to emblem colored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 20, 2012, 08:32:42 am
WELL.

Lost internet for a week roughly. Felt like an eternity. Had to read through 7 pages on a 4kbps connection. NAAASTY... but it should be better now.
Alrighty now, down to business.

Splint, I love the drawing of Reudh! It's more or less how I pictured him in my mind while writing him!
Also, you guys can sign me up for the VA thread. While I don't have practice with voice acting, I did five years of theatre acting and I can speak quite clearly to boot. I'm confident enough not to stutter too (THAT IS NOT AN ATTACK ON ANY OF YOU, I understand you guys were nervous. In fact, out of the ones I heard none of you stutter.)
Additionally, I've experience in writing scripts. One of my plays 'Media Madness' and a skit I wrote for it "The Adventures of the Magical Pixie Horse" and "The Biggest Bondi Masterdance Idol" was performed to raucous applause to a rather small crowd. :P
I also did a course in writing which had two components of scriptwriting.

While my accent may be quite at odds with Froggy, Splint, Talvi and Xahnel's (I'm Australian, with a supposedly 'upper class' accent), i'd be happy to join. I've got Audacity as a recording program and a cheap gaming headset. I might record something when I get some time on my own. My voice is probably equally as deep as Mr Frog's, perhaps deeper. Hard to tell when it's my own voice I'm hearing. While I am very poor indeed at accents, I can convey emotion quite well. Part of my recording will be one of Lord Reudh's journals during the height of his obsession with Rose, and another part will be one of them after his drug-fuelled adoration has worn off.

Mr Frog, your voice is quite clear. Well modulated, too.
Splint, you did pretty darn well. You do sound like a 'college' guy (that is, probably about my age? 20?) but by no means is that a bad thing.
Talvi, your voice was a bit deeper than I expected >_>. But like the others, you were pretty clear. Some nervousness showed, but nothing more than a very very slight quaver. Nothing to worry about.
Xahnel, what I heard of yours before the connection crapped out, your voice is pretty good. Is that your real accent at the start?


Orright... Uh, where was I. Ok. Spearbreakers updates.
I should be able to finish my turn by the end of next week, as I have midsemester break and I've completed all but one of my assignments. It's late autumn, the dwarven caravan just arrived and I believe/hope a Spawn siege is imminent. Here's hoping Queen Sibrek and her entourage don't spawn in the middle of Spawn. Heehee.

Splint, you might be amused to know that I can assign Iki to a built cage, as if he were a tame animal rather than a fort member. Also, you've been stuck in Conduct Meeting with the Law-Giver for the last season; pausing only to get food and drink. Same thing had happened with the elf diplomat Iru Lalalavera at the start of my turn. Might have to kill them to get them gone, so that the dwarven outpost liaison can elevate you to Duke.

Regarding Spearbreakers, in addition to the updates would I be able to write a journal of Softa and Ashsaber? Rather than a journal, it would be a stream of consciousness, going with what has now become headcanon; that the dwarven mind remains locked into the spawn body. My thought that one of the two's dwarven mind has gone completely bonkers and is gibbering from the horrors, and the other is clinging to sanity by being very careful about what he thinks about and what he sees.

Tomio and Draconik, i'll load up your voices when I can.
And finally, before I go to finish my work, if/when Spearbreakers 2 comes around (hopefully with FS-1!) sign me up for a turn. This is one of the best community forts I've ever seen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 08:51:13 am
That last statement put a big damn smile on my face. And, now without further ado, the examplef of the soldiery.

Sewaturet Regular Army member. Motto: "No Price Too Great! No Distance Too Far!"

(http://i49.tinypic.com/243loo7.png)

The offensive arm of Sewaturet, The Regular Army is rarely at home as the city is generally always at war. The gasmasks the soldiers wear into battle as a precaution have become synonymous with one of the worst weapons ever deployed in battle, and thier goggles with soldiers who show no mercy. Like the entire army of the city, all sapient races are welcome in its ranks if they think they can make through the brutal training regimen. Well disciplined, well trained, and well equipped, they are career soldiers to the end, and will gladly sacrifice themselves in defense of the city, it's people, and it's assets. The current head of the army when fighting abroad a Ngo Joinedspider, a goblin born in the city.

An example of a Contractor from the Ballpoint Technologies Security Corporation, the militant aspect of the company and it's chief income source. Motto: "Calamus Est Gladio," "The Pen Becomes the Sword"

(http://i49.tinypic.com/241jf5i.png)

Wether drawn from Farflung Sariphose, nearby Harlech, or from across time, Ballpoint Contractors are known the world over as tough, reliable soldiers. With the Moghopper and Octavia as transports and close fire support, very few can hope to match the Contractors in firepower, mobility, and many times even in numbers. Many a country owes it's existence to the intervention of these men and women. They make no objections based on race, and everyhting from Humans and Scythod down to the often belittled Equus and Kobold can be found among thier forces.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 20, 2012, 10:26:29 am
Just on for a sec, wanted to get this posted. Didn't expect to get ninja'd by Reudh and Splint (with pics!). lol  I'll respond with my thoughts as soon as I get back on. I'm just copy-pasting from a flash drive. (Welcome back, by the way, Reudh!)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 20, 2012, 01:27:16 pm
Mr Frog: I think it's safe to say your voice is much, much lower than mine normally is. :P You don't sound like a "nerd" at all. It does sound a little like you're subconsciously forcing it down a bit. Not much, though. It was more noticeable in the first recording.

This is gonna bug me all day... what gave the impression that I was forcing it down? ??? You're actually probably right, though.

Quote
Now... How many of you can sing? :P

._.; Not me. Me attempting to sing is probably the most horrifying noise this side of a spoken-word performance of Vogon poetry.

Mr Frog, your voice is quite clear. Well modulated, too.

I honestly thought I was rubbish, but I guess it's nice that everyone at least says they like it :V

I wouldn't worry about having a different accent. I'm sure DF dwarves have regional accents just as IRL humans do. It'd be awesome to have anyone with actual formal performance training although there is the risk that you'll make the rest of us look like fools :p.

@Splint:

I honestly always pictured dorf!Talvi as a humanised (dwarvenised?) version of Applejack :V
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 20, 2012, 02:00:12 pm
I can sing, if i have the song i'm singing playing in my headphones.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 20, 2012, 02:24:22 pm
Tomio's journal 2:
Spoiler (click to show/hide)

Tomio's journal part two, quoted, slightly unedited and only used once! Now for sale for only $0.00!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 06:10:34 pm
Ok, so I'm home now, and what did I miss?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 20, 2012, 06:40:36 pm
I can't sing to save my life. Before puberty I had a fine child's tenor, but then my voice broke. Now my vocal range is too low- if I try and go above a certain pitch it just doesn't do it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 20, 2012, 06:42:35 pm
According to Corai I can sing decently. I'm positive he's lying. I will admit if you asked me to sing the song "Unwell" I could probably do a reasonable job of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 20, 2012, 07:53:04 pm
now i have to look for a scanner. and hook it up. and find software for it. and weed out the images that violate Spearbreakers tec.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 20, 2012, 08:31:20 pm
I have recorded myself! Doin' one of the earlier updates. I understand that the microphone was too close to my face. :P It's an el cheapo anyway.
Part 1, in which Reudh goes on and on about Rose after presenting the rose quartz to her. (http://soundcloud.com/reudh/lord-reudh-voice-test-part-1)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lord Inquisitor on September 20, 2012, 09:43:03 pm
Seems too rushed.

Need to practice what you wish to say.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 20, 2012, 09:50:07 pm
Mmm, I'm aware. That was recording on the spur of the moment. :P

I was a little nervous, as everyone else was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 20, 2012, 09:56:58 pm
Seems too rushed.

Need to practice what you wish to say.

What, only Reudh gets negativity? I feel so left out right now :p

First person to say something mean about my audiojournal gets an imaginary cookie!
Title: Re: Spearbreakers - Just kidding!
Post by: Hanslanda on September 20, 2012, 09:58:01 pm
You sound like a jerk!

*OM NOM NOM*
Title: Re: Spearbreakers - Just kidding!
Post by: Mr Frog on September 20, 2012, 10:00:41 pm
You sound like a jerk!

*OM NOM NOM*

Not good enough. Cookie retroactively un-given.

Seriously, though, I'd rather hear about how I suck right now. There has to be at least some room for improvement, and I can handle hearing where it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lord Inquisitor on September 20, 2012, 10:07:36 pm
well, you sounded like you were trying to be deeper than you probably are. Thats what came across and stuck in memory.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 20, 2012, 10:31:56 pm
well, you sounded like you were trying to be deeper than you probably are. Thats what came across and stuck in memory.

Much better. Imaginary cookie awarded.

I swear on my C++ compiler that that's how I actually talk and I wasn't intentionally, at least, forcing it down, nor did it feel like I was doing so... but still, noted. If speaking higher will make it sound better, then speak higher I shall. Thank you for the feedback.
    What about it, exactly, makes it seem unnatural, though? Just curious.

NotAnEdit: Actually, did the whole thing seem off, or were there just a few parts that sounded weird? I recall there being quite a few lines where I mistakenly spoke too deeply; I tried to redo all of them, but my larynx began to seize up towards the end of recording and I think there were a few I couldn't fix.

ACTUAL EDIT: Okay, listened to Reudh's thing... the sudden volume at the start made me jump. Bad Reudh. Ahem... It was very clear and distinct; I tend to slur my words and mumble a lot, so I can appreciate when someone can enunciate everything clearly like that, especially when speaking so rapidly.
    That said, you were talking way, way too fast. I could still hear every word clearly, which was impressive, but it seemed less like you were portraying a character and more like you were trying to get the words out as quickly as possible to set up a gag or something (I kept waiting for a punchline :V). I have no complaints about your overall technique besides that, though. You sounded a bit strangled at the start for some reason, but it cleared up quickly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on September 21, 2012, 06:17:23 am
So, uhh, what are you guys actually planning? A short movie? Dwarf Fortress: The Musical?

PS. Frog you sound like a big black guy. And that's awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 21, 2012, 06:51:21 am
Okaaaaaayyyy... lots to reply to. Well, let's get going!

Quote from: Reudh
Talvi, your voice was a bit deeper than I expected >_>. But like the others, you were pretty clear. Some nervousness showed, but nothing more than a very very slight quaver. Nothing to worry about.
Hrm... Well, this is unusual. The nervousness was in the form of rambling, talking quickly, and a higher pitched voice. lol   So if I'm deeper than you expected, well...

Anyway, I recorded a second bit yesterday afternoon... with me singing. >.> I had a great deal of difficulty actually getting myself to do it, and finally ended up turning a "hrm..." into an impromptu vocalization. I also managed to relax enough (at the start) that you can hear what my voice actually sounds like. lol  hopefully.

Quote from: Reudh
Regarding Spearbreakers, in addition to the updates would I be able to write a journal of Softa and Ashsaber? Rather than a journal, it would be a stream of consciousness, going with what has now become headcanon; that the dwarven mind remains locked into the spawn body. My thought that one of the two's dwarven mind has gone completely bonkers and is gibbering from the horrors, and the other is clinging to sanity by being very careful about what he thinks about and what he sees.
I don't think that'd be a problem at all, really. I figure they need some attention, and they kind of have the And I Must Scream thing going, too. :P

Quote from: Splint
I draw art and think I suck.
No you don't, those look pretty good. I think the Sewaturet dude looks more badass, though (probably because you can't see the face). Still... The bit at the very bottom confused me - are you saying Ballpoint is the "good guy"? I'd always thought it was Parasol. :-\ Ballpoint released the Spawn (and possibly the vampires). (On that note, I was going to voice a little bit about one of the last vampires during the vampiric war and see if I could try my hand at a little voice acting. Not sure when. Today, hopefully, but we'll see.)

Quote from: Mr Frog
This is gonna bug me all day... what gave the impression that I was forcing it down?  You're actually probably right, though.

I honestly always pictured dorf!Talvi as a humanised (dwarvenised?) version of Applejack :V

NotAnEdit: Actually, did the whole thing seem off, or were there just a few parts that sounded weird? I recall there being quite a few lines where I mistakenly spoke too deeply; I tried to redo all of them, but my larynx began to seize up towards the end of recording and I think there were a few I couldn't fix.
The whole thing.
Your voice sounds stressed, and it sounds like it's at the absolute lowest limit of where it can go. I noted that in one place, where it might've sounded more natural for you to use a deeper intonation, you actually went higher instead. Maybe if you went up just a bit? Still, it's a good "I'm gonna kick your ass" voice. :P

I had to look Applejack up, but I think that's about how I pictured Talvi, yeah... just a bit more unhinged.

The whole thing sounded off the first time, but I hesitated to post much that was negative, given how it did still sound awesome (for a bad guy), and you said you were "extremely-insecure", as you might put it. (meant as a joke, not as an insult)


Quote from: Everybody
Reudh talks too fast!!!
I actually didn't think so. :P It sounds about right to me. Excellently done, too. I'm going to end up imagining that voice whenever I'm reading his posts. Oh, and Reudh, by the way - I don't know if it merits being worked into an overseer entry, but at some point in later autumn/early winter, might you be able to work in Vanya giving Lord Reudh a peck on the cheek (If Lord Reudh would consider that noteworthy)? The context is she's running down a hallway, asks if he's seen anyone weird, he says no, she starts to leave but then gives him a peck on the cheek as a thank-you. Ooh, spoilers.

Oh, and finally, I'd always pronounced your name "Rude", not "Royd". :P I guess my name could be mispronounced as well. "Tal-VEEN-oh", for instance. It's actually supposed to be pronounced "TAL-vee-EN-oh".




Okay, so do we actually have enough now? Can we start writing some scripts? :D Or do we need people to do different accents/voices? If we don't mind getting a little cartoony, I have a number of different voices I could try. And then there's what I recorded yesterday... which I need to go upload.
Wagh, this is a long post.

And an edit. blah. (http://soundcloud.com/talvieno/my-voice-take-2) I ended up nervous anyway. I was also walking as I talked, and I think that made my voice seem a little waver-y. But I haven't really sang in years.
So, uhh, what are you guys actually planning? A short movie? Dwarf Fortress: The Musical?
Maybe. With all the talk we've had about singing, maybe. lol   If we can find an animator. And a musician. I've written music (midi music), but not really anything good for a movie. reedit, because why not. (http://musescore.com/user/14950/scores/25903)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 21, 2012, 07:51:07 am
That was my Spearbreakers!Reudh voice. I figured he's highly strung so he'd speak quickly and a bit erratically. I was nervous though. Additionally, with the comments on the long one before I was trying to get it out as fast as possible to keep it at the less than 3 minute mark while retaining coherency.

I'll upload one with a much slower voice, which is what I would use for normal speech. (I do get excited, and as a result my speech tends to increase in speed. Occasionally my brain moves faster than my mouth and it comes out as several words at once in a garble. I find this very embarrassing, but it's apparently a side effect of high IQ.)

I always assumed it was 'Tal-VEE-eh-no'. Because we always shortened it to Talvi it made sense.
And with the animation, baby steps... look at the Boatmurdered one. That's been vaporfilm for the last few years despite the still fitful work Simon Cottee's doing on it. I'd say a better idea would be an 'animated comic', which is a tosser's term for an animation light on animation. I'd be happy to write the script if no one else wants to.

I'm writing the Softa and Ashsaber stuff at the moment.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 21, 2012, 08:58:52 am
Softa (http://www.youtube.com/watch?v=wk3LkTtqUYg)

It's been so long since I was injured. So long since this foul being took control of my body and warped it... I mustn't think about it. Mustn't think about the creature. I am my own dwarf. I am Softa. SOFTA. Not some foul creature. I can see out of its eyes. I can see the claws that were once my arms. The claws that were once my feet. If the being looks down I can see what my chest is now. One giant mouth.

It roars. It always roars. And it terrifies me every time. Every time I hear it roar, I remind myself... I am Softa. Softa. Only Softa. Not Spawn.

Softa.
I AM SOFTA.
I AM A DWARF.

What cruel god would leave his children locked in such a state-- I shouldn't think of such things. I skate on thin ice as it is.

Softa. Think, Softa. Imagine the life you would've once had. Remember Fischer and how concerned he looked. Remember Draignean complaining. Remember the Master and Chestnut. Keep yourself together, and you'll be fine.

It's so hard to keep my mind working properly. At least I am not witnessing horrors upon horrors that I would see if I was let out of my cell.

Oh, that I would be put down soon. Then I could end this torment.
I can hear a voice from above me. I recognise the voice! This is Fischer. Fischer. Fischer.
Remember who Fischer is. Fischer is not your my enemy. Not your my enemy. Fischer is your friend. My friend. Fischer is saying something. Look up, Spawn. Look up, so I can see Fischer. Ah, good. You looked up.

Softa! Remember your friends! Fischer is saying something. Spawn hearing isn't good. I can make out Fischer's face! Yes! This... I pray and pray for things like this to happen. These moments are how I hold myself together. Yes.
What is that Fischer is saying? Peering in from above?

"Stay strong, old friend. Keep your spark alive. We'll find a way."

This cheers me. It's easier to keep the madness at bay when there's a memory of a friend.
Is the Master still around? He was so funny, playing with Chestnut right in front of me. I wonder if Draignean got anywhere with Fischer? Probably not. He's too proud. Fischer doesn't like a proud fool.

I wonder... would I have had a husband? Children? Any of the sort?  I would've been a stoneworker. I would've made Spearbreakers proud.

I see Fischer leave and my hope dims a little, but the memory of her burns bright. Who is there now? Spawn is still looking up and howling. It is terrifying but the friend memory helps. Friends help.

It's Splint. Ah, Splint. He looks well. He seems to be wearing a coronet of some sort. The sort I would say is nobility. Ha! He's nobility! Good old Splint. He's plumper than he used to be. Spearbreakers must be going well. I wonder where Stova is? Is she well? Did Splint and her ever end up getting married or having children? I suppose I'll never find out now. ...No, he's got a haunted expression flitting around the back of his head.
He smiles at me and it warms my heart.

"Hello, Softa. I've come to say hello again. Spearbreakers is going well... A lot of people are very happy at the moment. We've got a new overseer... He seems to be doing alright. He had a few hiccups but he's gotten us so much food we don't know what to do with it. He says 'Spearbreakers will be known not just for its mugs'" and here I smile inside again,
"but for its mugs, woollen clothing and cheese. We've got hundreds of livestock and I'm about to be elevated to Duke. Queen Sibrek is due to be joining us in mid Autumn. Here's Reudh... our current overseer. He likes to be known as 'Lord' but I think he's just using that name for the heck of it. Call him what you want."

Splint moves aside and my heart falls for a moment again. I try and croak a response but the vicelike grip of the Spawn on my mindbodymind renders me mute. It was worth a try.

A dwarf with balding gingery-brown hair and a harried looked on his face moved into the grating above my tomb. My Spawnness jumped at him but couldn't reach. He flinched. To be expected. I must be a shocking sight.

"Hello... Softa. I have never seen a spawn before. I'm Reudh. I'm the current overseer of the fort... I can't really think of anything to say that Splint hasn't. I... I'm a little weak on the Overseering front," and I heard a thump as Splint lightly slapped him on the back of the head, "but I try my best and Spearbreakers is flourishing."

He pauses, sweats, wipes his head with a silken handkerchief before continuing.

"I have procured us all food. I could organise for some food to be thrown to you if you want."

Splint slaps him again, while the poor dwarf stammers and splutters.

"The fort's going... very well. We ran off a goblin siege earlier this summer and the undead are all but destroyed. We even have had a human join us, a man named Iki. He said he'd help Spearbreakers and defend it with his life. And yes, like Splint said, we're overhauling our industries. The humans love the mugs and even the elves did too."

He appeared to run out of steam before muttering to Splint and moving out of the way.

And my heart sank again. Alone again. Memories will get Softa through this.

But then, but then, but then, but then... A young dwarf opened the grating.
She OPENED the grating! The grating! She is hopping into the cage! What a nimble lass. As my Spawnness runs toward her, expecting a meal, I conceal my mindeyes with my mindbodyhands so I don't see her eaten and warped into bloody grisly messes. You mustn't... Foolish young girl. This is how tragedies happen. I won't look. I can't look. I mustn't look. I couldn't look.

But she is so nimble. As my spawnness strikes at her, she evades the swipe by bending low.

"Hi, Softa. How's it going? Actually, don't tell me. I can guess."
What youthful jubilance. I uncover my mindeyes. She seems to be nimble enough to avoid my Spawnness's attacks. If she can keep it up I will look. If she can't then I might lose myself. I nearly did once and it was like being set adrift in a black fog of nothingabyssdarkabsence. Terrifying.

"Well---" and she pauses to leap over another swipe, kicking out lightly at my spawnbodyness as she does so, bumping it back a little. The spawn roars with frustration and I hear Lord Reudh's shrill cry of terror.

"Well, before you so rudely interrupted me, my friend, I was about to say that I've been well. Halen and I," (and a little shadow thing popped out from her back and... well, I didn't see anything but I got the impression of a grin), "Halen and I have fallen in love." The little shadowthingpersonimpchimp chatters in a sound only I can hear. "NoTmeLovESpLiNT. OnLY love RoSIe. BuT no TelL, 'kAy?" it squeaks.

"Softa..." the girl says, and dodges another swipe. Spawnme is furious. She is hungry. It won't be eating time for her tonight. That's good. Spawnme hungry means Softame has less stress of control.

"Softa, I have to go just now. I'm hungry. See ya soon, buddy!"

With that, she gives Spawnme a shove either side of Spawnmemy's maw, which growls and gripples menacingly. Spawnme staggers back momentarily, giving the young girl and her shadowimpchimp time to vault onto the wall, latch onto the hole and climb right back out again.
Splint drags the outrageously heavy grating back into place with some trouble, aided by Lord Reudh and Fischer.

Splint tells me "Before we go, let me say this. Softa, we will always visit you. No matter the day."

Fischer moves back into view, having collected herself. It warms my heart. Spawnme frustratedly yowlshowls at her.

"Softa... my friend. I always think of you. You and Ashsaber. And all the others afflicted. Even my old friend Stova. They and you are always in my mind. When I fight, I fight for you." Splint gives a stifled sob at Stova's mention.
Oh... I had forgotten that Stova had been killed. It is a great pity.

A tear runs down dear old Fischer's face. Fischer never cries. A single tear, that runs down, to the edge of her chin and falls through the grating. Spawnme moves away from it as if it were something mildly dangerous, but I feel a hope such as I have never felt. Fischer weeps for me. This truly gives me strength.

As they leave, I can only think but one thing.
I will endure.
I will have strength.
For I am Softa. Dwarf. Not Spawn. I will not be corrupted by anyone or anything. I will hold on.

Be strong, Softa. It will not be long until you meet them again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 21, 2012, 09:09:12 am
Holy shit. I don't know what happened but I started weeping myself after writing this I don't even know what happened.

Seeya tomorrow guys, gonna sleep. Probably just tiredness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 21, 2012, 09:22:39 am
@ Talvieno - Compared to the SRA, the contractors are probably saints. Hell, human!Splint would be on the entire world's shitlist if he were given control of a country on earth. SRA soldiers come off to most people, Ballpoint included, as complete psychopaths with little to no regard for the lives of others, and possibly even thier own. This is of course the result of a combination training with a 15% fatility rate (LIVE AMMO FOR ALL EXCERSISES! mentality with training) and being psychologically conditioned to kinda.... block out what they're doing.

And it's just the bioengineering and research department that's evil overall. The rest of the company didn't have shit to do with that except haul in the initial specimens.

EDIT: Damn you ninjas. And damn man, kinda.... Welp now I have to look at those poor damned fools in a different light now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 21, 2012, 10:27:11 am
Why do we need a visual component at all? Unless we have a big- and skilled-enough team to actually get something decent animated in a reasonable time -- which we don't -- I think we should just stick with a radio-show format. Animation is cool when it's done well, but it's distracting and grating when it isn't. Let's keep things realistic and try to keep all of our options in mind. We can communicate information verbally through narration.

@Talvi:

Well, insecure or not, I'd rather hear what I'm doing wrong as long as it's something I can easily fix, which this pretty much is (SOLUTION: Speak a bit higher). In light of the fact that my voice is apparently far, far deeper than I'd ever imagined (though I do think "big scary black dude" may be laying it on a bit thick :p  It can't possibly be that deep), I'd say I can safely raise the pitch a bit. The point of dramatic acting is to convey emotion, correct? If so, having the greatest possible range of tones seems more important than sounding !!MANLY!!.
    For what it's worth, I actually flat-out forgot how to lower my voice, as retarded as it sounds :-[ I was really jittery, so I wound up overthinking what should have been an instinctive process (what I believe is called the Centipede's Dilemma). Your point is still valid, however.


We're all amateurs here, right? (...Right?) We can't really expect professional quality, but I think it's in everyone's interest for us to maintain an environment in which flaws can be identified and addressed. Hurt feelings are temporary, but good advice leaves its mark forever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 21, 2012, 12:27:42 pm
Holy shit. I don't know what happened but I started weeping myself after writing this I don't even know what happened.


Well... This makes me wish Softa could kill HD somehow. 'Twould be epic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 21, 2012, 05:17:31 pm
I teared up when i read that softa post too. Good work.

Mr Frog, you do indeed sound like a burly black man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 21, 2012, 05:36:40 pm
Well, shit. It seems like Reudh wasn't the only one who lost his internet this week.

I've been without internet access for about... 10 days? Our provider apparently failed spectacularly and they still have no clue what the hell is wrong, so we just switched to a new provider today.

Very, very slowly getting caught up on everything I missed (on here and other forums as well). I won't be able to contribute as a VA for whatever it is you guys are planning, sadly - I may be back on the internet, but I'm still hobbling along using dialup.

And Reudh, that was... emotional, I guess is the word to describe it. I would like to think dorf!Magnus would spend some time visiting Softa if he knew they still... knew who they were.

Don't really have much else to say. The last week hasn't exactly been particularly good in any way :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 21, 2012, 06:03:34 pm
what provider is it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 21, 2012, 06:08:07 pm
Netscape, which I believe is operated by AOL. We've switched to... Arczip, I think. Not really any faster, but we're back online now, at least.

In the week I was gone, I actually got back into DF with a new fortress. My first real experience with the military proved to be... quite amusing (disregarding my military currently only has two members, but they both seem to be Fischer reincarnated for how badly they butcher everything).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 21, 2012, 07:27:34 pm
I'm happy everyone likes it. I've got a great fear of being locked into a body that I can't control, so it struck a chord. And the loneliness too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 21, 2012, 07:43:55 pm
Very nice, Reudh... I can see why you got teary. lol    Nicely done. It'll be hard for us to think of Ashsaber and Softa the same way, now... (by the way, did you see the bit where I asked about Lord Reudh/Vanya?)

Welcome back, Jack Magnus! :) I'd been wondering why you'd disappeared so suddenly... glad those issues are fixed now. Bet you haven't had a very fun time of it, though.



I think I've kind of been procrastinating on the next Vanya post largely because I'm not sure I can do a "good enough" job on it. :\ Reading that Softa story post made me realize - I'm trying to elicit that sort of reaction, and I'm not really sure I can manage it. Thus, I hesitate.   Plus, Urist shows back up, and it feels wrong to do it without Hanslanda's help. But to be completely honest I think the first reason of the two is the main one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 21, 2012, 08:03:47 pm
Ah, yes, I saw about the request with Vanya and Reudh. I'll wait to do that until after your update unless it is Vanya's last appearance. Feel free to PM me if you need.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 21, 2012, 08:40:52 pm
Tal, you'd better write. I don't want to have done the thing with the thing about the thing for nothing. Also, get my pm?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 21, 2012, 09:04:50 pm
@Talvieno:

Eh, I wouldn't worry about getting a specific emotional response. I don't really think that's the purpose of a story anyways (at least, that's not what I read them for -- I actually hate it when a story tries to manipulate my emotions unless it's really well-done). Vanya's an awesome character and your writing is impeccable. Just keep rockin'.


E: Just noticed this:

Quote from: Xahnel
Tal, you'd better write. [...]

This is extremely-rude. Everything Talvieno's done for the thread, he's done in his own free time, because he wanted to, with his only reward being our gratitude. Perhaps I'm overstepping my station here, but I really don't think Talvi should be expected to acquiesce to any outside requests regarding what to do with his time unless we're willing to offer some kind of compensation in return for his services, and seeing a direct demand like this frankly makes me indignant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 21, 2012, 11:30:08 pm
Hold your anger until you know WHY i said that, Mr Frog. I don't wanna spoil anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 21, 2012, 11:32:05 pm
Still. Frog has a pretty good point. You aren't the boss bro. :P Just another equal like the rest of us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 21, 2012, 11:50:52 pm
I have a perfectly good (if secret) reason. I beg you all to save your irritation. Once revealed, if you don't think my reason was good enough, I'll accept your remonstrations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Sus on September 22, 2012, 12:31:26 am
Quote from: Mr Frog
I honestly always pictured dorf!Talvi as a humanised (dwarvenised?) version of Applejack :V
I had to look Applejack up, but I think that's about how I pictured Talvi, yeah... just a bit more unhinged.
https://www.youtube.com/watch?v=UzlXIdeKjuI (https://www.youtube.com/watch?v=UzlXIdeKjuI)
A'yup. Replace "apples" (and "ponies") with "cavies" and you've got Talvi right there. :P
[edit]...aaaaand now I've caught the memetic infection. Damn you Spearbreakers!
* Sus has turned into a brony!
[/edit]



And Reud, that's some incredibly touching and tragic narrative. Poor Softa...  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 22, 2012, 12:48:16 am
@Xahnel:

I don't care what your reason is. You're not in a position to make demands of anyone, no matter the context. If Talvieno judges whatever you apparently want him to do to be worth doing, he'll do it and more power to him, but it's not your decision to make.


@Talvieno:

Sorry for speaking for you, but I couldn't in good faith remain silent on this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 12:51:08 am
I'm the only one allowed to pitch fits here, so all of you SHADDAP. Unless you have something less argumenty to discuss (I'm aware argumenty isn't a word.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 22, 2012, 01:07:30 am
Torn piece of paper in AussieEvil's room

I do not know the source of this feeling, but I have uneasy premonitions of me being hunted--
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 03:43:46 am
14th Timber 208

Two days ago, we spotted a dwarven caravan on the outskirts of Spearbreakers, along with the outpost liaison Kosoth Rithoddom. Splint's been in conversation with the human law-giver Mori Mobblossomed for the last SEASON, and seems to be getting angrier and angrier. He came to me and told me to lock the doors. I think I know what's going to happen.

16th Timber 208

There's been sounds of scuffles for nearly two days. Splint is yelling and yelling. Crusher grumbles about 'ME ONLY BRUISING HER WHAT GIVES'. Rose is growling... an altogether disturbing sound.

Then, as the first of the merchants made it indoors, a scout told me a vile siege had arrived. A vile siege of what, I asked.

"SPAWN!" he screamed, before passing out.

I heard Splint growl from his room, before yelling out to me.
"SPAWN? REUDH, USE THE SPIKEWALK AND DON'T STUFF IT UP AGAIN!"
Fischer approached me quickly. "Reudh, there's forty of them. Five of them are Elite Wrestlers. Station us here" and she pointed to the front entrance, "and squad two here", pointing to the trade depot itself.
I pulled Mitch's labelled lever, hoping to Armok that it was labelled correctly and didn't open the wrong bridge. I got a peasant to man the spikewalk lever and pull it back and forth.

Now we wait...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 22, 2012, 04:14:25 am
Newer Verison of my Audio Log, you can actually Hear me in this one.

http://soundcloud.com/draconiksankis/spearbreakers-log-1

P.S My GF may have been recorded, please ignore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 04:19:57 am
I'll always love that bit about this place being an asylum built by the inmates.


EDIT: Ok, I probably missed this but is English not your first language? It seems like it isnt with the way you spoke.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 22, 2012, 04:57:13 am
It is however now that I play through it your right, I definitly record werid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 05:10:12 am
17th Timber 208

The Spawn ignored the spikewalk and have begun to enter the long path to the front entrance. Thankfully, none of the spawn have hit any merchants yet.

Fischer stands tense surrounded by her squad. Second Squad stands a few metres behind them.

From my vantage point I can see the two brave guards who stayed behind to fight the first of the Spawn. Horrifying creatures, those spawn. I finally saw what one looked like when we went to visit Softa a few days back.

(http://i.imgur.com/tVqPu.png)

Not long after this, another spawn caught up... the two guards are now fighting a losing battle. Fischer frowns. She stays still. Deathly still.

The speardwarf fighting for his life is being beaten from side to side, still managing to keep his feet even with flesh ripped from his body. His mate is helping him upright and they stand back to back fighting the spawn.

Two spawn were captured in the traps I set up to catch the Coati last month. Hah. They don't seem so fierce rattling inside the cage. But... they move so blastedly fast.

Fischer shouts. "STEADY, SQUAD."

A smile creeps on her face as she watches the two dwarves fighting back to back. One goes down, but performs martial dentistry. Martial dentistry! That Spearbreakers defense that renders the spawn less harmful.

Then the other is piled upon by no less than eight spawn, and goes down fighting and clawing all the while, managing to chop the leader's head in half, which...
doesn't even phase it.

(http://i.imgur.com/impnU.png)


18th Timber 208

Fischer and her squad remain tensely awaiting the spawn. Second Squad led by Pokonic join them. Fischer nods and welcomes them.

Oh god.

Back in the fort, I hear Splint has finally killed the law-giver. Took him a while. I unlocked his door for him, and he burst out. "HOW GOES THE FIGHT?" he roared, and I nearly fainted in fright. The bloody corpse of Mori lay behind him.


Fischer and Dauros, that Old Legend are the first to engage the spawn. Fischer chops right into its maw with Rulushdezrem, while Dauros KICKS ITS HAND OFF.
Yes, KICKS THE HAND RIGHT OFF.

I don't even know how he managed it, but victory is assured if Dauros is that strong.

(http://i.imgur.com/CFa33.png)

With Dauros' aid, Fischer takes on a leader of the spawn. She punches it in the chest, instantly killing it by virtue of its broken heart.


(http://i.imgur.com/r101V.png)

The melee is ridiculous. Mincer gets bitten on the hand, though it doesn't appear to break the skin. The spawn holding him throws him around and around, tearing the hand open. In retaliation he splits its head open, which doesn't hurt it.

(http://i.imgur.com/qFbDM.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 05:28:46 am
Still 18th Timber 208

Everyone's watching with horror and hope in their eyes. First and second squads are fighting like dwarves possessed, though no one has tranced yet.

We have our second injury; Soulslicerjames got clawed in the ear, tearing the cartilage. Again, i'm thankful that it wasn't a bite.

Mincer's wife Uvash very nearly takes an injury. Bitten by two seperate spawn at once, in the hand and the leg, both times her armor deflects the attack.

Mincer, the coward, is fleeing the fight, clutching his injured arm. I send Third Squad in as insurance to wait by the trade depot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 22, 2012, 06:32:44 am
@Talvieno:

Eh, I wouldn't worry about getting a specific emotional response. I don't really think that's the purpose of a story anyways (at least, that's not what I read them for -- I actually hate it when a story tries to manipulate my emotions unless it's really well-done). Vanya's an awesome character and your writing is impeccable. Just keep rockin'.


E: Just noticed this:

Quote from: Xahnel
Tal, you'd better write. [...]

This is extremely-rude. Everything Talvieno's done for the thread, he's done in his own free time, because he wanted to, with his only reward being our gratitude. Perhaps I'm overstepping my station here, but I really don't think Talvi should be expected to acquiesce to any outside requests regarding what to do with his time unless we're willing to offer some kind of compensation in return for his services, and seeing a direct demand like this frankly makes me indignant.
Thanks, man. :)  and I'm not really trying to "manipulate" anybody... That's not the word I would've used, anyway. See, the next part, in my opinion, just won't really be "well done" at all unless I can get that kind of response. :P   I feel I'm bordering on giving stuff away, but this is the chapter where she finally meets (re-meets?) her sister. Who she was told was dead. And she was told was just her imagination. It's supposed to be emotional, if not for the reader, then at least for the characters, and it feels like one of those things where there's a fine line between "good" and "total garbage". If I can't do a good job, it'll suck to the point it's groanworthy. At least... that's how I see it.


Hold off on Xahnel, though. He wasn't meaning it to be rude, nor was he meaning it to be a command. He just has a bad habit of misphrasing stuff to where it can be taken the wrong way. :P What he meant was more along the lines of a good-humored poke. No offense was taken - at least, not by me. >.> *jokingly glares at Mr Frog* (and don't take that the wrong way, either. ;D )

edit: actually, it was pretty awesome of you guys to go out and try to defend me like that.

~~~

Woot on the Holistic Spawn Siege! Spawnbone armor for everybody! And yes, for some bizarre reason you can do that. Well, I think it's a feature! Well, maybe just a hack. Well, probably a bug. But it was a good bug. (http://www.moviesoundclips.net/search.php?ser=fooled.wav)

Quote
Fischer takes on a leader of the spawn. She punches it in the chest, instantly killing it by virtue of its broken heart.
Badass. She punched into its chest maw and practically one-shotted it. :o

Careful of Mincer. He may turn. Watch for fevers.


Very exciting. o.o   Again, the shit hits the fan at the end of someone's turn. The Spearbreakers Tradition continues.
And Reudh, the Vanya kiss is two updates away, and I may not be able to get there before you finish your turn. I don't know, though.



edit: @ Draconik: I can hear it, but barely. :-\ Maybe the computer I'm using just has bad speakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 07:58:42 am
19th Timber 208

Soulslicerjames entered a martial trance. It's glorious to behold. Flying around, slashing, preternaturally guessing where each hit will go or not go.

The Spawn are getting perilously close to the entrance bridge despite First and Second's best efforts. I've ordered Third Squad to move in. Once they're outside I have to lock them out via the bridge or the merchants are doomed.

We captured one more spawn. There's about 32 remaining...

Wait a second. More spawn have showed up. There is thirty-SEVEN spawn in combat with about ten to fifteen more arriving. I am glad I sent Third Squad in.

Pokonic, having gotten sick of being knocked down repeatedly, gets up and also enters a martial trance.

Mincer manages to get away from his spawn and is heading back inside. Fool. I will punish him...

Despite the amazing power and speed of our dwarves, the spawn are just as fast. For every spawn that loses an organ or limb, a dwarf is knocked flying, stunned for a second. It could be worse.

Some of the more junior of the senior dwarves escape injury only by their armor.

Uvash gets bitten again, though thankfully only bruising. The spawn latches onto her so she's going to get an injury. She'll have to head to the holding cells too after this is all over.

(http://i.imgur.com/9Gmpv.png)


We have our first casualty of the siege.

Hakah fights just as well as everyone else, and then he stumbles. The spawn he is fighting claws at his arm, snapping it into a weird angle. Hakah drops both the axes and groans. Spearbreakers is clamoring at the windows to see what happens next.

He stands up again, proud, holding his maimed arm close to his chest. The spawn roars and claws him, but the claws cannot penetrate his iron breastplate. It flails helplessly at his chest until it well....

It grins, and grabs him by the throat, and begins strangling him. Deprived of air, Hakah faints.

(http://i.imgur.com/gEMfA.png)

Soulslicerjames leaves his martial trance and takes a few hits. He's vomiting his guts out, after being hit in the stomach, and gotten his hand broken.

Hakah gets his head mushed in. Poor Hakah. CASUALTIES: HAKAH
Seconds later, Fervus goes down, having his head ripped to bits. CASUALTIES: HAKAH, FERVUS
Krypta loses her foot and faints. Her foot is gushing... unknown creature substance? Krypta dies too, seconds later. CASUALTIES: HAKAH, FERVUS, KRYPTA

Soulslicerjames starts fleeing. Fischer attempts to keep him safe by engaging the spawn following him. Blast. She makes quick work of three of them.

Seeing Krypta, Fervus and Hakah go down, Skitara and Niccolo enter a martial trance one after the other.

Paintbrushturkey also enters a martial trance. Niccolo leaves the martial trance.
Draignean gets a bruised throat.
My friend Jack Magnus enters a martial trance.
One of the passing Squad 3 Second Company takes a potshot at a spawn, missing.
Paintbrushturkey leaves the martial trance. Despite Fischer's best efforts Soulslicerjames dies.
CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES

Fischer and Uvash fight together against a legless spawn.
Draignean enters a martial trance. Draignean leaves the martial trance.
Dicer gets a bruise. Dicer enters a martial trance.

Jack Magnus leaves his martial trance.
A spawn has made it to the trade depot. The guards are firing upon it and others.
Uvash loses her foot.

Fischer, Dauros and Skitara have run to the map's edge for no apparent reason, leaving Ezum to fight eight on his own.

Adil Desololor, one of the Squad 3 Seconds gets his arms ripped off and lays bleeding out.

Ezum leads the now fifteen spawn on a merry chase. Fischer, Skitara and Dauros sit doing nothing. I'm pulling the lever to turtle. Those outside can cope.

Adil bleeds to death. CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES, ADIL DESOLOLOR

Sus III dies. CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES, ADIL DESOLOLOR, SUS III
Pokonic loses his left foot and right hand.

Uvash missing her hand runs away.

Splint chooses this time to mandate more ballista arrows.
Pokonic bleeds to death. CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES, ADIL DESOLOLOR, SUS III, POKONIC

Ezum gets clawed but not before Fischer, Skitara, Dauros make it back to him and run them off.
Domas sustains a torn leg. Feb begins to flee.

Mad-Dok hits... wait, why are you in combat?

Mad-Dok strikes an elite wrestler Spawn from behind with his pick, causing its arm to fly away.
Aseaheru II cheers and fights like a whirling dervish with his adamantine axe.

Two spawn fall into the pit near the bridge. Ushrir, the Smith o' Toys lazily shoots at them both.



It's now the 23rd of Timber. The siege has gone on for seven days. Awl fled the fight on day two, but returns.

The siege is broken, but at what cost?
We lost Sus III, Pokonic, Soulslicerjames and others! There are still spawn, and no doubt until the marksdwarves can defeat the spawn down in the pit everyone will refuse to go outside.

Mincer and Uvash are both crippled.

Litar was just found dead. CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES, ADIL DESOLOLOR, SUS III, POKONIC, LITAR.

Ezum too was found dead. CASUALTIES: HAKAH, FERVUS, KRYPTA, SOULSLICERJAMES, ADIL DESOLOLOR, SUS III, POKONIC, LITAR, EZUM.

What a pity. So many bright young dwarves.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 22, 2012, 11:25:03 am
...Holy shit. :o

I seriously didn't see that coming. Our dwarves (legendary dwarves) fell to Holistic Spawn? To the point we had to turtle in the middle of a battle?? How?!? o.o

Holy carp, they really are evolving.  Sus III, Pokonic, Soulslicerjames... you will be missed (http://www.youtube.com/watch?v=Wn_iz8z2AGw). :(
(I imagine the Spearbreakers version of Taps involves yelling at people to shut the hell up, though. It's the Spearbreakers way.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 11:32:37 am
There's a bug with soldiers that can crop up occasionally requiring them to be issued endless sation orders after each kill. And I'd like that ballista arrow mandate to be stricken from record, that was gameplay. I'd have never ordered such a thing mid battle.

Any soldiers who fell back did so because they were injured and able to break the current engagment and would either return to battle on thier own if the bleeding stopped or go to seek treatment. I really don't want to get the danger room reinstalled but after this we might need to to make up for the loss in soldiers. :(

@ Talvieno - They came in a huge group because they ignored or otherwise bypassed the spikewalk. They had numbers plus thier inabilty to die from head wounds and lack of pain receptors. If they died from brain trauma or the AI knew what the hell center mass means the fight would have been over and few if any of our soldiers would have died.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 22, 2012, 01:06:55 pm
did AseaHeru get a kill? or fight at all?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 22, 2012, 02:21:04 pm
Can't say I'm surprised my dwarf died.  It was bound to happen sooner or later, being in the army.

And I'd like that ballista arrow mandate to be stricken from record, that was gameplay. I'd have never ordered such a thing mid battle.

I'd say your dwarf realized that this time, the spawn much more of a threat then ever before, and decided that we needed much greater firepower to survive if future spawn sieges follow suit or we were unable to defeat this one.

Sus III, Pokonic, Soulslicerjames... you will be missed. :(

What are you smoking?  This is dwarf fortress.  When somebody dies, that just means all their stuff is up for grabs and you bury/memorialize them only to keep them from coming back as ghosts.  Given how drugged up everyone is, I'd be surprised if we're remembered at all after a few months.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on September 22, 2012, 04:05:30 pm
Mother of god... so many dead. I half-expected to see a

CASUALTIES: FISCHER

By the end of that update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 22, 2012, 06:10:47 pm
were you touching wood when you typed that? if not.... then it will probably happen....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 22, 2012, 06:16:06 pm
Sus III, Pokonic, Soulslicerjames... you will be missed. :(
What are you smoking?  This is dwarf fortress.  When somebody dies, that just means all their stuff is up for grabs and you bury/memorialize them only to keep them from coming back as ghosts.  Given how drugged up everyone is, I'd be surprised if we're remembered at all after a few months.
hence why I said the part after it.

were you touching wood when you typed that? if not.... then it will probably happen....
I cannot follow your logic. you forgot to add a mug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 22, 2012, 06:23:00 pm
its a wooden anything. mugs included.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 22, 2012, 06:49:09 pm
Ooooh, looks like shit's finally getting nasty again.

Anyways... @Reudh, I'm not sure if you're just using a tileset or one of them fancy texture packs with all the bells and whistles, but if it's the latter, please please please uninstall it properly before uploading the save ('why are the walls all 'å's?').

EDIT:

were you touching wood when you typed that? if not.... then it will probably happen....
I cannot follow your logic. you forgot to add a mug.

Google 'knock on wood'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: aussieevil on September 22, 2012, 09:21:40 pm
were you touching wood when you typed that? if not.... then it will probably happen....

(Beavis and Butt-Head laughing)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 09:24:43 pm
Time to write a speech. And commemorate the losses with a fortress wide holiday/ day of recognition.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 09:31:04 pm
This was the tileset it had when I downloaded 34.11 Phoebus. It doesn't appear to be the Phoebus tileset, well... not entirely. Hold on. I'm going to try and fix it before the end of my turn.



Pokonic is the greatest loss in that battle. And it seemed for a while that we would beat the tide of spawn, more kept showing up. It got to the point that by the time we defeated the initial 40 or so, 40 more showed up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 09:34:24 pm
They bypassed our crowd control measure and used sheer numbers with thier inability to feel pain or die from brain damage. Simple as that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 22, 2012, 09:57:33 pm
EDIT:

were you touching wood when you typed that? if not.... then it will probably happen....
I cannot follow your logic. you forgot to add a mug.

Google 'knock on wood'.
Google 'joke'. =P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 09:59:21 pm
Oh, and Aseaheru?

did AseaHeru get a kill? or fight at all?

Aseaheru I died of dehydration because he didn't want to leave where he was sitting.
Aseaheru II joined in the combat rather late. He didn't get any kills so far as I know, but took no injuries either.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 10:01:04 pm
Now that I think about it this made it seem like the spawn had gotten wise to the walk this time around doesn't it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 22, 2012, 10:17:57 pm
Now that I think about it this made it seem like the spawn had gotten wise to the walk this time around doesn't it.
Are you suggesting they're evolving past the limits of the game?

Have they broken the fourth wall?

Are we next?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 10:23:04 pm
According to reudh it was some lazy lever operator's fault, plus the best from 1st squad glitching out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 22, 2012, 10:36:04 pm
Now that I think about it this made it seem like the spawn had gotten wise to the walk this time around doesn't it.
Are you suggesting they're evolving past the limits of the game?

Have they broken the fourth wall?

Are we next?


Guys, there's something with glowing red eyes and hideously long arms in my driveway. I'ma go get a shotgun real fast, BRB.

According to reudh it was some lazy lever operator's fault, plus the best from 1st squad glitching out.

Draignean got a bruised throat. Hehe, someone put that shit in an update. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 22, 2012, 10:45:41 pm

According to reudh it was some lazy lever operator's fault, plus the best from 1st squad glitching out.

Draignean got a bruised throat. Hehe, someone put that shit in an update. :D

They (the spawn) were probably sick of hearing him gloat about how much of a better fighter he was than them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 11:43:06 pm
3rd Moonstone 208

The cleanup is ongoing. Everyone misses those who died... Splint told me that they should go in the memorial hall. Corai begins work on making slabs.

Simon Tam and I begin trading for the wagons; we buy their animals, food and alcohol. Food stocks are skyrocketing.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 22, 2012, 11:45:04 pm
3rd Moonstone 208

The cleanup is ongoing. Everyone misses those who died... Splint told me that they should go in the memorial hall. Corai begins work on making slabs.

Simon Tam and I begin trading for the wagons; we buy their animals, food and alcohol. Food stocks are skyrocketing.

  • Food Stocks: 19,149
  • Meat: 2,769. It was about 700 when I started my rain.
  • Fish: 1,190.
  • Plant: 3,131.
  • Seeds: 1,733.
  • Drinks: 8,240.
  • Other: (mainly cheese and tallow roasts) 2,086.


Reudh: Making it reign up in this bitch!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on September 22, 2012, 11:48:57 pm
Mother. Of. God. SO MUCH FOOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 22, 2012, 11:51:43 pm
I didn't see that spelling error. >_>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 23, 2012, 12:07:50 am
4th Moonstone 208

I struck upon an idea. We have four captured spawn, and they're quite resistant to injury, right?
Let's... Let's build a facility for the marksdwarves to train in. To that end I ordered Kannan to start digging and she does so immediately.

Niccolo has just bestowed the name Bokbontegir, Heatherbreeds on his steel pike. He's made sixteen kills with it this year, three of them being spawn.

No-Hair and Kannan dig rapidly. It is good to see legendary miners.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 23, 2012, 12:30:12 am
http://soundcloud.com/splint0/joke-7 This is off topic, but I wanted to share a joke with the thread, and it sounds funnier with my shit voice. How it was recorded is how it had formed in my head.

Something wrong with the link, not quite sure what. Disregard this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 23, 2012, 01:09:00 am
Froggie, it's a room with a bridge and fortifications. Cages are being built in the south of the image. There are levers up the top.


10th Moonstone 208

The containment/training facility for the spawn is finished. This will help train marksdwarves for the upcoming invasion.

(http://i.imgur.com/bSEra.png)

The two spawn down below the entrance have finally been killed by the head of Squad 3 Second Company. He's now a Proficient Marksdwarf. Good on him!

13th Moonstone 208

Something strange happened to Krypta. Apparently, when she was in combat and had her foot cut off, it did not bleed as the others did, but gave off a strange colourless fluid instead.

Spoiler: Krypta 'bleeding' (click to show/hide)

The memorials have gone up. Here they are.

(http://i.imgur.com/3fMR2.png)

Rest in piece, guys.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 23, 2012, 02:00:54 am
I can't parse that tileset at all :\  What's that screenshot supposed to be of, exactly? What is it, what's it made of, what does it do and how?

E: Ah, thank you. Friggin' graphical tilesets, everything looks like walls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 23, 2012, 02:24:36 am
Last will of SoulSlicerJames
Spoiler (click to show/hide)

Something strange happened to Krypta. Apparently, when she was in combat and had her foot cut off, it did not bleed as the others did, but gave off a strange colourless fluid instead.

I blame Mr frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 23, 2012, 04:47:26 am
I shall begin work on researching said fluid after Mincer here kindly lays down and lets me sew his hand up.  Also extra drink ration for him, (calming agents added) poor bloke seems to have mistaken me for a giant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 23, 2012, 07:06:08 am
Whoa... that's enough food to use as ammo! How long did you spend trading with the caravans? lol

@SoulSlicerJames: Very clever. lol   I found that amusing.


The "unknown creature substance" bug hasn't been reported. I don't think we changed anything that should've effected it, either, but as we're not really playing vanilla, I'm not sure that we can report it ourselves... which stinks - I've had it happen in one of my fortresses and didn't know what to do about it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 23, 2012, 07:10:39 am
I am not sure, but it may be related to people selling 'liquid' or 'n/a' barrels; I think it occurs rarely on modded worlds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 23, 2012, 09:53:57 am
This post was somewhat delayed because of very strong negative criticism... I would like to point out that the music links are optional. I like to listen to (fitting) music as I read, and I thought other people might want to as well, if they felt inclined, and if they could get it to loop. Music chosen is what I listened to as I wrote.

But now, the continuation of Vanya's story.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 23, 2012, 10:01:33 am
...Poor Vanya... :'(

That was a great piece, Talvi. You're a great writer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 23, 2012, 11:25:18 am
Talvieno... Why?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 23, 2012, 12:21:51 pm
@Talvi: You succeeded with the emotional impact, that's for sure.

Quite frankly... if dorf!Magnus ever found out anything about this situation (not necessarily the location, just what Urist did), I would think he'd go after Urist and beat the hell out of him. Depending on how Vanya's thoughts towards Urist change after this, anyway.

Another great piece, Talvi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 23, 2012, 12:48:30 pm
[vague]
...Poor Vanya... :'(
*nods solemnly* I'm very cruel to her. :(

@Xahnel: I'm going to guess at what you mean... I don't really have a straight answer for it. There's a number of reasons, really... but I don't want to spoil anything.

@Jack Magnus: Thanks. :) That first bit was very encouraging to hear.
    As to Urist... it wasn't really his fault. He didn't know. :-\
[/vague]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 23, 2012, 01:05:06 pm
Oh, and Aseaheru?

did AseaHeru get a kill? or fight at all?

Aseaheru I died of dehydration because he didn't want to leave where he was sitting.
Aseaheru II joined in the combat rather late. He didn't get any kills so far as I know, but took no injuries either.
well, that fits. i AM extreamly lazy... and unable to spell...

i think i will horrify everyone with my voice, horrible camera work, and blurry images.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on September 23, 2012, 04:47:29 pm
@Talvi: I understand he didn't know, but I (and my dwarf) tend to be impulsive when it comes to defending those who we consider our friends.

I think at least my dwarf would end up cornering Urist somewhere and talking to him about it. I'm not a violent person at heart, and I don't think dorf!Magnus would want to really get in a fight with someone unless he had to.

Anxiously awaiting the next updates, but take your time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 23, 2012, 08:50:16 pm
Uh guys, I just came across something that could be really bad.  According to TVTropes (http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/DwarfFortress) (warning, following link may result in lots of time disappearing from your life):

Quote
Necromancers are bad enough, but if one is killed in Fortress mode and isn't interred or memorialized properly, they, like everyone else, can become a ghost to come back and haunt you. What's - really - creepy is that they can still raise corpses... including their own.

Quote
they can still raise corpses

Please tell me measures have been taken to prevent this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 23, 2012, 08:55:44 pm
Any dwarven necromancers have likely been interred in the clover and/or memorialized. Thier remains are otherwise locked in a waste closet in the mess hall or have been incinerated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 23, 2012, 09:30:39 pm
Yes, and what's more interesting is that one of them, Deler Inkblushed the Union of Haunts, the most recent necromancer to die in 207 was the first king of our civ from 1- 72 iirc. Fischer's a KINGKILLER.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 23, 2012, 09:42:35 pm
Holy balls, so..... We commited regicide without meaning to. AWESOME.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 23, 2012, 09:44:46 pm
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 23, 2012, 09:45:36 pm
Any dwarven necromancers have likely been interred in the clover and/or memorialized. Thier remains are otherwise locked in a waste closet in the mess hall or have been incinerated.

But what about the necros who weren't dwarves?  I don't know if it's possible for non-dwarves to return, but the thought of ghost necromancers sounds too scary to risk, especially given how troublesome they were when alive.  After all, being a ghost not only makes them invincible, but makes it impossible to keep them away from anything they could raise.  For example, you could order a cow something butchered, and the moment it is struck down the ghost-necro appears and animates it.  Or worse, he could just pop up in the middle of the clover.  I doubt even Fischer could survive that situation, especially given how many losses the military recently took.  Of course, it is likely that if such happened, the non-military dwarves would be completely unprotected as all the fort's means of turtling an attack were built on the assumption that the enemy would be coming from outside the fort.  That would also make it impossible put the ghost-necro to stop him, as the zombies would constantly interrupt the job.  So yeah, a single ghost-necro could very well bring the entire fort down.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 23, 2012, 09:48:36 pm
"Otherwise interred in a waste closet or incinerated." That threat was dealt with. if we need the added insurance though we can always memorialize the other necromancers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 23, 2012, 09:52:33 pm
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns


Nominated. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 24, 2012, 05:26:40 am
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns


Nominated. :P
Seconded that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 24, 2012, 07:08:36 am
Ok so I did a population cenus in my copy of the save, and out fort literally has nothing but atheists and beast worshippers (specifically two titans/FBs, and only a very small number of people worship them, among them Draignean. In fact I think we may or may not have killed them at some point.) Some dwarves have absolutly no releations, and the soldiers who are on full time training only have the same two kids as friends because they can solcialize with soldiers while they train.

I was trying to find the civ's god of war or god of death and that..... kinda backfired. Any new arrivals with a diety will be the only god-fearing folk in the fortress.

EDIT: Would you guys like to see my 'landing pad' of sorts and the palace when it's done?

EDIT II: Spoilered for those who don't want the horrors below spoiled for them.

Spoiler (click to show/hide)

EDIT III:

Now for a speech and holiday dedication.

[Note, I've taken liberties of stylizing titles to sound somewhat less random.]

The following appears to be some kind of speech relating to a military disaster you had read of in an Overseer's journal, that of 208. There appears to be sprinklings of notes in the margines and occasionally doodles of hammers, ballista bolts, and in the space at the bottom of what looks like a human who'd been bludgeoned to death


Today is a day of mourning for Spearbreakers. Today we suffered a horrible disaster that has claimed the lieves of several of our best warriors. The enemy came in force, and in numbers great enough to claim several of our soldiers, but we have also shown the fell detective's creations that in the face of such odds, our fortress would not go quietly into the night, and the enemy's strength was broken. Let us remeber those lost in the battle.

Sergeant Pokonic Pointwire, known by our enemies as The Gate of Frost.
'Soul Slicer' James Lanterncaught, called by the enemy The Solitary Light.
Ezum Presittrade, The Diamond Cavern.
Hakah Machinedvoice, called The Abated Continent by both friend and foe for his great size.
Krypta Boardallied, The Humble Lace. Why she insisted on adding that red lace to her uniform I'll never know.
Adil Entrancedletter, A soldier of 2nd Squad who had yet to earn a name for himself.
Litar Gladtomb, Likewise as Adil.
The Bastard child of our long gone friend Sus, Sus Minthelmed the third known by our foes as The Diamond Haunt.

Along with them, two soldiers from the mountainhall laid down thier lives assisting our forces. However I know not thier names, but only that they fought admirably against a greater spawn and one of its minions. May all of these heroes rest easy with thier fellows in The Clover, and enjoy claiming thier place as agents of the reaper.

Now, I propose that we remeber our fallen with reveralry and song, not forlorn reflection. So I declare this day, the third of Moonstone, to be The Day of Heroes. We shall remember all our lost comrades with song and drink, as such is the dwarven way. Now, on to other business, since we're all here, I hereby promote Paintbrushturkey to the position of Sergeant of 2nd squad both by merit of being the only member still in one peice, and by recommendation from Lord Reudh, Colonel Fischer, and Jack Magnus. Also, I have had a banner commisioned, to be unvieled once it is done. Now, for the last peice of this speech, I only say let all drink thier fill, though I recommend avoiding the wine after what it did to our current overseer.

[There, not great, but I needed to write something for the poor bastards. And the ending is basically Splint's way of saying 'take the whole damn barrel if you want it.']
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 24, 2012, 08:07:52 am
Awesome Splint. :) really like what you did with the characters. I think it's neat that we have funerals at Spearbreakers (even if just mass funerals), unlike a lot of forts that just bury their dead and get it over with. The holiday was a nice touch.

We may need to expand The Clover. >.> Perhaps make it more rounded and clover-like, I don't know. maybe just bigger.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 24, 2012, 08:25:52 am
I hold soldiers in the highest regard and as such, they deserve a funeral, half assed though it may be. Any civvies who go down also need to be remembered.

So, in alternate timeline spearbreakers, there was a minor construction snafu. Nobody died that I can tell, but there were broken bones to be had. No wait, mitch was killed. Landed on his head.  :(

EDIT: So did kannan. Bled out. Oh well. On a strange note, I can't seem to find anybody who knew mitch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 24, 2012, 08:46:27 am
Y'know, I would've expected Mitch's brain to cushion his fall... As to Mitch not knowing anybody... I guess that comes from never, ever going On Break?

Are you keeping marksdwarves stationed down there, in this little alternate timeline?


Oh, and important question, very soon to be relevant: Should Spearbreakers in general find out about the timewar? Opinions? Thoughts? I have a way to work it in if it's wanted...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 24, 2012, 08:52:37 am
Actually I'm not. The demons come spread far enough apart that first squad basically tears them to shreds. Literally. Hell Fischer bit one in half. Four demons went down while I was watching the workers build an expanded walkway and I didn't notice until I saw a pile of dead shadow devils. Only shooting that got done was a crafter who's in a civil defense unit and he missed all his shots.

Timewar: Depends I guess. Most of the agents have done a good job of keeping quiet, and those who've interacted with the fortress directly were able to pass themselves off as run of the mill mercs with shiney armor.

EDIT: Alternate history update: Talvieno has been taken by a fey mood, intent upon maxing out her armoring skill. She will want ione adamantine wafer. If it's a breastplate, I am going to shit myself.

EDIT II: Mercifully, she forged an adamtine shield. Suggestions on what to do with it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 24, 2012, 07:25:20 pm
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns


Nominated. :P
Seconded that.
trinomialed? i dont know the word. anyways, YES.
and i now have a printer. no scanner yet! and youtube is a bitch so no videos
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on September 24, 2012, 07:43:57 pm
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns


Nominated. :P
Seconded that.
trinomialed? i dont know the word. anyways, YES.
and i now have a printer. no scanner yet! and youtube is a bitch so no videos

FOUR Spearbreakers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 25, 2012, 02:17:04 am
That is one of the worst puns I've ever seen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 25, 2012, 02:40:41 am
It was rather unpunny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 25, 2012, 02:42:49 am
Let's not punitiate any punnecessary punomena, shall we?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 25, 2012, 02:47:29 am
*headdesk*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 25, 2012, 07:19:47 am
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns


Nominated. :P
Seconded that.
trinomialed? i dont know the word. anyways, YES.
and i now have a printer. no scanner yet! and youtube is a bitch so no videos

FOUR Spearbreakers!
That is one of the worst puns I've ever seen.
It was rather unpunny.
Let's not punitiate any punnecessary punomena, shall we?
*headdesk*
You guys are awesome. lol

So, about that radio script... anybody writing it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 25, 2012, 07:36:32 am
I reckon we should save it until Spearbreakers definitively ends. That way we can shape the canon to fit radio better.

It would be pretty cool though, having a faux radio show of Spearbreakers with sound effects. I'd be happy to write it when the time comes providing I would have help with it. :P Could set up a Github for it even though that's not really built for collaborative writing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 25, 2012, 08:41:44 am
That sounds like a fun idea.

Then watch as we accidently spiral downward as our sanity has trouble accuratly portraying this clusterfuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 25, 2012, 09:32:59 am
I think that's a good idea, too. It kinda makes more sense to wait til it ends, anyway - then we can choose what we consider the best canon scenes. Plenty more to choose from. :)
In other news, Vanya's story is currently just over 100k words long... it's average novel-length now. o.O (Though, by comparison...  (http://www.writersbeat.com/showthread.php?t=15295))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 25, 2012, 09:34:58 am
Novel length? Publish that shit. And then we get the lulz of people trying to figure out why so many characters have such wierd names :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 25, 2012, 01:48:32 pm
It seems to me that trying to do a full retelling of the entire plot will currently just implode. There will be a lot of people, all of whom are working completely gratis in their spare time, and that'll potentially result in a lot of delays. Or casting scrambles if someone flat-out cancels.

We haven't even done a small skit yet. We have no clue how any of this will work out or what sort of problems will come up or anything of the sort. We don't even have a coherent plan for how this will be done that works for everybody involved. I think we should start small, if anywhere, just so that we can work out how to do this in a practical context.

E: I really don't think I'll be doing this, of course, so I'm not sure how much my opinion's worth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 25, 2012, 04:17:13 pm
please. as for the vidio-whateverotherthinguyoupeoplearedoing, wait till the start of Spearbreakers 2 so we can have a tie in for THAT.

in other news, in a vanilla world i just made there is a book called "and i sang "The Dwarf'. a 210 page autobiography by a dwarf necro called "loveblockades"



(later)

ANNNNND there is a book called "and we sing 'The Dwarf'". by a different dwarf. fan much?
i wont be surprised if there's one called "and we all sing 'The Dwarf'"

the people in this world LOVE sequels. there's around 10 of them.

later still

"start your day with death" a 105 page guide. no thanks for me!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 25, 2012, 04:31:26 pm
And now I have the thought: "Start your day with death? Well, we start every winter with death, does that count?" (Seriously, is it just me or does all the fighting happen during the winters since Paintbrush's turn?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 25, 2012, 04:36:28 pm
good point...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 26, 2012, 06:21:58 am
Novel length? Publish that shit. And then we get the lulz of people trying to figure out why so many characters have such wierd names :P
Enh, I don't know. First, I couldn't publish it in good conscience because you guys are so much a part of it. Second, I doubt it's good enough to actually get published, and third, it's way too long for a first novel. :P Publishers generally only accept books that are 80k pages long or so the first time.

It seems to me that trying to do a full retelling of the entire plot will currently just implode. There will be a lot of people, all of whom are working completely gratis in their spare time, and that'll potentially result in a lot of delays. Or casting scrambles if someone flat-out cancels.

We haven't even done a small skit yet. We have no clue how any of this will work out or what sort of problems will come up or anything of the sort. We don't even have a coherent plan for how this will be done that works for everybody involved. I think we should start small, if anywhere, just so that we can work out how to do this in a practical context.

E: I really don't think I'll be doing this, of course, so I'm not sure how much my opinion's worth.
Yeah, there's no way we'd do a full retelling, thus why we said a little skit or something.

I imagine the way it would work is this:
1. Somebody writes up a list of lines, one or two for each character.
2. Everybody does ALL the voices in an mp3/wav/whatever, and everybody decides who's best at what.
3. Script is written, we do our voices and upload them.
4. Somebody arranges them, maybe adds sound effects (possibly even musics!).
5. ? ? ?
6. Profit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 26, 2012, 06:34:13 am
I was being funny about the publishing thing. So, adamintine roadway to hell house: Too much or not enough? Cause the whole structure is half finished and composed almost solely of iron qith a gold bridge.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 26, 2012, 01:05:56 pm
Lol, all right. I'm considering extracting V's story and putting it in its own thread at some point, though... but that seems like it might be taken as rather self-important... even though I've put a lot of time into it.

As to the constructions in our alternate timeline... Too much? Are you kidding? This is Spearbreakers, man. We don't just pave our roads with gold, we pave them with a whole buttload of gold, and then some adamantine besides. :D


I'm mostly done with the next chapter (which means Reudh can finally finish his turn) but I still need to edit/proofread... this chapter is slowing me down even more than the one before, for various reasons. :-\ I may also wind up doing quite a bit of yardwork this afternoon, too, like I had to do the past few days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 26, 2012, 01:18:16 pm
So nothing but adamantine furniture down there it is. Boy will I have some primo digs for the monarch (they say dwarves must always dig deeper, well guess what assholes! We dug deeper alright, and our monarch lives in hell itself!)

If we do decide to become the capital, it'll be because the queen (we have a queen right?) came for a royal inspection of the fortress and it's combat troops and was unable to leave due external forces (Siege? Timewar? Blockade?You decide!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 26, 2012, 01:27:52 pm
Lol, sounds good to me. That throne room sounds seriously pimped out. :D

As to the second part, I have a question I'm going to ask you in PM... I kinda need permission for it, I guess, though in the long run, it may or may not change anything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 26, 2012, 02:26:01 pm
As to the constructions in our alternate timeline... Too much? Are you kidding? This is Spearbreakers, man. We don't just pave our roads with gold, we pave them with a whole buttload of gold, and then some adamantine besides. :D

Then we line the sides with the heads of spawn and demons on pikes as a way of telling others "Don't dare f*** with us."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 26, 2012, 02:36:09 pm
Also once we successfully take hell, if the enmy ever said "Go to hell dwarf!" Then that soldier could say "I will after I kill you. There's a party in the queen's dining hall down there."

Also, not to spoil anything, but I think that this one sentence sums up absolutly everything we've done overall:

"Spearbreaks: A horrible fortress filled with wonderful people."

And giant emus that eat goblin heads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 26, 2012, 04:42:23 pm
So... What would we be singing? I saw someone mention that... Would we be writing parodies of popular songs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 26, 2012, 07:46:42 pm
So... What would we be singing? I saw someone mention that... Would we be writing parodies of popular songs?
I started writing a sort of western/southern ballad thing, part spoken, part sung. Chorus would contain:

    "Colonel Fischer, that dwarf of olden lore
    "Ain't god or man can save you when she's knocking at your door"

I planned to add things like how she swims the magma sea to hell, melts her way through candy, and kills the Devil with a stare.

    "And says she to the Devil, 'Let me cut you down to size'
    "He's hardly started laughing when she's done it with her eyes"

And other timeless bits like,

    "And if you ever find you're on the wrong end of her pike
    "You'll be dead in point-two seconds and she'll never have to strike"


Parodies of popular songs would work, I guess, yeah. :P Then we wouldn't have to write our own music. Or play it. I play a guitar, but that's it. And not as well as Toady One.

Also once we successfully take hell, if the enmy ever said "Go to hell dwarf!" Then that soldier could say "I will after I kill you. There's a party in the queen's dining hall down there."
"Used to be I could say, 'Go to Hell', but we've brightened the place up, and honestly, Hell's too nice for you. Instead of that... Go to Fischer."


Also, not to spoil anything, but I think that this one sentence sums up absolutly everything we've done overall:

"Spearbreakers: A horrible fortress filled with wonderful people."
Awesome, is that a quote now? :D I haven't even posted that yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 26, 2012, 08:22:22 pm
I likes it talvi. A few more lines, and i'll deep voice it like you see in the movies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 26, 2012, 09:05:36 pm
As spearbreakers falls, we will need to play this song, I think. Fitting. (http://www.youtube.com/watch?v=8B5Nx064OaA)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 27, 2012, 09:56:34 am
I find the lack of activity disturbing gentlemen. Also: Eh, not really my cup of tea as far as music goes, but whatever floats your boat.

This fortress will need no forlorn song as it dies, for the the battle that will be our end shall serve as a fitting swan song alone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 27, 2012, 09:59:12 am
Aaaaand... Bump. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 27, 2012, 12:55:31 pm
As spearbreakers falls, we will need to play this song, I think. Fitting. (http://www.youtube.com/watch?v=8B5Nx064OaA)

My rabid fanboyism towards all things Zelda-related forces me to approve. And it's from Majora's Mask, too. I love Majora's Mask ;_;

Quote from: Talvieno
[...] Go to Fischer [...]

That entire quote is hilarious and needs to be preserved somewhere. The song lyrics are cool, though poetry is an utter cipher to me (and music isn't much better) so I can't offer anything beyond that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 27, 2012, 12:57:50 pm
Ah fanboyism, ain't you just grand?

Also I feel like something bad is going to happen to the fortress soon. WHY DO I FEEL LIKE SOME HORRIBLE CATASTROPHE IS GOING TO HAPPEN SOON.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 27, 2012, 12:59:31 pm
Ah fanboyism, ain't you just grand?

Also I feel like something bad is going to happen to the fortress soon. WHY DO I FEEL LIKE SOME HORRIBLE CATASTROPHE IS GOING TO HAPPEN SOON.


Don't make me do this.

Because this. IS. SPEARBREAKERS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 27, 2012, 01:06:46 pm
Or because a bunch of our guys were killed because the spawn were somehow able to ignor the crowd control measure.

Although I do take that as a sign we dun good and REALLY pissed them off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 27, 2012, 07:05:59 pm
Ah fanboyism, ain't you just grand?

Also I feel like something bad is going to happen to the fortress soon. WHY DO I FEEL LIKE SOME HORRIBLE CATASTROPHE IS GOING TO HAPPEN SOON.


Don't make me do this.

Because this. IS. SPEARBREAKERS!
HEY! THATS MY JOB! >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 27, 2012, 11:39:07 pm
Well, why didn't you do it then? :P

Anyway, bump? How dead this place is. Reudh, UPDATE PLZ! :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 27, 2012, 11:52:41 pm
Reudh hasn't updated because he's been waiting on me. :( I couldn't get on today - computer was in use. Tomio, I was trying to ask you for permission before I used your character, but it doesn't look like I'll really have time. If you want me to, I can switch Tomio's cameo with another character, if it goes against what you'd had planned.
I'd wanted to wait until I had someone look it over and check it for me, but again... time. I've been holding this thread up at least two days.

WHAT REUDH HAS BEEN WAITING ON:
(by the way, the italics portion won't make any sense to you if you haven't read the "Dr. Urist Jones" bits I posted before.)
Vanya's Journal, Chapter 28
Spoiler (click to show/hide)

Rose's story will be posted later, if I have Xahnel's permission. Have to get off now (I'm dead tired), but I'll (hopefully) be back on tomorrow morning.


edit: By the way, who noticed BFEL's awesome description of Spearbreakers in the Hall of Legends?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 28, 2012, 12:02:46 am
Whoa.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 28, 2012, 12:35:18 am
Of course you got my permission, tal, why would i have done the thing with the thing if i didn't want it posted?

Also, things are seeming paradox-y to me. I can't rightly explain why, but it's not the timeline, it's more of a if this didn't happen then that wouldn't have happened, but then this would have happened and caused that to happen, and thus this and that are inextricably linked across time, space, and at least three distinct realities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 28, 2012, 12:38:37 am
Of course you got my permission, tal, why would i have done the thing with the thing if i didn't want it posted?

Also, things are seeming paradox-y to me. I can't rightly explain why, but it's not the timeline, it's more of a if this didn't happen then that wouldn't have happened, but then this would have happened and caused that to happen, and thus this and that are inextricably linked across time, space, and at least three distinct realities.


You forgot to add the mug and carry the time travel. It all makes sense once you do that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 28, 2012, 01:03:43 am
Ah yes, the mug, representing the little things in life no one can plan, forsee, or prevent. Of course, this doesn't make anything any clearer in my brain. It only makes things... Muggier. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 06:27:11 am
Also, things are seeming paradox-y to me. I can't rightly explain why, but it's not the timeline, it's more of a if this didn't happen then that wouldn't have happened, but then this would have happened and caused that to happen, and thus this and that are inextricably linked across time, space, and at least three distinct realities.
:-\ How so? That didn't really make any sense to me... Could you give an example? I proofread twice...
    Edit: I think you may be referring to how the confrontation originally occurred at the living quarters... I had to change that because it didn't really make sense - but I gave her a similar hallway. It's just in a different location.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 07:29:59 am
Ah, another wonderful story post from one of our resident uberauthors. Well done! Even got the typos!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 07:35:10 am
Lol, uberauthor? thanks... =)

And here is what happened between Rose and the Ballpoint contractors, as roleplayed in PM between Xahnel and I.
Spoiler (click to show/hide)
So... Should the contractors escape, or should one of the slower ones (or all of them) get captured? If they do, then Spearbreakers will officially know about the timewar... Right now, only Vanya, Wari, Mr Frog and Draconik know. Edit: and Kannan.
edited again because I accidentally missed a part.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 07:50:10 am
You don't fuck with ANY of the soldiers in this place if you value your life. That's like asking satan to come tear your head off, because Fischer don't take too kindly to her troops being injured (nominally even Splint's bodyguard detail falls under Fischer's direct command since they're soldiers.)

I still say just flip a coin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 28, 2012, 08:54:20 am
Wow. That was great, Tal. Now that's done, I can begin my update.



23rd Moonstone 208

I heard a bit of a commotion outside. Apparently Varn and Sapper ran afoul of some ravens. Varn shot one in the legs, and it's flying around leaving blood everywhere.
Sapper shot one so accurately that it flew through the air, and landed in a murky pool unconscious. He then went around crowing about his 'hole in one'.

Codyorr also felt the need to shoot one. It fell unconscious mid flight, splattered on the ground and took off again, shooting him a death glare.

Mm, bird. I'd say 'We're eating tonight' but because of Simon Tam's brokering and my overseering, we have enough food to last a few years.

The spawn containment facility has been finished, and are merely awaiting the order so the spawn can be loosed. When they are loosed, our marksdwarves will train on them with gusto while the thickheads can't even fight back. I look forward to it.

28th Moonstone 208

I saw a little child sitting in the barracks crying. Her name is Lokum, she tells me in amidst tears. I feel I should transcribe it here.

"Hello there, young dwarf. Are you alright?" I ask her.
"I... You're Mister Rude, aren't you? My name's Lokum. I'm sad because my friend died..."

"Oh... that's terrible. Who was your friend?"

"Mr Pokonic. Friend of mummy's. He dieded. Just like my big brother Stakud. Just like daddy Ezum. They all died. I got scared that Mummy wouldn't come back from the nasty fight that our place had recently. She is really strong and everything but so many people died and also Mr Pokonic who is as strong as Mummy is too."

I was a little taken aback. Little child showing such emotion.

"Uh... Lokum, remember that you can go to any of us in Spearbreakers if you need someone to talk to. Fischer may look scary-" and here Fischer nodded, "but she is a big softie really."

Fischer came over, took off her helmet with some effort, which gleamed. She'd just finished polishing it. Dicer was hard at work showing Skitara some new moves to hit foes with.
Fischer smiled at little Lokum, and it was truly the kindest smile I have ever seen.
"Lokum, we all love you very much here. I will make sure your mummy is safe from the nasty monsters. I mean it."

Fischer picked Lokum up and hugged her tight, and took her over to her mother Dicer.

"Dicer, Lokum's been feeling a little scared lately. Maybe you could have a talk to her?"

Skitara motioned to Dicer.
"Go on, Dicer." he said.

Dicer walked to Lokum, and hugged her. "Lokum, I love you. You are my life. You and Kadol are what I live for." Dicer began crying... perhaps a little overwhelmed by the emotion flowing; perhaps remembering her brutally slain husband Ezum, or her eldest, now dead son Stakud. Or Pokonic.

It was a truly touching sight. Fischer spoke in a slightly strangled voice.
"Touches my heart, it does. Makes me wish I settled down and had kids."

I couldn't help but let a single tear out. It really was touching seeing Dicer hug her littlest daughter like she was going to lose her tomorrow. And to see Fischer showing emotion... she's much more a dwarf than I ever thought she was.

Lokum seemed to cheer up a bit, and as Dicer set her down, I walked to Dicer.
"Dicer, I know you and I never really saw eye to eye... but what I saw touched my heart. Stakud and Ezum's deaths have affected you heavily and you have my condolences. If ever you need my help, come to my office and I will talk to you."

She wiped the tears out of her eyes and smiled.
"Thanks, Reudh. Any time."

26th Moonstone 208

We're... We're under attack again.

Already. Not Spawn. Not Barbarians. Not Goblins... but 'mercs'. I have no idea what they are. They look like humans, at least in shape, but they have weird attire. Not just that, but the most curious looking woman came to me. I didn't really feel a thing for any woman since recovering from the drug addling... I do remember apologising to Rose for my addle-pated state.

Anyway, I recognised this one as Vanya. She's tall and willowy, a rather odd build for a dwarf. I find it... intriguing. Oh, Reudh you sleaze!
She said this:
"Lord Reudh?" Oh, she used my title. Ha, that pleased me. Someone finally used my title without an acerbic sound to it. What a woman.
Well, I enquired what was wrong. She seemed out of breath, a look that most suited her. REUDH, YOU LECHER. and really quite frightened.
"Jack sent... We're under attack. Spearbreakers... is under attack... from mercs." The word was strange. I rolled it around in my mouth. "Mercs."
"Yes... could you... Reudh. Raise the alarm. Now."
I felt a bit of fear. What were these Mercs? Are they a special kind of Spawn? A new tribe of humans?

I had to raise the alarm. Vanya wanted me to.

"Certainly! It will be done at once! I am dreadfully sorry if you've been attacked! Might I be able to assist?" I asked her. As a gentleman does. Even though Vanya is much taller than I, and no doubt could hold her own, I must ask.

She seemed flustered. Ah, Reudh, you casanova! "...N-no. But thank you."

She turned to leave, and as she left and I started to jog in place to run to the Horn of Spearbreakers, she stopped, turned back and walked to me, rather close. Whoo..

She pecked me on the cheek! No evidence of a fey mood here either. Just... a peck on the cheek. What a woman she is indeed. My philandering works. I must write a book on it; after all... I think it would help the men of Spearbreakers. Especially Splint. I don't think he and Rose have gone anywhere yet. I could teach him the way of the gallant, the debonair Reudh's ways. And Rose would be putty in his arms.

And as soon as I had gathered my wits, to speak volumes to Vanya of the life of Reudh and a prospective woman to have and to hold, she had gone.

I remembered my duties. I headed quickly to the Horn of Spearbreakers, where I summoned all my breath and blew it as loud as possible. The drums began playing, as our soldiers moved into position. LUB-dub-LUB-dub-d-dub they sounded.

I rushed down to the lockdown chambers. Most of Spearbreaker's civilians were in there. I spotted Lokum, the little child from a few days ago. She looked inconsolable; Dicer was off fighting again.
"Mummy's gone again! Mummy's gone again! Why...?"

I walked over to the little dwarf and sat down next to her.
"She'll be alright, Lokum. Hush, she'll be fine."

I felt a stirring of patriarchal cluckiness. This child needs a father... I am not the one who should be her father, I could never replace Ezum. And Dicer is not my cup of sunshine either... I am loathe to say.

I hope it all goes well.
We don't need any more losses... nine soldiers lost in the Siege of Cuts, where we've got a force of about 40. That's heavy. Hopefully Fischer and the others can pull this off without a loss.

Oddly, I don't see Vanya anywhere. What a pity. I was going to present her with a few flowers. I knew that floriography profession back home was not going to go to waste.

I was going to give her a magnolia, for the Love of Nature; a orchid that reflects her Refined Beauty, and a jonquil in the hope she Returns my Affection.

What a pity. I shall do it when the lockdown is over.

Oddly enough, I don't see Talvi anywhere either...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 09:04:25 am
Update at last! Hooray! And a somewhat touching one at that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 09:51:26 am
That was great, Reudh! I like how you had Fischer talking to little Lokum... it reflects how she's friends with a couple children pretty well. :) Nice addition.
    The part with Vanya amused me greatly, especially this:
Quote from: Lord Reudh
I had to raise the alarm. Vanya wanted me to.
You did an awesome job with making it humorous, in my opinion. lol

One thing, though - Vanya is just about as tall as any other dwarf. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 10:01:35 am
Actually I think elves are a little bit bigger than most dwarves. Compared to a dwarf like hans though she probably would have looked normal.

And it's a little messed up when you think the only reason Fischer has anything past long term aquaintences is because kids will sit and talk to thier parents and thier squadmates while they train.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 10:09:01 am
Actually I think elves are a little bit bigger than most dwarves. Compared to a dwarf like hans though she probably would have looked normal.

And it's a little messed up when you think the only reason Fischer has anything past long term aquaintences is because kids will sit and talk to thier parents and thier squadmates while they train.

Dwarves:
Spoiler (click to show/hide)

Elves:
Spoiler (click to show/hide)

It's the same. :P Dwarves are stronger, though... but elves and dwarves are pretty much the same size.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 10:10:45 am
That's wierd then. I always saw them as slightly taller (enough to stand out, but not by much.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 10:18:25 am
Elsewhere, yeah. :P Especially Tolkienized elves... but this is Dwarf Fortress, and DF elves are different. (I didn't know til I started modding and tried to make a dwarf/elf cross. lol)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 10:23:04 am
I didn't mean THAT much taller. I mean like average dwarf, average elf, and, lack of beard aside, I just always saw elves in DF as at least a slight bit above eye level of a dwarf (the short jokes that thier diplomat seems to toss out don't help.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 28, 2012, 10:25:54 am
Tomio's Journal. More of a video log.

Spoiler (click to show/hide)

NINJA'D SIX TIMES?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 10:33:10 am
Adamantine plated automaton. Why is it I imagined it like some kind of hilariously implausible battlesuit coming out of a rucksack?

And I had just assumed he'd sicked his crazy robot-shark thing on them :P

And I had an idea regarding a necromancer turning a parasol battlesuit on it's allies by killing and raising the operator. But a technomancer sounds much nastier, because it seems you implied they don't need that operator dead first to make his suit shoot his friends.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 28, 2012, 11:08:25 am
Adamantine plated automaton. Why is it I imagined it like some kind of hilariously implausible battlesuit coming out of a rucksack?

And I had just assumed he'd sicked his crazy robot-shark thing on them :P

And I had an idea regarding a necromancer turning a parasol battlesuit on it's allies by killing and raising the operator. But a technomancer sounds much nastier, because it seems you implied they don't need that operator dead first to make his suit shoot his friends.
Tomio IS the suit... MUHAHAHAHA
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 11:26:29 am
Gotta watch out for those kinds of game breaker things man, just saying. We're letting alot of shit slide cause it can be more realistically (for DF) justified. Besides, roboshark is funnier and this mess needs some funny after a bunch of soldiers getting fragged and a kid having a mental breakdown.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 28, 2012, 01:03:25 pm
@talvieno: it's not your story, it's the overall... Everything.spearbreakers was a normal fort with a spawn problem. That is what attracted extradimesional attention. If neither company had shown up, nothing would really have happened. But BECAUSE neither company had a presence, that presence HAD to be put in place. The absence seemed to have compelled it. Like i said, i can't rightly explain it.
EDIT: Any complaints about rose and halen? Anyone? Anyone?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 01:11:10 pm
Rose and Halen are passable as an explanation being they were used for a bonding expierment between critter A and hominid thing B. But halen's overall harmless ness msot of the time cause them to be left in the NOT KILLY ENOUGH bin. Cue adoption, lies by adoptive parents, and the rest is history.

I dunno though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 28, 2012, 01:36:01 pm
Quote from: Xahnel
Any complaints about Rose and Halen?

Don't taunt the cobra, dear ;)


RE: Elf/Dwarf Size Discrepancy:

Remember, BODY_SIZE measures volume, not just height. I always figured that elves were narrower than humans and dwarves were shorter and a bit wider. Vanya only passed because nobody ever really payed enough attention to her to notice she was squatting down or whatever (dorf!Talvi did, but then dorf!Talvi is... well, dorf!Talvi).
    By the above, Mr Frog is likely roughly SIZE:45000, since he isn't as wide as the dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 01:56:41 pm
@Tomio: While I intentionally left it open so that if you wanted to keep Tomio's appearance, you could have whatever you wanted happen... I agree with Splint - I think the adamantine bronze colossus battlesuit thing is a bit overpowered, too...

@talvieno: it's not your story, it's the overall... Everything.spearbreakers was a normal fort with a spawn problem. That is what attracted extradimesional attention. If neither company had shown up, nothing would really have happened. But BECAUSE neither company had a presence, that presence HAD to be put in place. The absence seemed to have compelled it. Like i said, i can't rightly explain it.
EDIT: Any complaints about rose and halen? Anyone? Anyone?
Parasol was already there. Parasol showed up originally because of what happened at Headshoots. They took Holistic Detective and bred her, basically... And then stuff just went downhill from there.

Remember, BODY_SIZE measures volume, not just height. I always figured that elves were narrower than humans and dwarves were shorter and a bit wider. Vanya only passed because nobody ever really payed enough attention to her to notice she was squatting down or whatever (dorf!Talvi did, but then dorf!Talvi is... well, dorf!Talvi).
    By the above, Mr Frog is likely roughly SIZE:45000, since he isn't as wide as the dwarves.
Objection! Though I acknowledge your superior modding capabilities, this is actually incorrect.
Code: [Select]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:125:125:125:125:125:125:125]The above line of code forces the game to make the description for creature X (whatever creature you stick the code on) say that creature X is abnormally tall. Setting all the 125's to 75 makes the game say that the creature is abnormally short. As both elves and dwarves share the same BODY_APPEARANCE_MODIFIER code, there is absolutely nothing in-game that makes them look different from each other. It's possible this was an oversight by Toady, but whether it is or not, the dwarves and elves of Spearbreakers are the exact same size - except for muscle mass.

I always figured
The above basically says "The following is pure speculation", anyway. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 02:01:42 pm
I find it odd we're actually discussing costructive things here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 28, 2012, 02:25:08 pm
BODY_SIZE has been confirmed via math to be an absolute measure of the creature's average volume in cubic millimeters. The HEIGHT and BROADNESS modifiers, however, are relative -- they are unitless, and only make sense when used with an unspecified standardised reference point (which I take to be the creature's average dimensions, whatever they happen to be).
    I'm pretty sure that, from a game-mechanics standpoint, 100 is the species average. What the first example you highlighted essentially says is that every single member of the species is 125% as tall as the average member of the species and described as such, which... doesn't make much sense, but I guess Toady figured nobody would try that :p  I'm pretty sure (but not positive) that the HEIGHT (etc.) modifiers are in fact applied to the creature's effective size after the fact, so a SIZE:60000 creature that is of HEIGHT:125 would actually be treated as SIZE:75000 (25% bigger). (I've heard it said otherwise, though, so... grain of salt.)

While I admit there isn't really anything specifically proving my interpretation as correct, it makes more sense to me than what you're proposing, which admittedly also makes sense.
    I'm not trying to pass down a final decree here, though; I'm just giving my interpretation of the raws. You didn't have to jump on me.

(Let's please just leave it at that, though. I've been sick recently, and I'm still feeling really drained, and as such I can't promise I'll be able to keep a level head if this turns into a debate.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 02:47:26 pm
I apologize. I was just enjoying a little debate; I didn't mean for it to be taken the wrong way.

Quote
    I'm pretty sure that, from a game-mechanics standpoint, 100 is the species average. What the first example you highlighted essentially says is that every single member of the species is 125% as tall as the average member of the species and described as such, which... doesn't make much sense, but I guess Toady figured nobody would try that :p  I'm pretty sure (but not positive) that the HEIGHT (etc.) modifiers are in fact applied to the creature's effective size after the fact, so a SIZE:60000 creature that is of HEIGHT:125 would actually be treated as SIZE:75000 (25% bigger).
This is all true. :P Technically, it doesn't make sense, if you try to fit it to real-world physics. Taller creatures are larger than shorter creatures of the same species, thus, a taller creature has a larger body size than a normal creature of said species.

I do prefer taller elves, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 02:56:02 pm
Let's just all assume the shit we get from goblins and elves is a matter of it barely fits or is somewhat baggy. Vanya is probably an inch or so taller than run of the mill beardling, or on the shorter end for elves. In the former case it'd allow her to stand out if you actually looked closely, otherwise her overall build would still giver her away (elves are implied to otherwise be of a slight build correct? And I don't mean that as a flimsy one, just less robust in appearance.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 03:05:50 pm
Well, why didn't you do it then? :P

Anyway, bump? How dead this place is. Reudh, UPDATE PLZ! :P
wasent on yet.
Adamantine plated automaton. Why is it I imagined it like some kind of hilariously implausible battlesuit coming out of a rucksack?

i love this. can it be a quote?

and for the necros..... can it be that they are really parasol agents? it might make sense... for there IS biomass.. and parasol might want us gone.... or i might just be grasping at straws.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 03:08:19 pm
One of the necros was our civ's first king, so that's kind of ruled out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 03:11:54 pm
sleeper agents?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 03:14:30 pm
Kinda defeats the purpose since necromancers almost universally have a seeming NEED to destroy everything in sight except other necromancers. Sure they can get along fine, but for some reason Knows secrets = must destroy EVERYTHING most of the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 28, 2012, 03:30:48 pm
Splint's right, Necromancers usually want to destroy everything in sight. :P   And Parasol doesn't want Spearbreakers gone - it's basically their base... well, sort of. Well, not really, but kind of... in a really, really roundabout way. Plus a mug. If anybody wants Spearbreakers gone, it's Ballpoint. I doubt Eris and Stone Inc. care whether it remains, though Joseph would probably like it around so he could use it in his scheming. Ballpoint can't like how it's pretty much a Parasol stronghold... I'm surprised they don't just come out and wipe Spearbreakers off the face of the world/Everoc at this point, but I suppose they just haven't quite gotten there yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 03:41:47 pm
Destroy Spearbreakers before history says it got destroyed, and they end up obliterating history itself, and Parasol/Ballpoint seem to have alot invested in this particular timestream so that would be bad. Hell the fact Spearbreakers hasn't gone under yet is probably keeping this clusterfuck stable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on September 28, 2012, 03:52:11 pm
@mr frog: i did tell splint about the powers halen would be using, and he didn't object. Please also note that rose only got three hits in, and became very tired very fast.
EDIT: But seriously, pm any complaints, and i'll see what i can do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on September 28, 2012, 04:08:59 pm
Destroy Spearbreakers before history says it got destroyed, and they end up obliterating history itself, and Parasol/Ballpoint seem to have alot invested in this particular timestream so that would be bad. Hell the fact Spearbreakers hasn't gone under yet is probably keeping this clusterfuck stable.

I'm not sure about Ballpoint, however Parasol has alot of investments linked to Everoc, its just that Spearbreakers being where/when/what it is.
(Central fortress vs Spawn, Center of the Time War across mutliple Times,  Chaos Central with a mug full of insanity as a side dish)
Makes Spearbreakers a prime canidate for so much.  Also makes it as chronological safe as a slice of swiss chesse used to hold back a Raging River during a Hurricane and a earthquake.
With all Seriousness however if/when this fortress finally goes it's probally going to take Time with it.  (Hence the Time Splitter Device, try and save abit of time, and maybe bits of Spearbreakers)

Also I have work this weekend however i'm working on my next two entries, and I will tie in the Ballpoint attack to the next one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 04:16:48 pm
rose only got three hits in, and became very tired very fast.

>Hammer made of super heavy/dense/radioactive rock
>>Has creature causing minor impairment by energy leeching
>>>Gee I wonder how she got tired quick.

@ Draconik - When it gets whacked by whatever does it in, that'll be considered when time says it was lost, and hence no timestream implosion. So long as they don't leave any game changers (like a Ballpoint made railgun instead of one of Mr Frog's comparitivly shitty duct tape and bailing wire assbled ones) everything should be fine, though "should" can easily become  "by a thread because someone pitched a nuclear mug at the universe's sanity."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 28, 2012, 07:39:03 pm
Ruedh: Any chance of debt collectors showing up to harass your dorf due to my will?  I just decided that, if it wouldn't mess up the story too much, it might be interesting for them to show up and explain that my deceased dorf came to Spearbreakers was hope of striking it rich to pay off massive amounts of money he owed (think around the value of Trailmachines, the Fellowship of Right, Holistic's artifact adamantine plate mail).  I don't want to add anything to the story that might affect anyone else's dorf too much without their permission, but still want my dorf's final "screw you" to mean something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 07:43:54 pm
I'm guessing he was either a heavy gambler until he got drafted or he just had REALLY shitty luck in the entrepenurial realm.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 28, 2012, 08:05:36 pm
SSJ, I'd be happy to... Reudh could be backed into a corner by the debt collector's bruisers, and call out for help. The army would likely rip the bruisers and probably the debt collectors into shreds for daring to attack an overseer though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 08:10:19 pm
So the janitor would have to scrape another couple guys off the walls/floor/cieling/furniture/mugs, not like we don't have a few dozen mercenaries splattered on them now :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 08:19:40 pm
not to mention a few necro bits...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 08:30:55 pm
we cleaned those up a long time ago. I seriously think our trope section for them should be  "Spearbreakers used to have these in spades. The fortress' military eventually killed all of the nearby ones."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 08:37:16 pm
even the blood?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 08:41:01 pm
I spotcleaned it off (bloody walls irritate the shit out of me) or the dwarves cleaned it up themselves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 09:18:45 pm
can we say that there is still necro blood in the cracks? or like they tried wiping it off but failed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 09:20:13 pm
I'm going with there's probably alot of dried blood that's gotten into everything but it's thin enough to not see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 28, 2012, 09:27:16 pm
So THAT'S why the wine tastes interesting. Mr Frog's hallucinogens and a thin film of necromancer blood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 09:37:07 pm
and spawn blood
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 09:39:51 pm
Spawn don't have blood. Which leads to amusing discriptors like the spawn's left foot is gushing    . His left lower arm is broken.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 09:47:04 pm
thats good. otherwise it might get a bit freekey.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 28, 2012, 09:54:58 pm
I'm guessing he was either a heavy gambler until he got drafted or he just had REALLY shitty luck in the entrepenurial realm.

The dwarven mafia took a disliking towards him and demanded payment to allow his continued existence.  Honestly though, it's one of those things that is always best when the explanation is left to people's imagination.

SSJ, I'd be happy to... Reudh could be backed into a corner by the debt collector's bruisers, and call out for help. The army would likely rip the bruisers and probably the debt collectors into shreds for daring to attack an overseer though.

Let's be fair, if they let my dwarf come to Spearbreakers in hopes of earning the needed money, they'll likely just give your dwarf notice about the money he now owes.  At first.  And when thugs do come and get killed, they'll add the monetary value of said thugs to the debt (think akin to "you break it, you buy it" applied to mercenary forces).  What else would you expect from usurers and loan sharks?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 28, 2012, 09:58:41 pm
thats good. otherwise it might get a bit freekey.

If they bled anything i'd imagine it was some kind of congealed.... goop. Not really blood anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 28, 2012, 10:25:03 pm
I'm guessing he was either a heavy gambler until he got drafted or he just had REALLY shitty luck in the entrepenurial realm.

The dwarven mafia took a disliking towards him and demanded payment to allow his continued existence.  Honestly though, it's one of those things that is always best when the explanation is left to people's imagination.

SSJ, I'd be happy to... Reudh could be backed into a corner by the debt collector's bruisers, and call out for help. The army would likely rip the bruisers and probably the debt collectors into shreds for daring to attack an overseer though.

Let's be fair, if they let my dwarf come to Spearbreakers in hopes of earning the needed money, they'll likely just give your dwarf notice about the money he now owes.  At first.  And when thugs do come and get killed, they'll add the monetary value of said thugs to the debt (think akin to "you break it, you buy it" applied to mercenary forces).  What else would you expect from usurers and loan sharks?

And so Spearbreakers has another enemy, the loan sharks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 28, 2012, 10:30:23 pm
they will just have to take a number. theres allready another 6 in line. including fate. SEVEN. there is seven. you have to include FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 29, 2012, 12:01:46 am
And so Spearbreakers has another enemy, the loan sharks.

Not really.  They are just greedy, and how would the fort falling possibly be of benefit too them?  They'll want it to survive so they can continue squeezing money from us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 29, 2012, 02:33:00 am
And so Spearbreakers has another enemy, the loan sharks.

Not really.  They are just greedy, and how would the fort falling possibly be of benefit too them?  They'll want it to survive so they can continue squeezing money from us.

Spearbreakers has millions upon millions of dorfbux worth of items. Even Trailmachines was only worth ~900000dorfbux iirc.



7th Opal 208
Anri II, Varn, Mekkia, ushrir and the others have been emptying quiver after quiver on the spawn. Pretty good shots. Varn shot one's nose off. I'm pretty impressed... hopefully they kill off the spawn soon. It's annoying to have everyone drop their stuff in fright because they came into the room and saw spawn safely contained.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 29, 2012, 05:27:26 pm
Even Trailmachines was only worth ~900000dorfbux iirc.

I assumed that belonging to Hollistic herself would have increased the value at least a few times over.  After all, it would be akin to something being confirmed to belong to Jesus for example.  Even I, a jew, would consider an otherwise worthless object that once belonged to him to be worth millions at minimum.  Trailmachines would likely be priceless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 29, 2012, 06:25:45 pm
So would I, but that's because we're human. ;) These are dwarves, and they're very, very calculating.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 29, 2012, 06:27:45 pm
Trail machines is still worth what, nearly a 10th or 11th of the fortress? Oh and in alternate reality Spearbreakers, Talvieno made a shield worth 1/12 of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 29, 2012, 06:43:14 pm
promtly deflating it value as the overall wealth of the fortress multaplies be 1/12
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 29, 2012, 06:52:18 pm
No, it still worht 1/12 of the fortress cause it pushed it up over 12million dorfbux in value :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 29, 2012, 08:02:06 pm
bah.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on September 29, 2012, 09:53:32 pm
So would I, but that's because we're human. ;) These are dwarves, and they're very, very calculating.


We're like 'Sentimental value'! And they're like, 'Fuck your sentimentality. This craftsmanship is worth exactly six million and not a copper more.'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 06:20:53 am
Awesome that Talvi made such an expensive shield. Too bad it's adamantine. >.> And that it's in an alternate timeline.

So... updates? :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 30, 2012, 06:48:59 am
Yeppers! I'll get one out tomorrow once I get home from uni, which'll be in about 24 hours.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 01:51:58 pm
Sounds good to me! And in the meantime, another story post. (Despite the controversy surrounding the 26th chapter, the story is still continuing the way it was originally going to, by the way.)

Vanya's Journals, Chapter 29: The Caverns
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 30, 2012, 02:02:59 pm
That... Was pretty good, yet (sorry for the probably hard criticism) non-descriptive...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 02:12:00 pm
That... Was pretty good, yet (sorry for the probably hard criticism) non-descriptive...
Non-descriptive? How so?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on September 30, 2012, 02:46:27 pm
Non-descriptive, what am I saying!

Non-progressive, sorry... It's late, there's not much in the fridge, I'm hungry and sleepy. That's a bad combo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 03:46:49 pm
If by that you mean how I skipped past quite a bit (especially during her cavern travels), then yeah. I felt that pages and pages of "and I walked a little further, and saw another big mushroom" would be horribly boring to read through, but I possibly overdid it. If you mean you don't know how I got from point A to point B... I'm not sure what to say. :-\

edit: if you mean you don't see where I'm going with this, rest assured I do have somewhere in mind that this is headed. Really, if you're going to criticize, at least make it clear what part you're criticizing. :P lol   I'm still not sure I understand what you mean.

reedit: really, though, what did I do wrong with that chapter? :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 04:36:01 pm
[The following is set at the start of winter.]

2st Moonstone, 208.

Mr Frog said something about a celestial event that'd be worth seeing if we were into that sort of thing yesterday afternoon. We were curious, so I told Rose, Crusher, and Thumper to take the night off. Rose and I decided we'd climb atop the fist and see what it was, an it appeared to be a rather stunning meteoritic storm. When we arrived we were sort of suprised to see Mr Frog jotting down notes, and I heard him mutter "more than usual" or some such nonesense. I asked him about it and he said that these had been happening for nearly a year and a half now, just never this noticably, so he figured he'd let us know if we wanted to see it. He had appearently taken to studdiying thie fall pattern and noted they seemed to all be landing in the Amber Barb range or nearby it. All three of us found this strange, but Rose and I decided to just enjoy the show while Mr Frog kept writing things down.

We were eventually joined by others, mostly soldiers on the nightwatch shift. Paintbrush, Skitara and Awl said they'd just gotten off and decided to come and see the show too, and Thumper came along saying Crusher had drunk himself stupid again (to regularly get that drunk is commendable for a dwarf!) Compared to Rose, Thumper, and Myself I must admit they all look terrifyingly more intimidating. There was also this wierd little fellow wearing the colors of the soapers guild up there, just sort of muttering to himself.... Maybe I need to establish a psychiatric ward. It'd probably do me some good as well...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on September 30, 2012, 06:15:05 pm
@Talvi:

I think he meant that it didn't really advance the central plot very much. There's a bunch of stuff that either had already been gone over repeatedly or didn't really seem notable enough to merit much more than a quick acknowledgement. The update was roughly 3200 words long, but it probably could easily have been reduced to 2700 without much of interest being lost.

(It was still good, mind; it's just that it could easily have been a bit better in my eyes.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 06:37:28 pm
Stone inc likes dropships for their intimidation value and solarpowered airships for their low cost.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 06:41:47 pm
Ballpoint has been established as the only force with reasonable airpower. The  SRA has those flimsy gunship things, but up against a Moghopper they're fairly pathetic. Solar Powered airships sound pretty cool though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 06:43:54 pm
and they exist. helios airships.

as for airpower, think. big thing w/o radar signature, w/ BIG gun, camera, out of range of guns = what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 06:46:07 pm
Image in head: Armor plated airship-thing with a massive soalr array on top, with a bunch of very large guns for ground attack hanging from the bottom and a few Air to air batteries along the sides. Death from above indeed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 07:05:40 pm
above cloud level. costing only 2-3k a year.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 07:08:22 pm
Good luck hiding from that!

Thermals: hmm, vaugly moghopper shaped object... hmm, sort of enemy base shaped thing, and we got a nice over cast day..... MAN THE GUNS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 07:11:30 pm
i still think that Stone INC has good aircraft, just noone sees them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 07:19:29 pm
Sadly you arrived late to the airwar party. Though unarmed  transports probably wouldn't be out of the question, since they'd need a way to appear nonthreatening before shoving a gun down your throat at the landing pad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 07:27:20 pm
well, there goes 6 drawings...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 07:29:08 pm
Hey now, don't take that as discouragement. Post'em anayways when you get the opprotunity!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 07:30:22 pm
Ballpoint has been established as the only force with reasonable airpower. The  SRA has those flimsy gunship things, but up against a Moghopper they're fairly pathetic. Solar Powered airships sound pretty cool though.
Ennnhhhh, do not like. It doesn't make sense. They have time travel, they hop dimensions with ease, and yet somehow, pretty much nobody has airpower? When was this decided?

If time travel is even possible, we're thousands of years from it, and yet we STILL have plenty of airborne combat vehicles. Hitting a target in the air is a lot harder than it sounds, Splint.

edit: if there's any reason that airborne vehicles haven't shown up yet, it's got to be that they don't want to alert the world to the fact they exist. It's hard to hide an airplane in the bushes. But the idea that nobody has formidable airborne technology frankly seems pretty ridiculous. :P

reedit: I do agree, though, that airships should be kept completely out of any battles surrounding Spearbreakers, at least for the time being. If the dwarves saw airships overhead, that would cause a ton of shit to go down, and probably mass chaos... which couldn't be explained through game/canon ties. At the same time, I think that the final battle between Parasol and Ballpoint, when all stops were pulled, would probably have airships - and in huge quantities.

triedit (yeah):
above cloud level. costing only 2-3k a year.
Your math doesn't make sense, either, by the way. :P Even a jet fighter costs around 100,000,000 US dollars (roughly). If you scale money to food, assuming that a dwarf eats about 10 units of food per year, and a real-life human consumes about $1000 worth of food yearly (roughly) and in DF, food is worth about 2 dorfbucks apiece, that means that same jet fighter in DF ought to cost around 200 billion dorfbucks. :D   (I could have the numbers off for the fighter jet price, but the bare minimum is 100 billion dorfbucks.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on September 30, 2012, 07:59:31 pm
Quote
I do agree, though, that airships should be kept completely out of any battles surrounding Spearbreakers, at least for the time being. If the dwarves saw airships overhead, that would cause a ton of shit to go down, and probably mass chaos... which couldn't be explained through game/canon ties. At the same time, I think that the final battle between Parasol and Ballpoint, when all stops were pulled, would probably have airships - and in huge quantities.

Giant birds, goblins being sent flying, a megaproject... Hell, I bet we could make a airship in DF if the game allowed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on September 30, 2012, 08:07:18 pm
Here's my guess for the reason behind the lacking airpower.
In all worlds, dwarves have by far the greatest number of outposts.  Therefore, if the best way to disguise an outpost (both to keep the natives from noticing anything unusual and hide it from all the other pesky dimension-hopping, time-traveling organizations) would be as a dwarven one.  Obviously, (whether you disguise it as building a new fort/reclaim an abandoned fort or start things up in the shadows of an existing one) 90%+ of the outpost will be underground, and thus untouchable by airpower.  This renders airpower a complete waste of time and money, and noone bothers with it.

It is also worth noting that all outposts would mostly be made up of native dwarves who have no knowledge about the whole time-war thing, as forts made up entirely of dwarves with no history or outside connections whatsoever or refusing migrants would send up more than a few red flags.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 08:10:46 pm
Quote
I do agree, though, that airships should be kept completely out of any battles surrounding Spearbreakers, at least for the time being. If the dwarves saw airships overhead, that would cause a ton of shit to go down, and probably mass chaos... which couldn't be explained through game/canon ties. At the same time, I think that the final battle between Parasol and Ballpoint, when all stops were pulled, would probably have airships - and in huge quantities.

Giant birds, goblins being sent flying, a megaproject... Hell, I bet we could make a airship in DF if the game allowed it.
I hadn't thought of that... it'd probably be easily explained as a giant bird. And what dwarf looks up at the sky, anyway? :-\

@Soulslicerjames: That does a great job of explaining why we don't see any airships in the timewar, but doesn't explain why Ballpoint and Parasol supposedly lack it altogether. I think they have it, but they're simply not using it for one reason or another.


And Splint, what was that meteor shower supposed to be, out of curiosity?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 08:17:28 pm
Ballpoint has been established as the only force with reasonable airpower. The  SRA has those flimsy gunship things, but up against a Moghopper they're fairly pathetic. Solar Powered airships sound pretty cool though.
Ennnhhhh, do not like. It doesn't make sense. They have time travel, they hop dimensions with ease, and yet somehow, pretty much nobody has airpower? When was this decided?

If time travel is even possible, we're thousands of years from it, and yet we STILL have plenty of airborne combat vehicles. Hitting a target in the air is a lot harder than it sounds, Splint.

edit: if there's any reason that airborne vehicles haven't shown up yet, it's got to be that they don't want to alert the world to the fact they exist. It's hard to hide an airplane in the bushes. But the idea that nobody has formidable airborne technology frankly seems pretty ridiculous. :P

reedit: I do agree, though, that airships should be kept completely out of any battles surrounding Spearbreakers, at least for the time being. If the dwarves saw airships overhead, that would cause a ton of shit to go down, and probably mass chaos... which couldn't be explained through game/canon ties. At the same time, I think that the final battle between Parasol and Ballpoint, when all stops were pulled, would probably have airships - and in huge quantities.

triedit (yeah):
above cloud level. costing only 2-3k a year.
Your math doesn't make sense, either, by the way. :P Even a jet fighter costs around 100,000,000 US dollars (roughly). If you scale money to food, assuming that a dwarf eats about 10 units of food per year, and a real-life human consumes about $1000 worth of food yearly (roughly) and in DF, food is worth about 2 dorfbucks apiece, that means that same jet fighter in DF ought to cost around 200 billion dorfbucks. :D   (I could have the numbers off for the fighter jet price, but the bare minimum is 100 billion dorfbucks.)
see http://heliosairships.com/ (http://heliosairships.com/)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 08:25:11 pm
Ok, justification time: Cost. And convienience parasol and ballpoint and probably everyone and thier mother have transports. Parasol prefers to not use them out of cost; roads and truck fuel are cheaper and less suspicious. Ballpoint's moghoppers and Sewaturet's skid runner gunships are repurposed transports. Airpower is geared to help the armies fight on the ground and get them where they need to go int his world, not fight thier battles for them. Also, roads are everywhere, fuel easy to come by at the time, so aside from Ballpoint's preference for fielding fast attack forces by air, they just don't see the need for them.

Let's say infantry platoon (30-36 men)= 1m dorfbux to arm, train and equip.
One pilot would probably cost half of that, his aircraft probably quadruple that, and the weapons would cost more than a soldier and all his kit. Soldiers cost less to maintain going by the 2 dorfbuck food worth count, and can be stitched up in the field, where if a fighter gets hit, it's done for and needs to be compeltly replaced, costing even more than losing a group of soldiers. Sure theres the families to think of, but in the end, this is a world that understands that people are going to die in battle, and accept it. And just think of how many trained soldiers would suddenly be unneeded with prevalent airpower?

Plus a number of story incidents probably would have been squashed completely, because Eris is implied to have all it needs to wage a small scale war if it needs to. This would in turn have meant Ecem's team would have died a long time ago because they'd have had combat aircraft to run thier dropship down.

Multininja'd and my argument is probably poorly set up, but Ive also just seen the DF world as one that shuns airborn warfare for one reason or another.

EDIT: The metors were the sythod's arrival. Those may have been spores, ships or what have you. I figured it'd be a good way to explain thier arrival. And I was going on the cheap end with the calulations for the fighter jet. it also cant be used for anything else, so practicality is an issue.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 08:26:46 pm
what about naval?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 08:28:17 pm
Plotwise it doesn't seem like alot of places even have a navy; they just haven't needed it because that's not where the fighting is. I again imagine merchant ships and private vessles are probably stupidly common though, with small navies being enough fo a deterrant to disuade piracy (or the crews not taking any shit and always being armed.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 08:40:22 pm
ah. ok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on September 30, 2012, 08:42:10 pm
Ah, lighter-than-air travel... Yeah, that's not a smart choice for aerial combat, or really anything anywhere where combat might occur at all. :P
The costs listed are for renting, not buying. But if that's what you meant, then that makes more sense, yeah. I thought you were saying Stone INC built their ships for cheap. I stand corrected. I'm surprised.

@Splint:
Quote
Ok, justification time: Cost. And convienience parasol and ballpoint and probably everyone and thier mother have transports. Parasol prefers to not use them out of cost; roads and truck fuel are cheaper and less suspicious. Ballpoint's moghoppers and Sewaturet's skid runner gunships are repurposed transports. Airpower is geared to help the armies fight on the ground and get them where they need to go int his world, not fight thier battles for them. Also, roads are everywhere, fuel easy to come by at the time, so aside from Ballpoint's preference for fielding fast attack forces by air, they just don't see the need for them.
Sorry, Splint, mechanized combat suits are far more expensive than any fighter plane could ever be. :P  Far, far, far, far, far - I can't stress how far. Mech suits would reach into the hundreds of trillions, in dorfbucks. If they have mech suits, they can have airships. If you're basing this largely on 40k, remember that it's a tabletop game, and thus can't really have any true air vehicles. :P I find that unrealistic, but there's not really any way to get around it.

Quote
Let's say infantry platoon (30-36 men)= 1m dorfbux to arm, train and equip.
If we're being realistic, it's actually around 1,080,000,000 dorfbucks to do this (1000 times more than 1m), but you're right that it's cheaper than a single fighter jet. Still, planes are worth many thousands of times what ground troops are, just because of their speed and attack advantages.
Still... point taken. Infantry are quite a bit cheaper than aerial vehicles. It still hasn't stopped anybody from going light on airpower in the real world, so why should it elsewhere?

Quote
if a fighter gets hit, it's done for and needs to be compeltly replaced
Um... where did you learn this? :P Fighters can take many hits before they even need repaired. They're built to last. In the movies they generally only take a few bullets, but hey - it's the movies. In real life fighters rarely get shot down. It's the bombers that have trouble, because they're slow... kinda like infantry, only faster. :P (This was different in WWII, where everything was slow, everything was weak, and pretty much everything got shot down.)

Quote
Plus a number of story incidents probably would have been squashed completely, because Eris is implied to have all it needs to wage a small scale war if it needs to. This would in turn have meant Ecem's team would have died a long time ago because they'd have had combat aircraft to run thier dropship down.
No airpower completely squashes a large portion of Vanya's future story, by the way. I was unaware you'd decided that airpower was out of bounds.

Quote
I figured it'd be a good way to explain thier arrival. And I was going on the cheap end with the calulations for the fighter jet. it also cant be used for anything else, so practicality is an issue.
That's what I figured, but you'd already written it into canon, if you remember, that Ballpoint was what brought the scythods from their planet. :P


With all that said... I still say airpower should be kept from the story, at least for the moment. Later on I'd like to see something along the lines of the Alliance vs Reavers battle from Serenity... that'd be an awesome way for Spearbreakers to fall.


Double ninja, but my points still stand.

EDIT: By the way, as to naval, Spearbreakers is only two miles from an ocean (a good ocean, at that). While there might be naval stuff to some extent, it'd be impossible to conceal... and unlikely to make it into the story anyway, as it's kinda out of range of the fortress. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on September 30, 2012, 08:45:13 pm
Ah, lighter-than-air travel... Yeah, that's not a smart choice for aerial combat, or really anything anywhere where combat might occur at all. :P
The costs listed are for renting, not buying. But if that's what you meant, then that makes more sense, yeah. I thought you were saying Stone INC built their ships for cheap.
-snip-
building, not renting, and fairly robust build. they are ostly used (in my head mind) for observation are bombardment. nice passive shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on September 30, 2012, 08:51:17 pm
I'd gone with them just taking them on board. Sytheod aren't animals after all, they just like killiong things appearently. And this is DF, where even things that CAN fly behave stupidly. ANd I hadn't written it completely out of bounds, it just seems too much. If parasol is as advanced as were going with, since it can field better machines than Ballpoint ever could, I assumed they devised a way to build them on the cheap that they won't share.

A combat fighter can't be repusposed for anything other than combat too. Battlesuits and armored vehicles can be eaily repurposed to move debris or two shit or clean up the general wreck from a battle. And I mean if a fighter takes a hit, I don't mean like from a sissy autocannon or a flak shot or two. i mean if it gets nailed with something that can cripple it, then that fighter is fucked, especially with DF's physics, while a soldier losses an arm and he'll shrug it off with enough thread and cloth on hand. A fighter can't bounce back from bits getting blown off :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on September 30, 2012, 08:58:13 pm
Vanya can hitch a ride on a bunch of cave floaters. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 01, 2012, 05:28:41 am
Apologies everyone. I can't get an update going; I've got 1kb/s down and up and I have to go to bed int a few minutes anyway. Just got home.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 01, 2012, 05:52:40 am
Vanya already escaped the caverns. :P But that was a few pages back. And at least you could get on to tell us the update would be delayed, right?

I'd gone with them just taking them on board. Sytheod aren't animals after all, they just like killiong things appearently. And this is DF, where even things that CAN fly behave stupidly. ANd I hadn't written it completely out of bounds, it just seems too much. If parasol is as advanced as were going with, since it can field better machines than Ballpoint ever could, I assumed they devised a way to build them on the cheap that they won't share.

A combat fighter can't be repusposed for anything other than combat too. Battlesuits and armored vehicles can be eaily repurposed to move debris or two shit or clean up the general wreck from a battle. And I mean if a fighter takes a hit, I don't mean like from a sissy autocannon or a flak shot or two. i mean if it gets nailed with something that can cripple it, then that fighter is fucked, especially with DF's physics, while a soldier losses an arm and he'll shrug it off with enough thread and cloth on hand. A fighter can't bounce back from bits getting blown off :P
Ahhhh... I figured they'd brought the scythod there in the first place, as scythod can't possibly develop even land vehicles by themselves, let alone portals or space travel.

As to the second paragraph... that's completely right. :P lol   Air vehicles become screwed a lot easier than anything else. Might take a missile or two to do it, though. (missiles are actually dodgable in RL, though, and it doesn't take fancy flying like it does in the movies, either. :P)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 01, 2012, 01:59:32 pm
-snip-

A combat fighter can't be repusposed for anything other than combat too. Battlesuits and armored vehicles can be eaily repurposed to move debris or two shit or clean up the general wreck from a battle. And I mean if a fighter takes a hit, I don't mean like from a sissy autocannon or a flak shot or two. i mean if it gets nailed with something that can cripple it, then that fighter is fucked, especially with DF's physics, while a soldier losses an arm and he'll shrug it off with enough thread and cloth on hand. A fighter can't bounce back from bits getting blown off :P
airship=aircrane
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 01, 2012, 02:11:31 pm
An airship isn't a dedicated war machine. They can indeed be used as people movers and freight transport. A fighter jet can't do those things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 01, 2012, 02:22:30 pm
what i was thinking was guns in a cargo container, and as the real life version can cary two, thats 2 guns, and that space can be used for other containers, like the sort of thing the us tried in vietnam, I.E., base inabox
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 01, 2012, 02:24:09 pm
Why does the phrase Base-in-aBox sound like something dwarves would be dumb enough to try?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 01, 2012, 02:26:23 pm
idk. its a cargo container with 40-odd troops in it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 01, 2012, 08:09:25 pm
idk. its a cargo container with 40-odd troops in it.
Why does the phrase Base-in-aBox sound like something dwarves would be dumb enough to try?


That is pretty much the definition of a dorfy idea.
"Dude, let's pile forty guys into a box and drop it into a swarm of enemies from the air!"
"That is the most... Brilliant thing I've ever heard. We wouldn't even have to walk to them!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 01, 2012, 08:14:41 pm
yes, go us army, dwarfier than some dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 01, 2012, 08:46:46 pm
See, when i hear base in a box, i think of something that's a combination of a UNSC Pelican troop transport, and Eliphant mobile assault platform, with the option to unfold into a fully functional base.
EDIT: And the only way to deploy it is from low earth orbit, like the drop pod of an ODST.
... I've been playing Halo lately, can you tell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 01, 2012, 08:49:47 pm
im thinking cargo containers filled with troops and things needed in a base
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 01, 2012, 08:55:52 pm
Of course, my idea would also call for drop pods so the soldiers, support, and command staff can arrive with the base.
EDIT: As a reader of Tom Clancy, i must disagree sharply with the argument that non of the companies need an air force. The point of an air force is to deliver pain where your troops cannot reach, to be a speedy interdiction force, and to harrass and assault enemies far from the front lines. Bombers are there to deliver the payloads, air transports to deliver troops, vehicles, and supplies, and fighters have a dual mission: defending their bombers and transports, and destroying the opponents bombers and transports. As well, even with 90% of a base underground, you can still deliver major, and nearly immediate (as compared to the kind of time and resources ground troops alone would take to perform the equivalent task) pain and destruction. And an underground base is subject to shock, and cave in. Especially if you use a bunker busting bomb/missile, which is best delivered with a bomber or fighter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 01, 2012, 09:30:15 pm
I can't really word my bias against them in any justafiable way. I just flat don't think they're needed in this world because other weapons have picked up the slack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 01, 2012, 09:51:26 pm
I can't really word my bias against them in any justafiable way. I just flat don't think they're needed in this world because other weapons have picked up the slack.


BSSS: Because Splint Said So?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 01, 2012, 10:13:30 pm
Can we please please please steer the discussion away from this? If there's one thing I've learned from my time on the Internet, it's that when nerds start debating anything even remotely-related to combat, everyone loses. It just turns into a dick-waving contest with no end in sight; 'I think my sources are better than yours, therefore I win our unspoken imaginary fight to the death!' 'Oh yeah? Well, I think my sources are better! Suck on that!'.

I'm not saying it's at that point yet, but it looks to me like it's sliding in that direction and I'd rather it not go any further. It looks like it's starting to trail off anyways, but... let's just skip to the part where it ends without anything being resolved. Please.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 01, 2012, 10:17:02 pm
@Splint: no, you're quite right, a large air force is unneeded. But no one having even a small one is pretty off in my mind. After all, at least one company has been stated to have soldiers and commanders of all species, and thus veiwpoints of all kinds, not just the earthen focus of Dwarves. As well, with aerial forgotten beasts, and demons, you can't tell me the thought of ruling the skies over a battle hasn't occured to any of them. You can't use the "90% underground" reason, because almost all battles take place aboveground, in the sun. As well, you can't tell me cost is an issue, because there is no one in the multiverses of Dwarf Fortress that actually cares how much something is, except as a bragging right. "this pair of shoes used ten flakes of adamantium, and costs fifty million dorfbucks. This fighter jet cost 10 billion dorfbucks, three guys died while we were developing it, and we got twenty of 'em." (all of this is said in a voice of inordinate pride.)
@Hanslanda: i don't really accept that, because it almost prohibits thought and counter argument.
@Mr Frog: Ninja'd. Yes, there is the potential of a nerd off, but this is closely related to the time war story, plus, i like to think, on this site at least, we're mature enough to keep our pants securely in the upright position.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 01, 2012, 11:04:52 pm
I can't really word my bias against them in any justafiable way. I just flat don't think they're needed in this world because other weapons have picked up the slack.


BSSS: Because Splint Said So?

Unacceptable. I just have a bias against them when it comes to fiction as in the real world, I percieve them as well.... not really as effective as they're made out to be. I just veer away from anything besides repuposed frieghter type deals because I see it as such: Artillary is sufficently advanced to make up for the lack of fire power. Essentially, the terrestrial big guns make up for the lack of expensive flying things which in this world probably won't really work right anyway (I was leery even about the skids and moghoppers when I decided to use them because I've based alot of the physics upon the game's actual physics, and flying things.... don't fly too good...)

Actually I got bored the other day and thought of a game idea based on the timewar story that had baseline riflemen armed with an artillary designater for a little gadet.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 01, 2012, 11:50:12 pm
See, now that's understandable. In war, controll of the skies doesn't amount to nearly as much as the media makes it out to be, because the media doesn't realise that sky fighting and land fighting are two seperate wars that intercept on key points, such as sabatoging the enemy's supply convoy, or attempting to take out the command and control center. The fight for air superiority is so that you can do bad things to the enemy on the ground, not because the sky is such an important peice of territory. An air force (and a navy too) is support for the real combat, the ground troops. But normal people never seem to understand this. It's an old soviet joke from when they used to wargame, and the home team beat the invaders. "so comrade, who won the air war today?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 02, 2012, 07:18:55 am
Spoiler: because epic derail (click to show/hide)


I'd like to make it perfectly clear that I don't like the thought of ANY air vehicles flying over (or near) Spearbreakers - and that includes the blood plains (at least until the Last Battle, when all stops are pulled). I'm just trying to point out that it doesn't make sense to say that there isn't any air power at all. They're just not using it. Probably because of interdimensional law - "Don't let the locals see your tech" or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 02, 2012, 08:48:13 am
Only two disagreements.
One, i'm not saying the air war is unimportant, but that it's not as important as books, games, and tv make it out to be.
Two, in THIS story, you got no way of saying what technology is obselete. Even America still uses bombers for the big bombs. Not everything will fit on the wing of a jet.
Other than that, thats exactly what i was trying (and couldn't quite) to say.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 02, 2012, 10:27:04 am
Books, games, etc. make air power seem far more important than it actually is, I agree. They tend to do that to a lot of things, actually... >.>

Quote
Two, in THIS story, you got no way of saying what technology is obselete.
True, though the development of technology generally follows a logical path. Stories where people have portals and rayguns and yet are still in the dark ages otherwise make no sense (certain parts of Stargate SG-1, for example, though I did enjoy that series).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 02, 2012, 12:09:36 pm
I feel like I'm gonna laugh my head off if Talvi goes moody and makes an adamantine shield. IT SHALL MEAN I HAVE WAY OR PREDICTING MOODS! MUHAHAHAHAHAHAHA
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 02, 2012, 01:02:39 pm
Decided to do something new.

Spoiler (click to show/hide)

Now, what do you think of this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 02, 2012, 01:10:45 pm
Sounds like sombody pissed off a bunch of angry and probably sober dwarven executives.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 02, 2012, 05:09:01 pm
hey talvi, i DID mention VTOLS, as in airships. and due to the discussion, i am now thinking about a navy for Stone INC
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 03, 2012, 12:45:05 am
Update time!

17th Opal 208

Due to an error in the containment facility, the marksdwarves only approach close enough sometimes, and hence, people come in to the room, become frightened off by the spawn, and drop their loads. It's piling up, so it's a race against time before too much becomes left there.

Foolish wimps. I mean, yes, the Spawn are frightening, but not THAT frightening.

(http://i.imgur.com/vJypf.png)

18th Opal 208

The merchants have finally left.

(http://i.imgur.com/Y4E26.png)

I haven't seen Vanya since the lockdown... and Talvi's only just shown up again. She seems strange and a bit more subdued than usual.
It's weird. I know Talvi's a bit crav/zy. But she is behaving... NORMALLY. Normal for Talvi is insane for her.

It's chilling, in a way.

The soap production continues, as does the yarn manufacturing. We will be known for our clothing, mark my words!

Corai, Nevyn and Doctormonch try hard to build the walls before the sight of the spawn growling ineffectually at them overwhelms and they flee. It's amusing, in a way.

The coati we captured just after the spawn siege is now trained. Strange little creature.

We're actually running out of space for the food we have. I've ordered more pots to be made to contain the food, and more space for the food.

Lomoth, the most recent addition to our pet forgotten beasts, sits bubbling about happily in its pond. I've named the pond Lake Lomoth The Stupid Chicken Thing.

(http://i.imgur.com/ll1NE.png)

21st Opal 208

I've been getting Fischer and the others to show me a few tricks. Can't be too careful. I miss Vanya. There was something about her that was... different to the other women in this fort. I realise now that it's not a creepy drug-fueled adulation as I had for Rose, nor the lust fueled by loneliness I had for Rochia.

Something about Vanya seemed... right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 03, 2012, 12:50:26 am
Heeheehee, seeing Talvi's sidestory being officially incorporated into the main LP makes me feel all fuzzy for some reason.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 03, 2012, 12:52:14 am
Lake Lomoth. Ah like. Got a ring to it.

If you get that reference, you win an internet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 03, 2012, 03:32:06 am
Lake Lomoth. Ah like. Got a ring to it.

If you get that reference, you win an internet.

RED vs. BLUE?  Season 1, ep. 2?  Sarge on the warthog/puma/chupathingy?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 03, 2012, 07:40:29 am
Yay, Vanya's in the official updates. :D I'm really tired at the moment, but I think I'm going to see if I can write a brief journal entry for Talvi later on...

About the dropping stuff issue - can't you just forbid/suspend everything in the room and restrict the hallway?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on October 03, 2012, 08:54:25 am
so can we funnel some magma into lake lomoch? maybe we get chicken stew  ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 03, 2012, 10:40:21 am
Lake Lomoth. Ah like. Got a ring to it.

If you get that reference, you win an internet.

RED vs. BLUE?  Season 1, ep. 2?  Sarge on the warthog/puma/chupathingy?

You sir get an internet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 03, 2012, 02:25:44 pm
im confused...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 03, 2012, 02:37:50 pm
so can we funnel some magma into lake lomoch? maybe we get chicken stew  ;D

Also, you just want to make it into soup because he's a chicken and you're a turkey..... Hmm, a turkey with a terrifying mohawk and two battleaxes or a giant giant chicken with poison dust... You know, I'm actually not sure who'd win that one.

Probably the chicken in the long run cause of the dust but it'd be too dead and in too many peices to enjoy winning.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 03, 2012, 05:21:09 pm
Spoiler: Journal of Mr Frog (click to show/hide)

I'm probably fucking something up by posting this... Probably shouldn't take it seriously. I'm just bored right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 03, 2012, 06:02:21 pm
It's a good read, Froggie. I don't see how you could screw anything up by it, the story works pretty independently of the canon while still being close to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 03, 2012, 06:07:01 pm
Hehe. 'The Scythod never encountered anything like |me|...'

Mr Frog: Scarier than anything evolution on the most horrifying planet in existence can produce. Also, likes birds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 03, 2012, 07:02:36 pm
mr frog, im pretty sure i already have said this, but you are a GOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 03, 2012, 07:04:29 pm
mr frog, im pretty sure i already have said this, but you are a GOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 03, 2012, 09:01:49 pm
They've also never run into railguns, mughammers, and disc launchers all designed by a drug-addled bioengineer who dabblies in making weapons that may or may not function totally right at first glance. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 04, 2012, 01:34:07 am
mr frog, im pretty sure i already have said this, but you are a GOD.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 06:51:39 am
mr frog, im pretty sure i already have said this, but you are a GOD.
A god that melts in gnomeblight. ;D
Bravo, Mr Frog, bravo. :)

I regret I haven't really had much time on lately, so I haven't managed to make a Talvi journal entry. :-\ I think I'm going to try to scramble one together now...


The Journal of Talvi Diamondknight, 16th of Opal, 208
The pages are finely nibbled around the edges, as if she wanted to eat them but was worried about her writing remaining intact.
I got V... I got 'er, I did. She was stealin' Mr Frog right out from unner me, and sleepin' wit' him in 'is room. I'd rather a badger borrow feathers from an emu than  know what they was doin' in there t'gether. I knew somethin' was wrong with 'er from the moment I saw 'er in the hallway. It was a coupla years ago, afore she started bein' in Mr Frog's room all the time: she took down four soldiers in th'hallway - I saw it, I did, hidin' across the way. Ain't no god 'cept Fischer could do it like that, and she's a dark god, she is. V did it as easy as sloppin' fish around in a nest box. I knew then that she weren't a dwarf or elf no more.

Mr Frog screwed the cavy tunnel shut, so I couldn't get her while she slept, but I watched. I waited. I knew someday, she'd slip up... but I didn' want her to attack me like she did those other folks. Iss okay, tho - I got her. Nobody can know. I'm the only one who knows she's not like us, and they'd kill me for it. I don't see why I didn't never take her ou'side and leave 'er, tho, same's when the troll was wooin' the pitchfork. That woulda worked right fine. She trusted me, she did. If she hain't, it wouldna been so easy to take'r out, and I still had to wait 'til she was tired.

But now Mr Frog should be mine. There ain't nobody else who loves him like I does, I swear. Even the disciples of The Master ain't got no love of their master like I do for my Mr Frog. I know 'im better'n anyones. I know his moss tunnels unner the fortress. I know his weapons. I know what he likes to drink and what he smokes whene'er he's alone.

But he don' love me.
Not e'en with V outta the picshur.
Least he didn' grieve her much.

I ain't got the slightest idea why he won't love me none. I'm a sweet gurl, I is. Honest to Fischer I am. I'd give ever mug I own t'be his girl, an' some cavies besides. I got cavies - did I mention that? Splint an' Reudh were right nice folks an' got me some. I like Reudh, but ever'one says there's somethin' wrong with him, like he ain't right in the head'r somethin'. He don't fare too well in shoutin' matches, neither. There was times when I said to myself, I said, "Talvi... Why don't he jus' make like snakes and drop his legs somewhere?" It woulda made 'im think faster, I'm right sure 'bout that.

I'm gettin' distracted again, dear me. Iss okay, tho. All's okay. But Mr Frog'd better look my way soon... It's like when the cavy said to the turtle, "soup? I'll eat it." 'cept it weren't soup, y'know? I'm gettin' mighty tired o' Mr Frog not lookin' my way. 'Course, iss hardly been a week since V died... Urist keeps lookin' for her, poor fool. I told 'im they got her, but he wouldn' believe me. He jes keeps lookin'. Anyhow, I'll give Mr Frog a couple more months... I ain't gonna wait forever.
The message ends in a series of scribbles converging in a crude broken heart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 04, 2012, 01:55:43 pm
mr frog, for that, you are a god among gods. only slightly below the great Toady 1. now if you only made more mods and posted them...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 04, 2012, 03:55:41 pm
Wait, ballpoint created the Scythod?  I thought they came about through natural means and became a menace purely through being so dangerous without any outside interference (or or at least none involving anything below an ingame god).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 04:16:09 pm
I figured they arrived by some engineered metorstorm, or some sturdy larval forms did or something. Personally I blame the Sequivet. They dumped the Scythod here to clean it out, and will arrive to find the local populous..... Less than willing to lie down and die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 05:05:48 pm
Scythods weren't created by Ballpoint, no. They evolved on a distant planet, Ballpoint found them and thought they'd make great soldiers. The Seqivet were originally the ones that brought the scythods over to dwarfworld, but that was in Mr Frog's mod, back when it was still in business. Now, it has to be Ballpoint... otherwise it makes no sense that Ballpoint could've "hired" them.

They were originally going to have eyes, something Mr Frog strongly detested and finally did away with altogether (and I'll admit, I like them better without eyes now). This is from a PM where I was explaining them, minus the part about the eyes. It does a pretty good job of explaining my thoughts behind the scythod, and their homeworld. It also does a good job of demonstrating that I'm a major astronomy buff, though that wasn't my intention. :P

Spoiler: Wall of Text (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 05:30:14 pm
I just blamed the sequivet because we've got portal systems sure, but even I'm against space travel where it isn't a major element of normal life.

How I looked at it: The seqivet found them, and decide to use them as a sort of biological pest control, dumping them on world they want for colonizing or research (they strike me as very scientifically minded for some reason.) Sure finding living animal species to study would be abitch this way, but on the plus side tehy'd have a wealth of other life to study along with with the mineral wealth of the planets they take. The Scythod get to spread, the Sequivet get soldiers and research material/living space if they decide they want it. otherwise, the Sequivet are just galactic scale trolls of unparralelled dickery who throw an almost perfect death machine at planets for shits and giggles.

Skip ahead in time and the Scythod found this world full of edible critters. Edible critters who don't like being attacked, and tend to object with all manner of nasty implements they've never even 'seen' before, ranging from swords and hatchets all the way up to (even further along) flamers and armored vehicles they can't cut into. As they aren't mere animals, they'd see the logic in accpeting aid as thier 'prey' deployed newer and more effective weapons faster than they could adapt. Some would also see benefit in trying to integrate into other soceities for protection and acess to what they consider precious resources, or hiring themselves out as mercenaries so they can be directed to prey and earn allies they might be able to call on in the future if they find a foe they can't beat alone. This gives us the likes of those in Sewaturet (who've integrated more or less into a society of other creatures to reap the benfits, and may serve in military or sanitation roles if they're opprotunists who'll partake in carrion if they're hungry at the time) and the Scythod employed by Ballpoint (They get to fight and prove themselves better warriors, if they fall under a culturally militant race, and more often then not, the bodies of the enemy are free game for consumption.)

In the future aspect (post Spearbreakers II at the least) They're often given a sort of artificial head mounted on thier  mouthstalks so they can make use of the well lit surroundings and tell friend from foe when fighting with nonscythods on thier side. A headshot then would probably scare the living shit out of somebody who popped one of these "heads" and all it did was piss the alien slashy thing off and now it's coming at you screaming obscenities in some terrifying clicky language with some jarring dwarven or whatever other languages they may have learned mixed in about thier heads being expensive to replace.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 05:53:16 pm
I never said space travel. Portals can be used for that. Seqivet bringing them and just dumping them on a planet that they have no attachments to makes no sense at all, and the idea of them choosing this one planet out of trillions of potential planets is so nutty I don't even want to think about it. :P Seqivet would have no problem with simply coming down and exploring themselves, anyway - they're masters of stealth.

Ballpoint, on the other hand, employs other species as part of their troops. This is most readily apparent in how they were trying to redesign the Holistic Spawn for use in their military. I don't think it was drop pods that Mr Frog saw, though, but orbital strikes. Nice job with choosing the mountains, though - it's a scythod's natural habitat. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 06:01:18 pm
How do you map out a planet for a portal jump without going there first though. Hence my outlook.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 06:05:31 pm
Easy. Telescopes. A bit better than what we have, but it's the easiest thing in the world.

Edit: And by the way, they either have to have telescopes, or space travel, because otherwise they never would've found Everoc in the first place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 06:23:38 pm
Why do I feel a debate coming on.

I mean, if it's a good distance out, even the best terrestrial telescopes would be ineffective at mapping a planetary surface, let alone one obscured by comparitivly hot gasses which would also render thermal imaging difficult. Having the coordinates you need on your own world is one thing, because well.... You live there. Having them of an alien world that would be more trouble than it's worth even by DF standards to even build a research station on though, is a stretch even for the portal tech which if I recall right need some kind of coordinate mapping that has to be fairly accurate to avoid complications during transit (such as silly things like death.) that's not even counting that even Parasol relies on machines that would suffer horribly under that planet's conditions, to say nothing of humans, dwarves or what have you deployed there just to keep the locals from killing the construction crews and trashing machinery.

Ina word, it's easier using the Sequivet as a catalyst (maybe they want to see how these creatures adapt to a well lit world full of all manner of creature) for the Scythod's arrival. Will they become the apex predator on this world as well? or will they become prey in some twisted role reversal? Following a brief absence period, research stations and colonies are established out of a want to do more up close observations of what's gone on or just those of thier kind looking at the planet as an opprotunity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 06:36:32 pm
It's starting to feel like you're trying to paint an image of Ballpoint being the "White Knights" of the universe, an image that clashes horribly with the fact that they were going to kill off an entire continent of sentient creatures just to test what the spawn were capable of. :P


Quote
I mean, if it's a good distance out, even the best terrestrial telescopes would be ineffective at mapping a planetary surface, let alone one obscured by comparitivly hot gasses which would also render thermal imaging difficult. Having the coordinates you need on your own world is one thing, because well.... You live there. Having them of an alien world that would be more trouble than it's worth even by DF standards to even build a research station on though, is a stretch even for the portal tech which if I recall right need some kind of coordinate mapping that has to be fairly accurate to avoid complications during transit (such as silly things like death.) that's not even counting that even Parasol relies on machines that would suffer horribly under that planet's conditions, to say nothing of humans, dwarves or what have you deployed there just to keep the locals from killing the construction crews and trashing machinery.
First, you estimate. Pop a portal, send somebody through in a suit and some tech, reestimate, and then you can put a portal right on the planet surface. Easy as anything. You're likely to miss the planet on your first try, and if you want to be careful, you stay out of the portal and stick a camera through - or even just a wooden stick. If it comes back in one piece, it's safe to go through. It makes all the sense in the world.


However, Ballpoint wanting them as soldiers also makes all the sense in the world, as they've been previously demonstrated to do just this: use many different species in their armies. The seqivet having them as "pest control" makes absolutely none. Scythods don't inherently possess any weaponry more powerful than bone tools, but are more than capable of adapting to use what they find. Seqivet, on the other hand, have electronic gadgetry, plasma weapons, etc. If they wanted to wage war on all of dwarfworld, they could, and easily. They don't need the scythods at all, and that problem was one of the ones that bugged Mr Frog half to death while he was working on the Frogmod.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 06:40:57 pm
White knights my ass, soldiers are expensive to replace if they get eaten. (AKA guns and armor can't be resued if they're bent and shredded to scrap. Implying they care more about the gear than the soldiers :P)

I still don't like the idea of Ballpoint going out of thier way to find aliens to use as soldiers. the spawn were here already so they make sense. But whatever, I've said my peice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 04, 2012, 06:43:39 pm
White knights my ass, soldiers are expensive to replace if they get eaten. (AKA guns and armor can't be resued if they're bent and shredded to scrap. Implying they care more about the gear than the soldiers :P)

I still don't like the idea of Ballpoint going out of thier way to find aliens to use as soldiers. the spawn were here already so they make sense. But whatever, I've said my peice.
But Ballpoint wasn't here already. They had to come here for the Spawn. Ballpoint is from elsewhere. If they'd come here for the Spawn, they might go to scythodworld for the scythod.

Also, lol at the soldiers joke. It made me chuckle. :P And good point.

Spoiler: random and offtopic (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 04, 2012, 07:10:39 pm
I was just trying to justify them knowing about them at all. It seems pointless even for dwarves to go LOOKING for things that want to kill and eat them, much less ones that will turn thier best soldiers (and by extention themselves if the bugs managed to get even a few in before the portal shut) into bloody mush and tattered body armor (I can only imagine what they did to your soldiers on that glacial fort.) Oh well though, I don't want you to rewrite a whole mess. It just seemed off that they SOMEHOW had already working knowlege of the planet to send a portal opening to and how to communicate with the local apex predator (I assume they are this, since they posses language, possibly primitive toolmaking and an assumed martial culture because of thier predatory nature.)

I now have in mind a random little thing about the change in the way soldiers fight thanks to Mr Frog's inventions here, despite them being crude imitations or even outright whole-cloth expierimental weapons with what little knowlege and gear he had or could have smuggled to him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 05, 2012, 06:11:42 am
Quote
I now have in mind a random little thing about the change in the way soldiers fight thanks to Mr Frog's inventions here, despite them being crude imitations or even outright whole-cloth expierimental weapons with what little knowlege and gear he had or could have smuggled to him.
Actually, now that Mr Frog has his real PEA, he can start making major improvements to his designs and mass-producing, though he still wouldn't have the appropriate equipment to perfect them. I think weapons were a sort of hobby for him before, but now he's actually getting to put it to good use.

Also, where is everybody? Spearbreakers fell onto the second page. *glares*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 05, 2012, 09:02:35 am
I'm starting to worry I scared everyone away. I'd hate that. :( Updates, Reudh?

And... the next chapter.
Vanya's Journals, Chapter 30: Scythods
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 05, 2012, 09:28:51 am
Nice story!

Too lazy/tired to write up commentary. Get on Tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 05, 2012, 09:46:04 am
I can't, I'm afraid. :P I have somewhere I need to be in about an hour or so, so it'll be a while before I get back on, if I do get back on later today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 05, 2012, 09:50:26 am
I like the Scythod now.

I'll go on tinychat in the morning, and an update shall come too. Tired, it's 1am. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 05, 2012, 10:37:18 am
I find it rather comical what they named that contractor.

Can't pronounce letter J.
Name translator incest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 05, 2012, 02:37:50 pm
I don't think you have to worry about scaring anyone away with your little debate, Tal :) You, unlike me, are at least polite about it.

Excellent update as always. You did a sterling job conveying the scythod's alien nature.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: codyorr on October 05, 2012, 03:35:19 pm
Ah so I moved out of the background a while ago and started killing things. While in real life I started trapping raccoons and possums and killing them. Nice!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 06, 2012, 12:18:26 am
I like the Scythod now.


This. They sounded badass before, but now they sound like legimate sentient beings of wisdom, not just killing machines.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 06, 2012, 03:39:34 am
Ok so I've been in a very good mood for a few days now and I just got the giggles by thinking of Fischer and Draignean and the rest of first squad coming into combat to this tune (http://www.youtube.com/watch?v=Rs71EYwQSAM).

Spearbreakers Strike Force One Assemble!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 06, 2012, 04:47:31 am
Post Combat Log of Draconik Sankis:
I can not believe the ill-fated timing of this attack, curse you Ballpoint. Frost is conducting a scan to find out what I broke fighting to get back here.  i'm going to record the data as best I can however there were more important things at the time, like survival.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 06, 2012, 06:50:02 am
Blegh, ABSOLUTELY nothing has happened since my last update besides housekeeping.

23rd Opal 208

It's nearly the end of my reign. It can't come too soon... I want to pack up my things and leave. Off exploring. Hopefully people will think better of me in my absence.

I have been tidying up my loose ends. Production is at an all time high. I told Rose about how I've been getting a few tips from Fischer and she immediately guessed.

"Reudh, it's nearly the end of your reign... I realise you feel terrible about what happened and what went on between us, but 'starting anew' is not a good thing to do."

I can't help but tell her the truth.
"I... I feel I should go look for Vanya. I haven't seen her around lately... and if she's scarpered I want to find her. I... I think I like her."

Rose frowned. "Like as in how you liked me? Or like as in how you liked Rochia?"

"Neither. I... feel a kinship with Vanya. I feel like she's the person for me... and so I want to search for her. I want to leave Spearbreakers as I fear I'm going to be assassinated the moment I step down... even now I've improved."

"Reudh, I don't like this one bit... but if it's how you feel, it's how you feel."

6th Obsidian 208

I can't help but feel the urge to get out, so in spite of our blood splattered landscape (some blood fell from the sky and I accidentally drank it... most unpleasant) I left and had a look around.

Blast that Stova memorial I made. Blast me spelling it incorrectly.

It is pretty and blue though.
Trees are being knocked down to keep a good stockpile. I'm overhauling the animals we have; slaughtering cubs and training those that aren't trained.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 06, 2012, 06:56:08 am
I find it rather comical what they named that contractor.

Can't pronounce letter J.
Name translator incest.
Lol, I was trying to match everything as closely as possible with the LANGUAGE_SCYTHOD.txt raws. It still had the older words... but it's lacking "Amber" and everything past it. :( I saw that "lonne" was "incest" and went "YESSSSSSSS... it must be mentioned."

Scylk is actually "cudgel". Spylk is "fist", and skylk is "meal_ground". I changed his name a few times while I was writing and finally decided on "Scylk".
edit: this was done with my (now gone) language generator. The "ylk" ending was a randomly-generated suffix that meant "violent". "Pi-" is a suffix that meant "Flowery" in the scythod language. Fun fact: "Bride" is pronounced "piss". Wasn't my doing. >.>

I like the Scythod now.


This. They sounded badass before, but now they sound like legimate sentient beings of wisdom, not just killing machines.
I like examining things from unexpected angles. :)

And thanks, guys. :) Didn't expect praise for such a loosely-related chapter, but it's appreciated.

Updates, Reudh? *looks hopeful*   Oh, and by the way... I doubt this has ever been done in a succession fort before, but if you could replace Vanya's name with a placeholder like "Nyava", that would be much appreciated... that way she doesn't get killed off at the fort while she's traveling the bloodplains. She may return eventually, but a chapter where I have to teleport her back and kill her would be awful.
I'm actually starting to feel constricted by the setting, which I think is probably a bad thing, considering I'm writing for a succession game... the journals ended up turning into something more along the lines of a legitimate novel. :-\ ...oops.

Ninja'd by an update.

edit:
"Neither. I... feel a kinship with Vanya.
I find it somewhat amusing that Reudh doesn't seem to feel kinship with anyone until he comes across an elf. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 06, 2012, 01:02:11 pm
............ OH, now i get it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 06, 2012, 01:39:01 pm
Now you get what?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 06, 2012, 07:15:18 pm
Bump. Where is everybody?  ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 06, 2012, 07:17:45 pm
Haven't had anything to say is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 06, 2012, 07:18:44 pm
Meh. :( We need updates. And I suppose I ought to get to work on that next entry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 06, 2012, 07:28:33 pm
Reudh just hasn't had much to report. His turn's just about over and he's been plodding along, and we'll be suffering  having another leadership shift soon. Hell we may end up with an offshoot story out of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 06, 2012, 08:20:28 pm
I don't have much to say because every time i try to start a conversation anymore, i get jumped with a meta conversation about whether or not what i'm talking about is off topic, and frankly i'm sick of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 06, 2012, 08:28:00 pm
I don't have much to say because every time i try to start a conversation anymore, i get jumped with a meta conversation about whether or not what i'm talking about is off topic, and frankly i'm sick of it.

This too. We've gone of on tangents about why airpower is missing (since most of these things are dwarf made probably, I blame mechanical and training failures that would be rediculous to us,) Assembling a radioshow, jokingly saying Talvieno should publish the vanya story, and had a few speels of random conversation to kill time and keep the thread active.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 06, 2012, 09:39:02 pm
My FPS is declining, making time go slower and slower. I left it unpaused for a good few minutes and only advanced a few days. I'm fighting to keep it above 10fps. D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 06, 2012, 09:47:10 pm
Hrmm... I hope the next guy can deal with it decently. This is turning into a swordthunders in terms of FPS....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 06, 2012, 10:12:21 pm
I do have a rather old computer, and there are SO many animals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 06, 2012, 10:18:40 pm
cages. if nothing else them not being able to path might aleviate it some.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 01:19:37 am
Yeah, I'm slaughtering the excess and caging most of the rest, besides the ones needed to keep the livestock industry continuin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 07, 2012, 01:36:18 am
Hey reudh, just letting you know, Rose is changing her mind about letting dorf!reudh just leave. What with all the dangerous stuff just in the bloodplains, she'd consider his odds of survival better in the fort than out, even with all the people that dislike him. And she would do her damndest to keep him safe as a fellow member of the fort. Should he decide to leave anyways, she'd reccomend finding a soldier who doesn't hate him and/or is freinds with Vanya as a body guard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on October 07, 2012, 01:37:49 am
@Splint, Xahnel:

Meh, I no longer really see the point of playing OT Police when nobody but myself even wants me to anyways. Go nuts.


I am genuinely-disappointed that nothing really ever came of the radio-show discussion, but that's neither here nor there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 01:41:45 am
Or Reudh could just hitch a ride out with some passing merchants to a town where he can hire some muscle to back him up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 01:46:19 am
@Xahnel
Sure, as long as it doesn't block what I've got planned for the poor hopeless sod. :D

@Froggie, something DID come out of the radio show discussion, though we decided to save it until after Spearbreakers finishes.

@Splint, that sounds like the most likely idea. He'd hitch a ride/ stowaway with the humans, as they'd start in a human town.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 02:20:08 am
11th Obsidian 208

I've continued slaughter of the animals to help with clearing out the fortress a bit.
Additionally, I have started the dwarves spinning the yarn into cloth for use... then we may make woolly clothing for the world.
Rose has been keeping her eye on me; she doesn't want me to scarper. Fair enough.


12th Obsidian 208

Not again...
(http://i.imgur.com/PxU1o.png)

I'm so tired of this. Another siege. Spawn again. There's 26 of them from what initial reports say; though there were many more than we first guessed in the earlier siege.
(http://i.imgur.com/7SPCh.png)
I got Fischer and Paintbrushturkey's squads into position in time, and thankfully Terrahex and Bukitodinos worked hard to complete the wall that I'd left open for some repairs.

(http://i.imgur.com/t0qDM.png)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 07, 2012, 05:56:10 am
I don't have much to say because every time i try to start a conversation anymore, i get jumped with a meta conversation about whether or not what i'm talking about is off topic, and frankly i'm sick of it.
:( Sorry about this, Xahnel. I actually greatly enjoy our little derails/discussions, and as Mr Frog says he'll stop nagging us about it, do you think you might come back?

Also, about the bodyguard for Reudh... interesting.  ??? I'll be interested to see what Reudh does with that.

And also... UPDATE!!! :D

The shit hits the fan, again, right at the end of your turn. :D The Spearbreakers Tradition continues on. I love how it does this. "Yawn, nothing ever happens here. (beat) HOLY SHIT, WE'RE ALL GOING TO DIE!"

I'm actually really worried this time. Even scythod don't have anything on Spawn, and we're still recovering from the last attack. (Seriously, unarmed scythods wipe out unarmed dwarves without casualties, but unarmed holistic spawn wipe out unarmed scythod 8/1.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 07, 2012, 01:28:43 pm
I'm actually really worried this time. Even scythod don't have anything on Spawn, and we're still recovering from the last attack. (Seriously, unarmed scythods wipe out unarmed dwarves without casualties, but unarmed holistic spawn wipe out unarmed scythod 8/1.)

I thought what scythods had over spawn was the ability to ninja out of engagements and reappear somewhere undefended?

You might need to wait this one out if you let the spawn gather in numbers again, Ruedh.

Edit: didn't preview and had to fix improper quote tags
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 07, 2012, 02:49:57 pm
UPDATE! WOO!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 04:39:43 pm
Spawn are almost ready to engage them. I'm recounting every time I feel I should; it's still sitting at 26.

FAKEEDIT: Just recounted. 48. Blarg.

Alright, I'm turtling.

EDIT: Too late to turtle. Looks like I'm going to have to get in there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 07, 2012, 04:53:50 pm
I don't think this is good..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 05:18:19 pm
If the groups are apart, smash one then the other. We don't have the manpower to stop them all at once.

And James, you were thinking of the Sequivet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 07, 2012, 05:18:40 pm
pray that nothing happens to the one of armok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 05:21:21 pm
I guess I do need to say it: Anyone else think it's awesome we pissed off a bunch of death machines this much?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on October 07, 2012, 05:23:38 pm
I guess I do need to say it: Anyone else think it's awesome we pissed off a bunch of death machines this much?

I still think they just want Fischer's autograph. But they don't know that Fischer signs her name with her pike. And signs her name on their face.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 07, 2012, 05:25:53 pm
I very much don't like the looks of this.  :o Holy shit, when Reudh has the shit hit the fan, it really hits the fan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 05:29:28 pm
So long as they're broken up we should be able to give'em a good stompin'.And if worse comes to worse, the civil defense corps can be called upon to cripple some of the spawn and withdraw.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 07, 2012, 05:31:00 pm
So long as they're broken up we should be able to give'em a good stompin'.And if worse comes to worse, the civil defense corps can be called upon to cripple some of the spawn and withdraw.
...
Aren't those... marksdwarves? :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 05:36:03 pm
Hey all they need to do is slow them down until the first group is killed off. Not like they can kill them anyway save for a lucky shot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 07, 2012, 05:42:50 pm
Yeah... I think we're screwed, now. I feel bad for whoever goes next.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 06:10:17 pm
13th Obsidian 208: Siege!

I drew off about half the spawn force by opening up the back entrance; half their force started running down the tunnel, which I then blocked off again. Thankfully I had someone manning the lever; if no one had obeyed the instant I ordered the lever pulled, my gambit would've failed. That's drawn away and stalled about 20 spawn.

I've ordered Fischer and Paintbrushturkey's squad into place just outside. I sealed off Fischer's Iron Barracks, so they can't enter via there.



Splint tapped me on the shoulder and requested that I also send Civil Defense 1 and 2 to the towers. I also got Third Squad Second Company to head up to the towers too. Hopefully we can cripple the advancing spawn before they engage Fischer's squad.


Varn and Mekkia are the first to fire. Mekkia goes wide, and Varn's bolt would have hit if the bloody spawn didn't dodge it.

(http://i.imgur.com/3pMr6.png)

Fischer becomes attached to her hood.
I'm not going to be able to write much in this journal if i want to record this: so... it's gonna be thick and fast.

Gedor Shutrelic is the first spawn to arrive at Spearbreakers. Fast little bastard he is. Head of one of the squads. He's fired upon but dodges every bolt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 07, 2012, 07:29:20 pm
So... on a scale of 1-10, how badly do you estimate we're screwed this time?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 07:32:31 pm
I'd say....6. In tinychat basically getting a blow by blow. Some poor fool named Domas got iced by a lucky claw.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 07:59:14 pm
14th Obsidian 208: Siege!

The marksdwarves fire carefully, but the Spawn dodge with ease. Jack Magnus is the first to engage a Spawn in melee, backed up by Fischer. Jack cuts off the elite spawn's foot, making it fall. It swipes at him but he nimbly jumps away and takes off its arm.
Fischer joins him, and performs martial dentistry.
Terrahex and Mekkia help them by peppering the spawn with bolts.

The second Spawn joins in, and is paid with a shattered upper body for its troubles by Fischer. Jack and Tenshedstagshil are cutting limbs off like a blender.

Fischer causes a spawn to enrage, then severs its arms. Another spawn joins in.
The rest of Squad 1, 2 and 3 move in.

Jack barely dodges a move, then gets knocked over by a spawn that's frothing blood and fuming. Awl joins in to help him. Klikit and Lor fire fruitlessly. Mekkia scores a hit, which would kill any normal being.
Mincer and Kramar hang back.

Fischer scratches one in the tongue, which tears apart its cheek. Klikit breaks a Spawn's leg with a bolt. Fischer blocks a barrage of attacks before punishing the spawn who launched the attacks with a chop to the face. Paintbrushturkey just about bisects one's skull, which doesn't kill it. Kramar punches, but misses. Mincer hangs back.

A huge Elite Wrestler spawn faces Fischer. Fischer stands strong, and with her are Skitara, Awl and Dauros. Draignean and Niccolo fight another.

A spawn is captured. The spawn who Klikit shot is being used for target practice.

Many spawn die to Squad 1, 2 and 3's axes and pikes.

It's all going well; no injuries. And then:

Domas Aknunfeb Ramoltakuth Kogan has been struck down.
Domas was doing just as well as anyone else, but a lucky strike from a spawn tore her brains out.

Rochia happily peppers a crippled spawn with bolts. Banai decides to join in. Corai misses with all six of his shots.

Fischer and Dauros barely dodge several hits.

Besides the death of Domas, the battle's going much better than the last one. Anri II almost hits the heart of a spawn.

Draignean plows into three spawn and scatters them like bowling pins. Fischer dodges another attack and neatly severs its head.

Skewer barely dodges some hits. Dauros gets into the swing of things.

Draignean uses a Spawn as a punching bag.

Banai joins in finally and shoots at random. Jack Magnus staggers back a few steps, blood gushing out of his back. He drops his shield and Tenshedstagshil, and uselessly throws himself at the spawn but bounces off.

My friend....

His entire squad leap to his defence and surround the broken dwarf. Jack attempts to crawl away, and gets a decent way. He looks bad; his entire lower body hangs useless. He gasps and growls soundlessly.

Skitara follows him and starts laying into the crippled spawn following the quadriplegic Jack.

Jack bumps into another spawn, who bites him. Jack breaks free, his squad clean up the spawn chasing him.

Jack Magnus, my friend... I hope you make it.

Crippled and dying, Jack rolls and drags himself painfully and slowly toward Spearbreakers. He looks up at the gate, smiles, and dies.

Jack Magnus the Ordered Fight has suffocated.

Why... why did Jack have to die?

The spawn inside the gate are all dead now. Squad 2 and 3 return to their original spots. I order Fischer's squad to take care of the four remaining Spawn, when...

The Minotaur Child Eb Ritasgeb has come!

Awww, lookit the little baby minitaur.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 07, 2012, 08:13:00 pm
21st Obsidian 208
The siege is broken, but my friend Jack is dead.

I'll never forget how he alone reached out to me when I was sad. He gave me a statue... which was weird indeed, but it was a nice gesture.

I've cancelled the alarm. The Minotaur Child was just about ripped in two by Dauros. Fischer didn't think it was worth her time.

Slabs for Domas and Jack are being made.

Oh... such a sadness I feel. I know now I must leave Spearbreakers... it's like a beacon to the spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 07, 2012, 10:23:56 pm
...

Holy shit.




I can't believe Jack Magnus died... o.O That's... whoa. Splint, do you still think axes are overkill? Even with the marksdwarves, we can't hold off the Spawn. They're coming for us... and there's nothing we can do.

Turtling sounds wiser all the time.

Poor Jack Magnus. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 07, 2012, 10:45:13 pm
Jack was one axedwarf compared to having 12 axelords out at once (with 1st and 2nd deployed.) Most of our axedwarves died or were horribly crippled anyway int he seige before. Just means we need to enact a recruitment drive (and I hate to say it, but we might need that god forsaken room again to maintain the same level of quality. This saddens me.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 07, 2012, 10:49:57 pm
Whoa. This will bring sadness to Story!Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 08, 2012, 03:57:41 am
Wait... Jack died....

Pardon me while I go brush up on my T.A.G Architecture, I have a feeling that Spearbreaker might need a "BATTERY" or four to power something to stop the spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 08, 2012, 04:48:39 am
Perhaps Draconik could study some of the fallen spawn for ideas about how best to kill them? We've even got four cooped up in the containment facility and two more in cages.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 08, 2012, 08:56:23 am
i like how your going on about the spawn and Fischer gets attached to her hood.... also, hows my dwarf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 08, 2012, 12:17:39 pm
Last I recall he was dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 08, 2012, 01:45:29 pm
the third one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 08, 2012, 02:38:35 pm
Aseaheru I (actually II) fell off the spikewalk and dehydrated to death because the spikewalk was forbidden.

Aseaheru II (actually III) is doing just fine. He fought in the siege before this one but didn't score any kills.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 08, 2012, 03:41:25 pm
ok, thanks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 08, 2012, 03:52:06 pm
23rd Obsidian 208

I come to you with terrible news. Mad-Dok who was in combat seems to have been bitten on the foot. He's come down with a fever... and so we're unfortunately having to place him in a holding cell... I had hoped to avoid anyone becoming ill with spawn-fever during my tenure; and I seem to have failed.

Mad-Dok doesn't want to go, but he knows it's the best thing to do. He's taking his sweet time though!

[Seriously, Mad-Dok's ignoring station orders AND burrow orders; I can't get him to the holding cells. I assume it's got something to do with the fact I told him to not use a uniform, so he's shedding his armor and weapons and replacing them with clothes, then very, very slowly Store Item In Stockpile. I've assigned Fischer's squad to shadow him.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 08, 2012, 03:53:11 pm
23rd Obsidian 208

I come to you with terrible news. Mad-Dok who was in combat seems to have been bitten on the foot. He's come down with a fever... and so we're unfortunately having to place him in a holding cell... I had hoped to avoid anyone becoming ill with spawn-fever during my tenure; and I seem to have failed.

Mad-Dok doesn't want to go, but he knows it's the best thing to do. He's taking his sweet time though!

[Seriously, Mad-Dok's ignoring station orders AND burrow orders; I can't get him to the holding cells. I assume it's got something to do with the fact I told him to not use a uniform, so he's shedding his armor and weapons and replacing them with clothes, then very, very slowly Store Item In Stockpile. I've assigned Fischer's squad to shadow him.]


And we add yet another individual to our growing list of Spawn!Dorfs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 08, 2012, 03:56:52 pm
Asea didn't fall off. He got a busted arm during a cleanup operation and couldn't get out because somehow the hatch got locked. I don't even remeber locking that hatch to bo honest. Technically that death was my fault, but history will place his death squarly upon Lord Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 08, 2012, 03:57:46 pm
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 08, 2012, 04:01:45 pm
I get the feeling Mad-Dok is going to turn at some point, and he's not going to be in a holding cell when it happens. :P I just hope he doesn't bite a few other dwarves.

Where's that "golden age" everyone always talks about? That blessed "equilibrium" where the fortress runs itself? I think Spearbreakers missed the memo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 08, 2012, 04:06:45 pm
Our golden age, or at least 1st one, began with Mitch, went through Paintbrush and myself, and ended when Reudh took power. No offense ot you Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 08, 2012, 04:17:05 pm
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
quotes section?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 08, 2012, 04:34:13 pm
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
quotes section?
This deserves to be in there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 08, 2012, 05:22:24 pm
None taken, it fits my character. Plus, this is my first ever community fort.

31st Obsidian 208

This is my last day as overseer... and it can't come too soon. I finally convinced Mad-Dok that he needed to get in the holding cell, and he went.

I need to get out of Spearbreakers.

That's it. I'll hitch a ride with the next human caravan. Then I can find Vanya. That's not bad, is it?

I'll leave a copy of my journal here... i'll spend the next few months jotting down plans, then when Autumn comes, I'll hitch a ride with the humans. This statue that poor old Jack gave me will probably suffice as barter. I know Rose doesn't want me to leave, but the rest of Spearbreakers'll be glad to see the back of me. Under my tenure, more than 10 people have died.
I'll remember you guys.

Aseaheru, Anri, Tahujdt I, Hakah, Krypta, Soulslicerjames, Adil, Pokonic, Sus III, Ezum, Litar, Domas and Jack.

Vanya fled, many people died, we had a refugee. I was drugged, Splint was cranky, and Talvi was weird.

It's an interesting place, but i can't tarry. Softa and Ashsaber still haunt my dreams, and no doubt Mad-Dok will too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 08, 2012, 06:08:04 pm
What ever happened to the idea of my dwarf's will continuing to screw your dwarf over?  Did you forget, or just not get to it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 08, 2012, 06:20:19 pm
I would think it would take the debt collectors some time to arrive at Spearbreakers, and Dorf!Reudh is staying until the next human caravan. I'll get around to it partway through (iirc) Karakzon's turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 08, 2012, 07:28:07 pm
And so, the end of the reign of Lord Reuhd has come. Wildly unpopular with the dwarves of Spearbreakers, will history look kindly upon this dwarf? Only time will tell. Now begins the wait for the new overseer to step up to the plate. Will he hit a home run, or strike out? Will the pitcher continue throwing spawn curveballs? Will Fischer be recognized as a living goddess of war? Will Draignean ever figure out that a punch to the nose isn't a good thing?

Find out on the next exciting episode of SPEEEARBREAKEEERS!!!

EDIT: That should be read in the voice of the announcer from dragon ball z (original american dub). With the same music, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 08, 2012, 09:04:27 pm
Will the pitcher continue throwing spawn curveballs?

What could make you think it will ever stop?

Quote
Will Fischer be recognized as a living goddess of war?

No, as that position is beneath her.

Quote
Will Draignean ever figure out that a punch to the nose isn't a good thing?

See also: signs of armageddon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 09, 2012, 03:46:58 am
Well, shit. I got myself readdicted to an old MMO I haven't played in ages, and I come back to my dwarf being dead >.>

At least I died in battle. Better than dodging off of the spike bridge or something :p

I haven't really decided how a "redorf" for me would work (assuming I do get redorfed), but whenever there's time, I'd like to be redorfed as Magnus II, and put back into the military (whatever weapon you see fit). Story wise, I guess the easiest way would be for my ghost to possess some poor bastard, and hopefully not cause a world ending tear in the fabric of the universe similar to the Battlefailed saga. Or, just a relative. Either way works :p

Considering how many pages I've missed, I can't really respond to each and every story/journal post I enjoyed, so - you guys are awesome. That's all that needs to be said, honestly. I'll try to keep myself more up to date on the goings on of Spearbreakers from now on as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 09, 2012, 04:25:35 am
My turn's over. I'll upload the save tomorrow, and some housekeeping memoes I'll PM to whoever's next. I think it was Karakzon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 09, 2012, 07:12:45 am
Draconik_Sankis has entered a Strange Mood.  Draconik_Sankis has claimed a Laboratory. Draconik_Sankis has claimed the following materials.  Steel Bars, Admanitine Wavers, Jack's Body.  Draconik_Sankis has Begun a Not so mysertious reConstruction.

Draconik's Log Post Siege Notes.
Spoiler (click to show/hide)

OOC: Spirit Possesion Jack really when we have soo many Mad Sciencists around. The !!FUN!! has only just begun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 09, 2012, 10:36:50 am
-snip-
Lmao, brilliant. :P

It's kinda sad to think that Lord Reudh's reign is finally over. He was pretty fun. I do like the idea of Draconik "bringing Jack back", though... That sounds epic, and completely in line with all the other crazy stuff we've come up with. :D

As to the V story, my keyboard stopped working. Reason: cats. No, literally, a cat peed on it. :-\ It may be a bit before I get another good story post out. Hopefully I'll have a new keyboard soon.

Splint, did you contact Karakzon yet?
    Edit: Karakzon hasn't posted since late September. :-\ not liking the looks of this so far.

reedit: about the scythods - I recently remembered I had the regular human sizes in as a placeholder. Whoops. Anyway, after much detailed work, basing everything on my idea that the armscythes ought to weigh as much as a human's upper leg, scythods now weigh about 315 lbs instead of 165, and a 20-20 match with scythods vs spawn yields 20 dead spawn, and 7 dead scythods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 09, 2012, 01:02:38 pm
I had school yesterday, so I'll contact him today. If we get no response in three days time, then.... I think Loud Whispers is next. And it'll probably be the day the turn the fortress goes under.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 09, 2012, 06:22:28 pm
I would like to take a moment to brag, if you will indulge me. I have just completed every mission and boss fight in Shadow the Hedgehog with an A ranking. And were it not for the fact that an inoportune scratch erased a part of the expert mode levels, i would do them too. I now turn off my wii, no memory card in it.
I am... Satisfied. I've never completed a mission based game like that. I've beaten them, but never gotten all top ranks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 09, 2012, 07:03:06 pm
what i NOW want to read: a spearbreakers siege as told by a sports announcer...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 09, 2012, 07:10:14 pm
Spearbreakers Save just after my turn. (http://dffd.wimbli.com/file.php?id=7023)

I may as well put the housekeeping crap here then.

Karakzon, or LW if Karakzon doesn't respond:

-Jack and Domas' slabs are being built.

-The containment chamber is a bit of a failure. People wandering past become afraid by the spawn and drop their load. Civil Defense 1, 2 and Squad 3 Second Company are the best ones to deal with this; send them standing right next to the fortifications. They won't fire otherwise. Alternatively, send Fischer's squad in if you can convince the dwarves to pull the lever. Bit of an oversight, that one. I should've put the lever outside.

-The military is in desperate need of a recruitment drive. We lost eleven soldiers all told during the Spawn Sieges, and two more crippled. Move some of the strongest Second Squads up to First Squad to fill the holes that Jack Magnus left (there's another space anyway). Move Third squaddies up to second squad. Leave Civil Defense units alone; they're not soldiers except during the call of duty. They perform many tasks around the fortress.
Leave Squad 3 Second Company as is; unless you want to add marksdwarves to it.
the squad 'Returned Servicemen' is for those dwarves too crippled to be of use in any other roles but combat. Sus II with his broken spine and Uvash with her missing foot are the only members currently.
the squad 'The Infected' can be safely disbanded. I set it up to try and convince Mad-Dok to get into the holding cells. He eventually obeyed.

-Mad-Dok will almost certainly turn quite early into your turn. Thankfully he's stowed away inside a cell.

-You won't need to worry about food or drink for quite some time. I made sure about that. It would be a good idea to get rid of some mugs, be it in an offering or using them as trade goods.

-Keep the livestock industry rolling, but cage any you don't need. We need every bit of FPS we can muster. I had 15 for most of the year, 5 during intense combat situations. (2.0ghz dual core, 4gb ram)

-The majority of the fort's industry is in pretty good condition.
-Keep bolt production rolling- we will need it. Bone bolts work fine.
-And so on.

Thus ends my turn!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 09, 2012, 07:18:53 pm
shifting soldiers up in squads is ill advised. 2nd squad is comprised soely of axedwarves and those soldiers in other squads are all using other weapons, and weapon proficeny seems to be a factor over all. I hate to say it, but due to the increasing attrition rate of high quality soldiers the room may be needed to maintain that level of quality and avoid depleteing our population and fightening off replacement workers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 09, 2012, 10:16:51 pm
So. Mad Dok is doomed, and that's just a footnote in the turn summary. This place is awesome terrifying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 09, 2012, 10:32:45 pm
There was also Gorefast on my turn, who was shot dead the minute he turned. And that one who migrated. They died so fast though they were just speedbumps, if that. He's a footnote because he didn't turn and tear five people to shreds or anything. Mad-Dok's relations should be looked at, if only for story purposes though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 09, 2012, 10:42:55 pm
He's only got two or three passing acquaintances iirc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 09, 2012, 10:45:02 pm
Well then. None shall truly miss him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 10, 2012, 03:34:21 am
Just posting to say, I absolutely love the idea of a Frankenstein/Iron Man version of me running around, story wise. I may or may not have started cackling when I read that post, Draconik >.>

I wonder just how much FPS the mugstacks are currently eating up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 10, 2012, 04:06:07 am
My guess? Alot. Autumn's caravan may end up with a few dozen bins for free after we buy out all thier metal and food. And possibly clothes and any cloth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 10, 2012, 04:07:09 am
I gave away/sold about 1k mugs. No dint in FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 10, 2012, 06:58:12 am
I gave away/sold about 1k mugs. No dent in FPS.
If this implies there are enough mugs that dumping 1k doesn't even qualify as a dent in the stocks, this is quotable. :P


Splint, I don't know if you'd consider it a bad thing, but... Since Mr Frog got his weapon blueprints PEA, we could take Reudh's save and make minor adjustments to the weapon raws - "sawpike," "chainsword," etc. I doubt it would save us by itself, if we slightly edited their attack power, but it'd be cool. I'm for and against it, honestly. You know my preference to do things "legit", as I call it. :P It's just a thought.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 10, 2012, 07:22:44 am
The stocks menu iirc had ~5.5k before I started selling them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 10, 2012, 07:28:02 am
Aw, then the main issue wasn't mugs. Still, 5.5k is a lot of mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 10, 2012, 01:53:06 pm
just buy everything. any crafts we can sell to them NEXT year.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 10, 2012, 02:30:32 pm
Mr Frog's weapons are best described as barely functional improv jobs and expieriments. He doesn't have the tools he'd need to mass produce them on the scale they'd be needed in thier present form. Not that Fischer would accept a new weapon.

EDIT: Due to educational obligations, Karakzon has thrown in the towel. Loud Whispers will be contacted and alerted that he's up.

28th Obsidian/1st Granite, 208-209. Intermittant Entry.

There are curious things afoot in this fortress. We've suffered random attacks by the mercenaries who before had helped us following our ceasation of business (I guess they didn't take thier contract termination well,) reports of some sort of flying mechanical monster in the form of a fish, a mechanical abomination remeniscent of a bronze colossus that somehow managed to disappear within the fortress, and Jack's body's gone missing. We recovered the remains of Domas after the battle, and another dwarf who had wounds not matching what Reudh saw Jack suffer from his observation point. I can only suspect some skulking Spawn made off with the body to feed another small warband with.

My hammer tells me the training station may be required following a recruitment drive, and that something else might have taken Jack. I still think a spawn stole away with him for meat.

They will pay for thier tresspasses.... Oh yes, they will pay.

The writing in the journal continues off into a small passage written in some strange language you can't translate, but appears to be a heavily bastardized form of dwarven. You're positive it has some kind of religious meaning and is probably a curse of some sort upon the spawn as a race, possibly of Barbarian origin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 10, 2012, 02:40:47 pm
mini megaproject: getting Dwarf! Frog a lab
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 10, 2012, 03:35:21 pm
Ok, Loud Whispers is also unable to proceed, so who wants his turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 10, 2012, 03:42:10 pm
I'm up for it, but you'll have to understand I'm a huge noob. If you're not owith that, I won't take the turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 10, 2012, 03:51:49 pm
That's fine. If necessary when I get back from school, I'll be happy to make myself available to assist you in running the installation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 10, 2012, 04:47:36 pm
if no ones up for x-mas week can i have a go? i wont be that good with the candyfloss, but i might be able to build a bunker......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 10, 2012, 06:33:51 pm
More or less everything's set up anyway; if you feel you'll have trouble, all you need to do is know which levers do what, and which squads are best suited to combat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 11, 2012, 11:12:28 am
Downloaded the save.

Now, I need a bit of help installing it. Should I just put it into the data/save?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 11, 2012, 11:18:45 am
Yup. Just drop the folder right in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 11, 2012, 02:49:25 pm
have !!FUN!!  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 11, 2012, 03:04:05 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 11, 2012, 03:40:47 pm
Here begins my journal as no longer being overseer. It was an interesting year...

1st Granite 209

209.
Wow. Already.

So, I called up Tomio to my office, and Splint and Fischer too. I thought Tomio would be the perfect counter to my rather haphazard management of the fort I had.

"Tomio, I choose you as the next overseer, because I feel you have all the qualities I lack, bravery being among them." I told him.

Fischer started to speak, but Splint interjected. "We feel that Reudh is correct in this case. You seem to be the best choice for the next overseer; and we feel we should tell you that Spearbreakers is a dangerous place. Can you handle it?"

Tomio nodded. "I will be able to handle it... after all, I have a few tricks up my sleeves."

What a strange dwarf. Ah well, that's the end of my reign, and the beginning of Tomio's. I now have to prepare to get ready to think about leaving to find Vanya, or at least having a vacation from Spearbreakers. Too much weird stuff has happened here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 11, 2012, 06:40:58 pm
Congrats on inheriting the save, Tomio. :) I'm sure you'll make us proud. And hopefully terrified.

And there's no need to spoiler your entries, now that you're overseer. In fact, it'd be helpful if you labeled them with something like:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 11, 2012, 07:20:18 pm
i have no idea how to do that...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on October 11, 2012, 08:25:42 pm
No wait, mitch was killed. Landed on his head.  :(

Re-dwarf me as the best mason. I at least want a climactic death next time >:(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 11, 2012, 08:28:40 pm
Hey it was a non-canon accident. Why the hell he was even down there is beyond me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 12, 2012, 08:12:06 am
That was alternate-timeline-Mitch. :P The real Mitchewawa is fine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 12, 2012, 11:56:46 am
I hate to advertise here, but I am currently working on a story fort and would love it if you guys dropped by. Except maybe Mr Frog, since I know how my writing style seems to drive him to the brink of madness when I forget dialogue tags. I figure since we have lulls in Overseer/Author activity it'd give us something else to do/talk about if we get bored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 12, 2012, 02:32:01 pm
Spearbreakers Overseer's Log.

Day one.
Hello Diary. I've been checking out the fortress here for about ten hours, and now I'm giving an order for something that is TYPICALLY Spearbreakers. People CAN'T hate me for this!
This is TOTALLY not a part of my secret evil plan.
(http://i48.tinypic.com/azjax5.png)

Day Seven.
(http://i48.tinypic.com/14wrqr8.png)
No-Hair gave birth to a baby, while shooting bolts at a Hollistic Spawn. Don't ask me why.

EDIT:

Day Ten.
(http://i46.tinypic.com/8zfgcp.png)
Ehm... This is not good, I suppose?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 12, 2012, 03:04:10 pm
Mad-Dok is safely in containment, happily screeching at everything with Ashaber and Softa now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 12, 2012, 03:21:44 pm
well, THAT was a bit of a understatement. i bet they are ECSTATIC at being able to hide from the army...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 12, 2012, 03:28:35 pm
Softa's barely clinging to her sanity, Ashsaber's gone completely bonkers due to being in an "and I must scream" state.... Mad-Dok will probably turn out to just be that one creepy spawn that makes no noise and sits on the bed-shelf staring up at the food chute until feeding time and at the door the rest of the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 12, 2012, 10:26:19 pm
Softa's barely clinging to her sanity, Ashsaber's gone completely bonkers due to being in an "and I must scream" state.... Mad-Dok will probably turn out to just be that one creepy spawn that makes no noise and sits on the bed-shelf staring up at the food chute until feeding time and at the door the rest of the time.


... It is now official.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 12, 2012, 10:34:54 pm
Also, I figure since it's stagnated, our TVT page needs some maintainence and some of the other stuff updated. I'd do it myself but I can't remeber my damnable password. Also: because of the sheer amount of utter unadulterated horseshit our military force has endured, both before and after the danger room, i vote we add Badass Army to our page. Not many dwarves can be struck in the head repeatedly by instant death inflicitng monsters with no ill effects afterward (Fischer) or kick off a living demon-thing's hand. (Dauros)Or for that matter, suffer spinal injury and still attempt to fight (Jack, Sus II.)

Dunno why i was reminded of this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 13, 2012, 06:45:28 am
If you can figure out your password, go right ahead with the TVTropes page. I stopped working on it for a number of reasons, one of them being the fact that I was the only one working on it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 13, 2012, 06:53:54 am
Tried time and again. The broken link on the Crossdresser link for Bombzero in particular has been irritating the ever loving crap out of me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 13, 2012, 06:57:15 am
I occasionally do things on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 13, 2012, 08:40:17 am
I've done at least 90% of the things on it. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 13, 2012, 09:12:23 am
There, added some more stuff. Might add a bit more, but I am not signing up to be caretaker. Haven't the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 13, 2012, 09:19:07 am
A smile comes to my face whenever I see mention of Dauros and his hand removing kicks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 13, 2012, 09:36:30 am
ive had troops kick out spawn teeth, and punch them out. but they were a mod of Frog's so it might not count.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 13, 2012, 09:38:52 am
Teeth are easily removable. Fischer bit teeth off.

Hands on the other hand, hahahaha, have bone and connective tissue and muscles and stuff holding them together, where teeth are held in by a mere gomphosis joint, which is quite weak.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 13, 2012, 10:03:25 pm
I am not signing up to be caretaker. Haven't the time.
This.

So, Tomio... ...updates? :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 13, 2012, 10:05:17 pm
We know he's working on it. He'll update when he can.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 13, 2012, 10:31:35 pm
In the meantime, there's always Tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 13, 2012, 10:32:16 pm
Indeed. me and Corai are in there discussing our camps right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 13, 2012, 10:46:31 pm
Talvi needs to get into Tinychat. D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 14, 2012, 05:54:12 am
Small update:

Dorfed BFEL:
(http://i50.tinypic.com/28qztar.png)

I have some trouble dorfing Jack, as there's no male axedwarf in Squad one.


EDIT:
I found it hard sleeping with the giant spawn screeching in the background. Gonna try if feeding it will shut it up for a while.
(http://i50.tinypic.com/2ztf3fd.png)

Well, turns out our current war-noble loves his Giant Emus. Too bad for him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 14, 2012, 06:23:36 am
Sorry I wasn't in Tinychat - I wasn't online. I think I may have even been asleep by the time you posted that, but it's iffy. Haven't been feeling well recently.

Also, lol... :P I think the giant emu thing is hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 14, 2012, 11:51:00 am
That basically means assign a replacment Tomio.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on October 15, 2012, 11:51:19 am
I suppose I'll follow this.
Now I have to read all 300 pages of posts...  :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 15, 2012, 11:52:56 am
I suppose I'll follow this.
Now I have to read all 300 pages of posts...  :-[


Think of all the fun you'll find! And random, pedantic arguments that were totally SRS BSNS at the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 15, 2012, 11:53:56 am
I suppose I'll follow this.
Now I have to read all 300 pages of posts...  :-[

A good chunk of it is idle chitchat and random debates about stuff in the sidestories. There's a PDF available if you'd rather use that, though I don't think it has a portion of Reudh's turn. Would you like a dwarf as well?

EDIT: Ninja'd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on October 15, 2012, 12:13:53 pm
Would you like a dwarf as well?

It would be an honor.
TheKaspa is ok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 16, 2012, 06:11:07 am
So Tomio, how's it all going? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 16, 2012, 09:59:36 am
I was away for 2 days for school, and I didn't have the save on my laptop, so I couldn't play. Sorry for the delay.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 16, 2012, 11:13:52 am
Not a problem. You didn't drop off the radar at random so it's all good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 16, 2012, 12:53:54 pm
17th of Granite. Overseer: Tomio.
Diary, what happened today was... Slightly weird. You remember of course the Holistic Spawn we set up to be targeted by the Civil Defense units to train? Yeah, one of those got killed by a shot to the heart. I don't like it, since we can't really take away the corpse without putting ourselves at risk. Now it's spreading miasma. Great!
(http://i50.tinypic.com/28kkd8m.png)

23th of Granite. Overseer: Tomio.

Diary, what happened today was good. The Spawn have been silent for about a week, thanks to the giant emus I "borrowed" from Splint (who didn't seem very happy with that borrowing). As Heinrich McSpawn, you should know him as Spawny, told me, they were just hungry. Now they should shut up for at least another week, thanks to some chemicals I... Borrowed, like with the emus, from Mr Frog.


OOC:
Redorfed Jack, although it wasn't in the first squad, someone else has to assign him HER to that. (Me+Military= HUGE CLUSTERFUCK OF LOGISTICS. DON'T ASK.)
His HER(?!) kills:
(http://i47.tinypic.com/1fvju9.png)

HimHerself:
(http://i48.tinypic.com/mtuwsk.png)

Dorfed TheKaspa:
(http://i50.tinypic.com/xprc7o.png)
She also had one kill, a zombie dorf. Congratulations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 16, 2012, 01:52:25 pm
We'll refer to Jack as him for simplicity's sake. Jack is a male dorf, this was just the result of Drakonic's... Expierimenting bringing him back to us. Simply find the dwarf in the military screen and assign him to the open slot in first squad. Issue him Chancefin too, as that was Jack's axe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 16, 2012, 04:45:43 pm
... I knew this was going to happen.

Well, I guess we can refer to him as "Maggie" for now :p at least, until he dies again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on October 16, 2012, 11:49:50 pm
I find it scary that even our basic dwarves are "basically unbreakable" on a side note, choosing weak and prone to sickness may not be the best idea for military dwarves...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 16, 2012, 11:54:22 pm
weak can be fixed with the nightmarish physical training our soldiers seem to enjoy. The disease thing.... Eh, no real way around that and not really a good idea I'll admit, but sometimes it can't be helped or won't matter (considering our soldiers effectivly die if they get hurt in the place.) Fischer's suseptible to disease too but she's fine. Then again, her badassery may shield her.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 17, 2012, 12:16:22 am
If I remember right, Spearbreakers!Fischer is susceptible to sickness.
Canon!Fischer's cells ALL function as killer T lymphocytes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on October 17, 2012, 09:23:36 am
If I remember right, Spearbreakers!Fischer is susceptible to sickness.
Canon!Fischer's cells ALL function as killer T lymphocytes.

Don't think that would work, but they sure go about their busness armed and armoured....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 17, 2012, 03:12:59 pm
Canon!Fischer's cells ALL function as killer T lymphocytes.

quotespage?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 17, 2012, 03:20:45 pm
No update, but I can tell you one thing. MIGRANTS!

Notanedit: Three of them. Great.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 17, 2012, 03:31:43 pm
Three's better than nothing. They're probably replacments for the minor losses we had. To increase migration, up the pop cap.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 17, 2012, 05:48:43 pm
Well, now that I think about it, if Fischer's cells all have a killer T lymphocyte function (that is, inducing apoptosis in foreign cells), that would mean she could never, ever have a transplant.
And a Fischer Spawn could inject cells into the opponent, killing them slowly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 18, 2012, 02:55:09 am
Started reading this thread a couple of days ago, and this is by far better than Note to Urist!

Note: Spoiler contains cross-game fanboyness. Read at your own risk.
Spoiler (click to show/hide)

Keep it up, guys!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 18, 2012, 11:05:36 am
[6th of Slate, Overseer: Tomio.
I made Splint happy today!
(http://i49.tinypic.com/2vnl6qu.png)

Nothing else has happened so far, except for the three migrants that came. Useless bunch.


Ehm... I can't really find Chancefin. SLIGHT PROBLEM.
Edit: I found it. In the specific weapons thing. Point is, it's in use. Who the hell would use a dead guy's axe?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 11:55:41 am
Soldiers with no actual specified weapon (say they're just told to carry battle axes, not issued a specific one) issued to them will grab the most valuable one they can get thier mits on. One of the sill living axelords probably took it because it's considered more valuable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 18, 2012, 01:04:22 pm
Soldiers with no actual specified weapon (say they're just told to carry battle axes, not issued a specific one) issued to them will grab the most valuable one they can get thier mits on.

That caused a LOT of trouble in Boatmurdered.

Nothing else has happened so far, except for the three migrants that came.

I'm keeping this on the record.  That way, when things go wrong in your next update, you can only blame yourself for provoking Murphy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 18, 2012, 01:25:56 pm
(psst, I'm trying to get something fun or !!!FUN!!! to happen.)

Edit: After some juggling around with Jack, I renamed Mincer (I think) to jack, and Jack to mincer. Now all can be happy, as Mincer is still a legendary WEAPONDwarf and Jack is now a legendary Axedwarf. Without Chancefin, but still.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 18, 2012, 02:46:23 pm
Quick question. Should I invade hell, or not?

EDIT:

LOOKS LIKE !!!FUN!!! IS BACK ON THE MENU BOYS!

(http://i50.tinypic.com/2a0j14j.png)

Fischer arrives...
(http://i47.tinypic.com/ih0f2g.png)

And it's over several moments later. Wow.

(http://i45.tinypic.com/30mbb4n.png)
Proof.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on October 18, 2012, 03:16:28 pm
Yeah fisher has a tendency to disintegrate thinks you set her onto....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 18, 2012, 03:27:44 pm
OK, sliiiiiight problem. FB had extract thing, Fischer is now Resting Injury-ing. If she dies, how fucked is the canon?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 03:33:10 pm
What did it cause. That's the important thing. And just give them thier names back. We seem to be largly ignoring gender for player characters so....

Also: Please tell me you have the game saved prior to Fischer becoming bedridden. Because if that shit does anything fatal, more for our own sake I'd appreciate you rolling that back, because that too much of an anticlimax death for Fischer and therefore unacceptable.

EDIT: Also, happy 400th post. But seriously, what did the dust do? That skinless frog monster just exudes knockout gas, this something similar?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 18, 2012, 03:45:02 pm
So far, drowsiness. Probably nothing bad. And yes, I have a save prior to the battle, but that's about ten days difference (not much). Anyway, how do I up the FPS cap again?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 03:53:01 pm
SHould be something in the int.txt or d_int.txt under the data folders. And this seems strange: Our FBs with dust have it specialized to disable the enemy rather than kill them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 18, 2012, 04:13:49 pm
OK, sliiiiiight problem. FB had extract thing, Fischer is now Resting Injury-ing. If she dies, how fucked is the canon?

Nothing else has happened so far, except for the three migrants that came.

I'm keeping this on the record.  That way, when things go wrong in your next update, you can only blame yourself for provoking Murphy.

Called it!

But seriously, if Fischer dies or becomes permanently crippled, savescum.  Because if you don't you may WILL find yourself experiencing a gruesome fate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 04:17:58 pm
Plus the canon!fortress will suffer a catastrophic blow to morale it may never recover from.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 18, 2012, 05:22:13 pm
i for one will get bored. and then no babbling about how i still have to find that &#@$*!&$ SCANNER!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 18, 2012, 06:47:31 pm
Well, if Fischer dies, that's not as huge a blow to the military power as you think. Dauros and Draignean are very close behind in terms of strength.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 06:54:36 pm
Yeah. But think for a second about that. We had a military of what, 30 full time soldiers? we've already lost 12 and two were crippled. If Fischer dies? Fuck military strength, that's still a catastrophic morale blow to the civilian population and probably the soldiers too (because Draignean would be the ranking officer, and we all know why this is bad.) Besides that, we've all gotten rather attached to Fischer now and her dying such a pitiful death outside of battle is just plain wrong at this point (were this much earlier when I fully expected her to die, I  wouldn't care.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 18, 2012, 07:07:17 pm
One of my 31.25 Mcoms was easily as strong as Fischer. 120 Notables, 100 non-notable kills.

She survived losing a leg, three FB sicknesses (rot, perma-paralysis, temporary unconsciousness), gaining Legendary Crutch Walker, gaining Legendary Misc Object User.

Even after being crippled, half her body going necrotic and paralysed, she still oneshot most enemies. I had her kill a VCC, and she oneshotted it with her maple crutch.

RIP Zaneg Meetingcrypts the Blockaded Recluse of Justice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 18, 2012, 07:10:33 pm
Yeah but they failed to become memetic badasses in a succession game where more than one person had become attatched to them and used them as plotpoints in stories. Plus she didn't get bashed in the head by spawn on top of bears repeatedly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 18, 2012, 07:58:24 pm
that WAS rather interesting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 12:53:06 am
Hi guys!

Can I please be dorfed? Preferably as a swordsdorf named LFTON or LFT09. I'd say with 'Doesn't really care about anything anymore', but that narrows nothing down :P

Plus I'm good at backstory, but I'm still WAY back on page 178 atm `^^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 12:55:02 am
Welcome to the madhouse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 19, 2012, 12:59:55 am
Have a journal!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 01:49:05 am
Why thank you! \\^^//

Beginning the journal now.



Ok, here it is. Part One: The Dreamer Awakens.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 01:59:05 am
I just have you set to claim any unclaimed military dwarf. We don't really use swords here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 02:22:17 am
Hey, I'm up for learning new things.  8)

Learning = education = loss of money = loss = fun.

Therefore, learning is fun!

Unless it's Double Physics.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 02:31:24 am
Physics ends in smashed skulls and flooded fortresses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 02:32:23 am
Not in high school  :'(
And those computers can only run DF, at best, at 40-odd FPS
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 02:34:48 am
I was making a sweeping statment about DF Physics in general. Somebody had an entire segment of sea decide to change psoitions to the inside of his fortress. And enemies I pitch off onto spikes tend to land head first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 02:38:52 am
Ok.
I suppose DF has better physics than, well, uh...
For one programmer, the physics are GREAT!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 02:40:44 am
As off topic as this is, I've also learned how kobold spearmen can outclass some dwarves: Speed. God help you if you're an animal man or even giant animal, and a spearbold who is fuck-all fast is coming for you on solid ground.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 02:45:06 am
Kobolds can get stuffed by any of:

Still, back to the topic at hand?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 19, 2012, 02:45:55 am
Well, regarding movement, the physics are good. However, given that Toady coded an entire WORKING METEOROLOGICAL SYSTEM, as well as shear stresses, density, etc of every single material in the game, I'd say he's done pretty well. :D

It's hard to fight against something that knocks you down seventeen times per second.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 02:49:01 am
Can't knock it down when the first thing it does is knock out your legs' ability to function. And I was talking vannilla critters. She's brought down two elk birds, a giant otter, four oppossum men and a tick man alone. Chased them down, and violently stabbed them to death. Her poor lover only has half that many kills and they were mostly elk birds.

ANYWAY

I seem to be suffering various forms of artblock. halp... Tomorrow, cause I need to sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 03:23:02 am
Sigh...

The TvTropes page on Spearbreakers contains too many spoilers that I can't resist looking at...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 19, 2012, 12:51:51 pm
Overseers' Log, Overseer: Tomio. Date: 22nd of Slate

In all the commotion of our wounded God-Champion Fischer, some random Dwarf had a mood and claimed a clothiers workshop. HUZZAH... I guess.
(http://i45.tinypic.com/vpke55.png)

Also, a new Dwarf has arrived. Goes by the name of LFTON, and is an adept swordsdwarf and the sergeant of one of the squads.
(http://i49.tinypic.com/2e51lzm.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 12:56:04 pm
Oh joy. I wonder what the little tool wants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 19, 2012, 02:21:24 pm
go check before i ask the mighty Frog to test out one of his creations on you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 06:32:19 pm
Ok, Part 2: Secrets and Sergeants
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 06:38:03 pm
My imediate reaction to reading that?

"Keas fucking suck."

Excellant work. Let's hope Tomio can figure out uniforms and such and get you a proper sword and some hardy recruits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 06:47:08 pm
Thanks.

Right before Angelbane did fall, a kea did steal my ARTIFACT ADAMANTINE SWORD.
I have since vowed to murder every kea I spot, with more prejudice than The Master's !!CARNAGE!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 19, 2012, 06:49:16 pm
I now hope some kind of mutated kea FB or titan attacks, prompting Lefton (I'm spelling it like that because I assume that's the pronounciation) to fly into a rage the likes of which the gods have never seen and charge it despite everyone telling him to stand his ground.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 19, 2012, 06:50:18 pm
I can't wait to write that up  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 19, 2012, 07:51:51 pm
Tomio, any update on Fischer's mystery illness?

In future, send Squad 3 Second Company to deal with FBs that can get through our defenses that also have dust/blood/etc. They should have improved since I finished since I set up a archery range and the spawn containment field.

I can give you pointers on how to operate the uniform screen if you like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 20, 2012, 01:41:43 am
You have no idea how much I'd appreciate that. Oh, and no news, since I couldn't play yesterday (We had a school ball thing, like a prom, I guess?).


Overseers' Log, Overseer: Tomio. Date: 2nd of Felsite.
So, I was walking around the fortress, when suddenly someone came at me and said: "Look at my new shoe, mister Overseer!" In his hand, he held one of the most well made shoes I had ever seen. I asked him: "Why didn't you make a pair of shoes? I mean, so you have something to go with it. Because only wearing that shoe and another, less perfect shoe, would look quite weird..."
He told me he didn't think of that, and that he'd work on another shoe.

(http://i49.tinypic.com/s3oftt.png)

Overseers' Log, Overseer: Tomio. Date: 12th of Felsite.
(http://i47.tinypic.com/35l5kzm.png)
Finally, a caravan has arrived. Let's welco- Fuck, it's the elves. Well, at the very least they won't make short jokes because of Fischer and Draignean. Let's trade our stuff for theirs, I guess...

And, with the caravan, a siege arrived. Mostly goblins and trolls, and with Fischer in her bed, resting...


Well, everything turned out quite OK. Since the lever to pull up the bridge wasn't pulled fast enough, the goblins were fighting part of 1st squad. Now, I sent in the rest of 1st company to help, and everything turned out quite OK. Except maybe Skewer, who's been wounded pretty badly by a troll and a goblin swordmaster. Ouch.
(http://i46.tinypic.com/17r6sh.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 20, 2012, 09:47:59 am
so... whats the shoe look like?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on October 20, 2012, 10:09:57 am
so... whats the shoe look like?

I'm quite sure it menaces with spikes...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 20, 2012, 10:55:13 am
image wise. i hope that the little shit did not use any metal or gems on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 20, 2012, 11:28:40 am
Fever. GET HIM IN CONTAINMENT OR LET SKEWER DIE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 20, 2012, 11:59:39 am
fever=containment chamber
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on October 20, 2012, 12:38:51 pm
unconscious +  containment may not work so well... maybe assign an axemaster a station next to his bed, just in case...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 20, 2012, 12:42:07 pm
One? Forget that. Three armed dwarves. Because with the luck we've been having it'll spread like a pox or something if only one faces him. Because he's a 1st Squad, so he's been more viciously drilled and danger roomed than the rest of the military. Two axelords and pikemaster should suffice though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 20, 2012, 02:02:46 pm
better have a squad or two nearby as backup.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 20, 2012, 03:44:07 pm
Fun fact: He might just die. He's outside of the fort, can't stand, has infected limbs...
This is just going to hurt him a lot more than it's going to hurt me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 20, 2012, 03:53:26 pm
The fact he's been beaten that badly implies somebody got one hell of a shot in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 20, 2012, 05:00:03 pm
Or a whole barrage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 20, 2012, 05:28:18 pm
Video Log of Draconik Sankis [Dated Three Weeks Prior] (can't do pictures yet however figured a Vid-log was the correct way to show this)
Spoiler (click to show/hide)

Transcript Log: Revival [Warning Wall of Speech]
Spoiler (click to show/hide)

Draconik's Log [ Dated Today]
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 20, 2012, 05:46:47 pm
Nice as always. And now Jack's back proper!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 20, 2012, 08:02:09 pm
Ye gods. If Skewer's infected, then you'll need the remainder of Squad 1 and all of Squad 2 to take him down, especially if Fischer's out of action.

Tomio, I ask you this for Spearbreakers.
Review ALL the combat logs. As many as you can.
Find something like 'The holistic spawn bites blahdiblah in the wherever, tearing the skin.' As long as it perforates the skin, it's a 25% chance of infection. Doesn't count if it's a bruise > latch > damage.

Alternatively, view everyone in Squad 1, 2, 3, 3 Second Company, Civil Defense 1 and 2.
It's incredibly unlikely that anyone in Civil Defense 1 and 2, or Squad 3 Second company took a hit, but it's wise to check.

A spawn infection will spiral out of control if you let it. ANYONE who has a Fever is dangerous to the fort. Burrow / station them if they're able to move; if they're not, then send the force of the army to dogpile them when they turn. If they're outside, put the 'oh god they're here' alarm on, (m-> a) and send the army in. You REALLY don't want a spawn roaming free in the fort; even if their victims survive there's a 25% chance of another spawn joining the party in a month's time.

Press P to select individual people to station, though I suppose you knew that already.
I'll send you a PM on how to operate uniforms. It took me a while when I was starting out too. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 20, 2012, 08:20:24 pm
I say cleanse the infected with fire before they turn.  after all, if they are tough enough only the corruption will be purged.

For further instructions, treat as if you are in the middle of (the classical depiction of) a zombie apocalypse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 20, 2012, 08:25:48 pm
I.e. Run like hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 21, 2012, 01:14:16 am
Only after pulling the FTW Lever.  Then as Magma [lava], rains down from above may you run like hell.... not ONE moment before.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 01:30:00 am
Well if he's been fucked up then hopefully the goblins took care of that for us. And am I the only one thinking of trying to figure out a way to funnel the mutated onto the battlefield to see what they can do to our enemies?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 21, 2012, 02:55:34 am
You have no idea how fucked I am... Oh wait, you all do, except for lolfail... OH GOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 21, 2012, 03:01:22 am
Wait, what happened?

Anything bad?

I could help somewhat with suggestions, etc. There's always the tinychat if you desperately need help with something. What's your GMT? I'm +10.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 03:03:16 am
Ok, if you just got most of our soldiers killed, I'm gonna have to call roll back. Because there's no way you can fail that badly, no offense intended. Because I mean... Come on. It's our army. It took the spawn outnumbering our guys to absurd levels to kill any of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 21, 2012, 03:42:56 am
No, it's only mincer/skewer...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 03:48:05 am
Oh joy, TWO infected soldiers. Strip them if possible, shove them in cells. Can't help them now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 21, 2012, 03:56:26 am
Will do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 21, 2012, 03:59:26 am
If the squad 'The Infected' is still there, assign them to that and they'll replace their armor and weapons with clothing and nothing.

Station + Burrow works if they can move. If they can't, build a containment wall around them, and order dumped their armor.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 21, 2012, 07:38:56 am
And am I the only one thinking of trying to figure out a way to funnel the mutated onto the battlefield to see what they can do to our enemies?
Nope Although i'm also picturing the loveable mutants being dropped into hell itself and ripping it a new one.  Although shortly there after I want strawberries for some reason, anyone know how well strawberries grow in hell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 21, 2012, 11:34:24 am
Although shortly there after I want strawberries for some reason, anyone know how well strawberries grow in hell?

TAD beat you to it in Swordthunders.  They presumably tasted awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 11:36:09 am
I think that's what he was referencing. Unfortunatly we'd need to kill several beloved (one of them fire personified and probably not easy to kill) mascots for that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 04:25:23 pm
Woah, remind me not to sleep when following this thread...

So wait, how is it that I'm the only one who has no idea how fucked you are?
Angelbane fell pretty hard...
Oh wait. This is Spearbreakers. It fell when you conceived the idea. You just got up again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 04:28:53 pm
It means we need a massive recruitment drive and two more soldiers fall to spawnitis.We should install a panic lever to unless the horde though when we're on our knees. We also sadly need the dangerrom. Tradtional training WILL NOT yeild the desired results now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 04:30:12 pm
Wow. You are fucked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 21, 2012, 04:31:32 pm
Spearbreakers: the place where TRAINING WONT WORK BECAUSE WE ARE JUST TO BADASS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 04:34:27 pm
Badass has nothing to do with it. Our veterans are starting to die faster than we can get quality replacements.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 21, 2012, 04:35:17 pm
oh... my mistake... sorry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 04:39:12 pm
Not you fault, but with Fischer laid up and more and more soldiers getting wasted we NEED to raise troops of similar quality as quick as possible. And unfortunatly standard training I normally implement is impossible at this point simply do the the sheer demand we have for soldiers now (since the spawn seem to have gotten wise to our crowd  control measures.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 05:04:42 pm
Pray let there be another necromancer. We need more hair wrestlers.

Or we could breach HFS and leave one supersized chimney to the surface. Could the spawn beat Hell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 05:09:52 pm
Probably but we've engineered the assault point around mowing down the clown car. I don't think we need the demons rampaging through the fort killing us AND the enemy...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 05:20:57 pm
At this point I can only say...

Sorry, The Master. No turn for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 21, 2012, 05:26:00 pm
what did you do???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 05:27:21 pm
I believe he's referring to dorf!The Master's psychosis that would lead him to unleash the legions of hell just because he thought they'd be better at inflicing carnage upon the spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 21, 2012, 05:29:47 pm
it SOUNDED like he killed the master...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 05:44:17 pm
The Master died a LONG time ago.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 06:22:12 pm
Actually I'm referring to the fact that The Master is listed as next on the turn list, but with this happening...



Anyways, if we actually survive this, that and all the other things, can I have a turn after everyone currently listed? I should finish high school before then...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 21, 2012, 06:25:18 pm
Not to confident in this snails pace we're moving at I see.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 21, 2012, 06:38:23 pm
Well, it's only one year and four weeks until i finish, and there are twenty-odd turns to go...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 22, 2012, 06:54:51 am
Wow, lots happening. :o  Sorry I disappeared - long story short, I offended the person who's letting me use her computer, and I effectively got banned for a week.

I'm really hoping you can manage to lock those two up in time, Tomio. And for the record, at this framerate, if a soldier gets a spawnbite, he will become a Holistic Spawn.


Sigh...
The TvTropes page on Spearbreakers contains too many spoilers that I can't resist looking at...
Which in particular? I ought to make them less tempting.


Oh, and Vanya post soon. I've been somewhat depressed for a while, but I think I may have finally pulled out of it during my week away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 22, 2012, 10:53:19 am
I MIGHT not be able to play this week, because of some hectic school stuff. However, the next week is a vacation for me, which I can DEFINITELY use to play DF.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 22, 2012, 11:37:49 am
That's fine.  Thanks for the heads up Tomio.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 23, 2012, 12:35:14 am
Ok, LFTON's journal Part Three (Interim): Conversing With Kyh

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 23, 2012, 09:08:45 pm
I believe the term is 'bump'. Where is everybody? Did I miss something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 23, 2012, 09:53:34 pm
I believe the term is 'bump'. Where is everybody? Did I miss something?

Well... I'm planning on cutting off Splint's leg increase traffic in the thread, if it gets too close to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 23, 2012, 10:28:39 pm
Nothing's been going on plus I've been up over 36 hour so I'm pretty sure the lack of acvtivitity is a blessing in disguise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 23, 2012, 11:07:38 pm
Okay seriously I just got through the speartrap hallway and the sheer amount of people getting attached to inanimate stuff. I still have over 100 pages to go, do I really want to know how much worse it must logically get?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 23, 2012, 11:20:36 pm
We have the prospect of Draignean the Zap Brannigan expy being in charge of our army AFTER his turn. What does that tell you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 23, 2012, 11:41:44 pm
....... oh god
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 01:18:44 am
The term you are looking for is 'Sacre Merde'.

Heck, that applies to LITERALLY everything in Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 24, 2012, 09:47:08 am
Okay seriously I just got through the speartrap hallway and the sheer amount of people getting attached to inanimate stuff. I still have over 100 pages to go, do I really want to know how much worse it must logically get?
If it wasn't me that (still) has to reorganize everything, I'd nominate this for the quotes section. :P Welcome to the thread.

Vanya's Journals, Chapter 31: Repressed Rage

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 10:57:53 am
Ah, another wonderful peice. Glad to have you back man. Doing better than me, I feel like I wrote myself into a corner again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 24, 2012, 11:15:35 am
Very nice post Talvieno. (I'm posting this from my phone, which doesn't support DF, sadly.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 11:22:04 am
If there ever was a phone that could run DF, it'd be the most in demand phone in existence.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 02:20:56 pm
i bet it wood be used for things other than DF...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 02:26:26 pm
Spelling man, spelling. I mean no offense, but it gets annoying sometimes. And as a friendly off topic thing, one good side of playing as elves: I have a flock of emu walking right through my settlement and it isn't bothering my elves in the slightest. Another good thing? If I decide I need meat or leather I need only wait for a flock to come by later.

Oddly enough, I haven't been labeled a heretic yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 02:28:30 pm
when google and word cant correct it, i give up. inotherwords, i REALLY cant spell.

in other news, i genned a dwarf civ with deitys of murder and disease. the god of murder is named Slash. fitting, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 02:31:50 pm
Just giving you shit. Though come on man, wood and would can be told apart. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 02:32:52 pm
i can tell them apart, i just cant spell. hell, i frogot how to follow directions today. and i almost spelled today toady...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 02:39:34 pm
We've all been there. So, next timewar thing I do, Would any of you object to a necromancer character?

And speaking of which, anybody got any ideas for a necromancer themed story I could do? I need some kind of premise as to why the attacks on Spearbreakers began.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 02:41:21 pm
nope annnd thats easy. manhood test for necros = raise army from a town you destroy with those you raised during training.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 02:46:27 pm
That was what it turned into, but I mean.... Why send expierienced ones like our first king?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 02:55:29 pm
uh... to try to get a fortress to hide from the spawn or to have fun? or corpses? i dont know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 24, 2012, 05:27:23 pm
That was what it turned into, but I mean.... Why send expierienced ones like our first king?

King-turned-necro: "You guys are pathetic.  Let me show you how a real necromancer gets things done around here.  Then you can bow down before my awesomeness."

Given how much necros write about themselves, I wonder what goes through their minds when they realize that the world does not, in fact, revolve around them (besides Fischer's spear, obviously).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 05:35:38 pm
It's surprising, really. The average size of a necromancer's ego should create a large enough mass for the Earth's orbit to wrap around it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 24, 2012, 06:06:44 pm
Small problem with that, you're dealing with Spearbreakers necromancers they are special in that their ego is enough to create a gravity well that pulls the entire universe slowly towards them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 06:10:51 pm
Technically, the average weight of EACH necromancer's ego would pull the universe simultaneously in multiple directions until such time that the universe is torn into many pieces and only necromancers can bring it back.






ITS THE CIIIIIIIIIIIIIIIIIIIIIRCLE OF LIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIFE
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 24, 2012, 06:20:05 pm
Technically, the average weight of EACH necromancer's ego would pull the universe simultaneously in multiple directions until such time that the universe is torn into many pieces and only necromancers can bring it back.






ITS THE CIIIIIIIIIIIIIIIIIIIIIRCLE OF LIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIFE

Nope because only Spearbreakers necros have THAT much ego therefore it's all getting pulled to Spearbreakers (really you'd need that big of an ego to even BEGIN to think Spearbreakers is the place you want to attack) and that my friend is the CIIIIIIIIIIIIIIIIIIIIIIIIIIIIIRCLE OF LIIIIIIIIIIIIIIIIIIIIIIIIIFE! (you asked for that)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 06:52:23 pm
Touche.

My answer is mug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 07:05:05 pm
i think the king was the first or second necro...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 07:09:30 pm
An ego of regal proportions!

(Audience:  ::) ::) ::) ::) ::)  >:( ::) :'( ::) ::))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 07:13:52 pm
its more like

 :o ::) :'( :-\ :'( :'( >:( :( :o ??? ::) ??? ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 07:28:57 pm
And then I get shot by one hater dressed as a kea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 07:37:10 pm
whaaaaa?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 07:38:36 pm
Don't ask.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 07:40:21 pm
Ah keas. Is there no way you cease to annoy us? I still hope a kea monster shows up, at which point I deman Lefton fight it solo, all the while screaming at it about his stolen weapon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 24, 2012, 07:42:18 pm
The most badass part about LFTON and Darklight?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 24, 2012, 08:52:00 pm
The most badass part about Reudh?

Uh...

uhh...
Uhh...

Screw it, there isn't any.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 24, 2012, 08:53:07 pm
the most badass part about Fischer? it is... what, you want me to choose ONE?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 24, 2012, 10:37:34 pm
Touche.

My answer is mug.
(sorry I vanished and never replied I was pulled off to families) also my answer is far better than mug it's
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 24, 2012, 10:59:20 pm
Is it just me or have we developed some kind of deranged meme of our very own all because I left a production order on repeat by mistake?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 25, 2012, 12:35:05 am
That's how memes start!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on October 25, 2012, 12:41:52 am
Is it just me or have we developed some kind of deranged meme of our very own all because I left a production order on repeat by mistake?


It wasn't a mistake. It was the will of Fischer.

That's two memes. And we'll have three if, "Holy shit, some migrants survived." ever catches on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 25, 2012, 12:48:23 am
General idiocy:
Spoiler (click to show/hide)

Anyways, hows the fort, Tomio?

And Reudh, your name's pronunciation could be considered KIND OF badass, or just Like A Sir.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 25, 2012, 02:33:55 am
Hey, migrants actually live now that we cleaned out the zombies, though at the rate our soliders insist on dying that won't be permanent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on October 25, 2012, 12:21:49 pm
Hey guys, i'm sorry i've been absent, i haven't been very happy lately, and i've been drowning sorrows in terraria.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 25, 2012, 12:53:12 pm
Fort's still the same, since NO PC.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 25, 2012, 02:40:06 pm
it appears that 4/5s of this is just filler while waiting for story...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 25, 2012, 02:40:34 pm
As a matter of fact that's exactly what this is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 25, 2012, 02:43:49 pm
well, thats true...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 25, 2012, 03:03:03 pm
Spoiler (click to show/hide)

[So, here's the Necromancer character. Yes, she's a pony, but that is because that's what she's based on: A pony necromancer Corai played and wrote a story about fo fun, depicting her as a ruthlessly trollish psychopath who took great joy in slaughtering everything and inflicting terrible pain upon those she ran across, be they family, friends, or some random jackoff. Besides, they're already in, and in my opinion suitably wreck everyone's grasp of the timewar simply because of the "Da fuck is that doing here" factor.

Anyway, it looked like more in OpenOffice, and this is probably some of my worse work. Enjoy the aboirtion.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 25, 2012, 03:06:41 pm
ooookkkky... wheres the body razing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 25, 2012, 03:10:17 pm
Inferred, also Obok's battlesuit still had the deceased Obok in it. SHe raised him, and he began to operate the suit in his state of undeath, albeit probably rather clumsily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 25, 2012, 03:10:44 pm
ah... ok...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 26, 2012, 12:18:57 am
ah... ok...
That is an appropriate answer to this entire thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 26, 2012, 02:49:31 pm
No Lol, the appropriate answer is either.
A. Fischer
B. Mug/Mugs
C. Sacre Merde
D. [Insert Name] Did it (usually Reudh)

That equals the answers for 100% of the Merde and Epic that flows here.  Also we seem to have fallen off of page 1 so this is also a "Bump"
However in Constructive terms, What type of !!Science!! if any do you all want Draco to unlease next?  Working on the next story and hitting the Familar wall of Writers Block.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 26, 2012, 06:07:23 pm
I need to remember to post more often, seriously. I'm actively reading new posts, I just keep forgetting to actually post in response (most of the time it would just be variations of praising journal entries, but still).

I see Draconik's resurrected me. I'm curious as to how much of my (story) dorf's body will be made out of metal substitutes by the end of Spearbreakers now, seeing as I'll likely die plenty more times before it ends, and someone has to fix me >.>

I started playing DF again as well, although I decided to try Masterwork. I'm... not very good at it. I'll leave it at that due to offtopic-ness.

Anyway. Enjoyed all of the journal entries I've read since the last time I posted :) I just wish I could maintain enough focus to actually write something decent of my own, lol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 26, 2012, 06:11:02 pm
I would imagine you'll need your spinal tissue replaced with copper/candy wiring a few more times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 26, 2012, 07:20:57 pm
That's an interesting concept...

How electrically conductive is Adamantine? Mr Frog, take notes...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 26, 2012, 07:22:03 pm
I would imagine it'd be either even more conductive than copper, or the worst conductor ever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 26, 2012, 07:26:50 pm
Depends on too many factors. Two.

A: Valence electrons; Does it have room for electron flow? Can it even be ionised?
B: How tightly does it hold it's electrons? (Based on density, it shouldn't have TOO many sub-atomic particles.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 26, 2012, 09:22:37 pm
Well if you want to go by the thread that discussed adamantine physics they concluded adamantine doesn't exactly follow normal rules with molecules.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 26, 2012, 09:47:24 pm
Unless it's a sort of solid wave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 27, 2012, 07:01:53 am
I wouldn't exactly go as far as to say I'm back. My presence here is sporadic at best. :( Still... As to conducting electricity, I think adamantine would be a poor conductor. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 27, 2012, 07:08:20 am
Copper wiring it is then. I'm sure enough of it would do the job, and this be DF, I'm sure one bar, maybe two would suffice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 27, 2012, 07:43:40 am
Three bars of copper and I used Adamantine as replacement for the bones and as a type of flexable shell (wafer/threads used) however as for how your looking in a Dwarf to Machine ratio atm Jack.  Think of Robocop outside of his armor.  Although I am currently designing a fix to that issue, however by fixing that i'm running into another one.  Your dwarf will need Dihydrogen Monoxide to get through just moving.

Bonus cookie if someone manages to get through what i'm cooking off these hints.
Robocop, Too Much X-com, T.A.D Devices, not enough sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 27, 2012, 09:38:23 am
Dihydrogen monoxide = water. In other news, got 'puter, updoot tonight!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 27, 2012, 09:46:37 am
has anyone else seen the thing where someone asked 50 people if they shood ban water?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 27, 2012, 10:24:39 am
has anyone else seen the thing where someone asked 50 people if they shood ban water?
Yup.

Anyway, for a small teaser of the update:

Mincer has a wounded hand, but Skewer is lost. No containment. We need soldiers now...

(http://i50.tinypic.com/k1wbdh.png)

I am SOOOOOOOO FUCKED.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 27, 2012, 10:37:13 am
eep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 27, 2012, 10:38:00 am
Welp we're dead. He's going to go on a murderous rampage because he's still armored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 27, 2012, 10:44:56 am
Overseer's log: Fifth of Hematite.
Skewer has turned into one of... Them. We were unable to put him in containment, but at the very least he was still dying outside while it happened.

Overseer's log: Sixth of Hematite.
Skewer has been terminated. I actually liked the fellow, but when he turned, I had no choice but to give the order.
(http://i49.tinypic.com/2dkcrw8.png)


P.S. He dropped his armor when he turned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 27, 2012, 10:53:02 am
THANK YOU GOD. I though we'd be dealing with an ARMORED abomination against natural law.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 27, 2012, 11:02:51 am
It was a fairly short fight anyway, Skewer was still unconscious from the wounds when he turned, and got almost insta-killed by Dicer.

Oh, and we're out of "training" spawn for our marksdwarves/civil defence units. I'm not setting up new ones because I know I WILL fuck up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 27, 2012, 05:36:06 pm
Even if you don't, Urist McMurphy's Law states that you will be sieged by all three hostile races before the end of your turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 27, 2012, 05:38:12 pm
Or even better, all three at once and then they all mess eachother up so badly they all retreat, while our dwarves get some cheap lulz.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 27, 2012, 06:06:40 pm
Summon many bigger fish!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 27, 2012, 08:35:35 pm
I want to know how the spawn didn't just kill everything in world gen. Also what are the spawn just a creature type or a civ?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 27, 2012, 08:48:06 pm
civ. i think
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 27, 2012, 09:08:14 pm
They're a civ. They have to be a civ if they are to do anything other than occasionally roam around the map.

Tomio- press N to look at the notes for the levers in the containment room I set up. Check a level lower before you do anything.

I think we have two or so in cages that you could dump in there.

Lever on the left controls the bridge that allows access to containment. Lever on the right is not linked to anything, it's used to link to the spawn cages.

Pull the left lever once you're ABSOLUTELY CERTAIN all spawn are dead, use b -> j to build a cage. press x to expand the list, until you find 'holistic spawn cage (material)' or something like that. Build it inside the containment area. Go to the lever on the right. Link up a Cage. Use + or - to find a constructed cage.

Let your mechanics link up the cage. Once you've successfully linked it up, make sure ALL dwarves are out of the containment facility. Pull the lever for the bridge to raise it. Pull the lever to break the cages.

Voila, spawn are now roaming in containment.
In order to get your marksdwarves into position, they must be standing right next to the fortifications. Make sure that wall gets built, and perhaps build some more wall blocking that space off so they will move into proper position.

Civil Defense 1 and 2, and Squad 3 Second all use crossbows, I believe.



Splint, he would drop his armor, because the spawn have no armor in their civ allowed, I believe. So it'd just peel off like skin off a roast chicken.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 27, 2012, 09:31:27 pm
Wait does that mean spawn have skills and also have a king? I never ever want to meet the spawn king.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 27, 2012, 10:19:54 pm
Wait does that mean spawn have skills and also have a king? I never ever want to meet the spawn king.

We killed thier king actually. But yes, any skills carry over following transformation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 28, 2012, 12:32:50 am
Wait does that mean spawn have skills and also have a king? I never ever want to meet the spawn king.

We killed thier king actually. But yes, any skills carry over following transformation.

Was the king strong at all? I really think though a legendary dodger/fighter spawn might be very bad for everyone involved.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 12:34:36 am
Nominally Fischer should have gotten the kill but passed out after effectivly rendering him a vegtable and braining his bear mount. She then laid ther getting bit clawed and scratched in the head and refused to let her own skull shatter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 28, 2012, 12:35:57 am
Wait the king was the one with the bear mount?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 12:38:05 am
And his honor guard. Fischer took the hive king's mount out from under him and fucked up just about every body part a dozen times over except it's heart.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 28, 2012, 04:25:27 am
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on October 28, 2012, 04:29:28 am
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

This must go in the quotes. It must.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 28, 2012, 05:11:14 am
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)

That was glorious. Quotes section, definitely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 28, 2012, 05:16:19 am
Apparently, after copious lemon squash consumption, I develop a sense of humour.

Huh.  :o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 28, 2012, 05:41:48 am
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)

This was hilarious. I seriously almost spit out my drink when I read it.


@Draconik: That somewhat makes sense (I only vaguely remember Robocop, assuming I even watched it, but I do know who he is, at least).

... Now if I could just get the thought of a dwarven Iron Man out of my head >.> No idea why this thought is stuck in my head. Seriously.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 28, 2012, 12:12:37 pm
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)

I had just woken up when I read that and I woke up from laughing too hard. Yeah that belongs in the quotes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 28, 2012, 01:01:34 pm
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)

I had just woken up when I read that and I woke up from laughing too hard. Yeah that belongs in the quotes.
Seconding that. Nothing notably happened for as long as I've been able to play.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 28, 2012, 01:02:29 pm
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

This must go in the quotes. It must.
yes. so thats what? 9 votes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 01:03:25 pm
Good. And I hate to ask, but try and assemble a danger room if you would. I'm sure there's a how-two on it somewhere. I hate to nag about but it's just that regular training won't suffice at this point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on October 28, 2012, 02:06:41 pm
Overseer's Log: 17th of Galena
Well, as the last months have been running smoothly, the enemy came to besiege us. As I hurried to one of the towers, I spotted... Barbarians? I thought we had driven them to extinction... Let's put our squads against this.
(http://i45.tinypic.com/178uxg.png)

And, one of our soldiers named their pike.
(http://i47.tinypic.com/65n0q0.png)

And another one...
(http://i47.tinypic.com/8ygoj8.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 28, 2012, 06:07:39 pm
At this rate, the census will consist of more weapon names than dwarven names...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 28, 2012, 06:09:43 pm
true...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 28, 2012, 07:48:52 pm
What are the translations for these two? And also, does Jack II have Chancefin?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 08:05:40 pm
He fell in a pond and drowned because the battle AI prioritizes killing the enemy over avoiding drowning so Draconik needs to kick start the  brainless fool's nervous system and flush the excess water out.. (I was in skype with Tomio when it happened.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 28, 2012, 08:09:43 pm
So, is Jack now Jack II but still Jack?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 08:18:02 pm
Jack is going to be our resident cyborg zombie thing. Because Draconik managed to fix him. So any Jacks we see can be seen as the same Jack, he's just.... Accident prone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 28, 2012, 09:17:45 pm
So.

There is one Jack, and all Jacks are that Jack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 09:27:01 pm
Yes. Just as some mugs may really be the same mug in some sort of quantum loop-dump-thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 28, 2012, 09:44:46 pm
Wait what about the mugs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 28, 2012, 10:25:27 pm
Makes me think of that Futurama episode with the time paradox bodies. All the new bodies Jack gets are time paradoxes, and are doomed to die when the paradox correction kicks in.

Poor Jack, my friend...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 28, 2012, 11:20:10 pm
Jack?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 28, 2012, 11:29:10 pm
Jack Magnus has basically died twice in a row now. We're treating each death as minor hiccupts simply because he's become more ingrained as a social character compared to say, Fischer who's our one and only chuck Norris style asocial death machine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 29, 2012, 01:36:20 am
As distinct from the Battlefailed idea of 'Reincarnation because we can.'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 29, 2012, 08:24:19 am
Frost Activate Memo pad for me please, Draconik Said to the microphone attached to his PEA as he attempted to haul Jack out of the pond later that night, Memo number One is to Make Jack Water Resistant to a depth of no less than over his head, Memo number two is to add a Personal Floatation Deviceee Draconik said as he slipped on a slick stone and fell back into the pond, AND Memo Three he said now soaking wet, Is to teach this age how to build a proper CRANE, as he tried and successfully managed to haul Jack out of the pond thrity minutes later and into an awaiting handcart.  Picking up his Waterproof cased PEA he double checked the wording before saying and Memo Four is to add a Self-preservation Module to the Steel reinforcement i'm going to be adding tonight.

*Ahh  the Things I do for !!Science!!*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on October 29, 2012, 02:18:22 pm
... Wait. I died again?

I knew this would happen. I knew it. And I drowned, at that. Perhaps dorf(cyborg)!Jack took Draconik's advice that I need water to keep running a little too literally... or maybe he just slipped and fell in when he tried to take a drink of water. Either way.

I wonder how I'll die next. Assuming Draconik's upgrades function, it probably won't be water again. Hopefully.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 29, 2012, 02:20:09 pm
You wouldn't have died if you'd tried to get out of the pond instead of attacking the enemy. But alas, that was an AI hiccup, so we'll say the bear that came after you managed to pin you under long enough to drown you.

This is gonna sound wierd, but is anyone else glad to see the barbarians finally make a concentrated assault?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 29, 2012, 02:29:28 pm
yes.

if i go poof, thank grace. Hurricane Grace. 200 miles from the ocean, you might think that there will be no hurricanes, but NOOOO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 29, 2012, 07:39:33 pm
Pray thou dost not goeth 'poof', thenst.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 29, 2012, 08:18:32 pm
Oh and by the way, newcomers (Lolfail, Zacen) i think, go to tinychat.com/dwarffortress. It's the Spearbreakers OOC chat. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on October 29, 2012, 08:29:32 pm
Oh and by the way, newcomers (Lolfail, Zacen) i think, go to tinychat.com/dwarffortress. It's the Spearbreakers OOC chat. :D

Warning: A LOT of weird crap is discussed in that tinychat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 29, 2012, 10:38:00 pm
Oh and by the way, newcomers (Lolfail, Zacen) i think, go to tinychat.com/dwarffortress. It's the Spearbreakers OOC chat. :D

Warning: A LOT TON of weird crap is discussed in that tinychat.
Fixed that for you and it all depends on who's online.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on October 29, 2012, 10:38:57 pm
The stranger things involve Deathworld: Australia, ponies, and kobold camp.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 29, 2012, 11:40:04 pm
Draconik's Log -You are Not a fish-
Spoiler (click to show/hide)

*Also Tomio please Add Knightdog to the Dwarfing List, those on Tinychat atm know why*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 30, 2012, 12:59:55 am
Been on tinychat, was estranged, entered conversation, left without mind.

I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on October 30, 2012, 01:49:14 am
Got on Tinychat, Started to Write Story, Girlfriend logged onto the Tinychat room.
Hell Ran away crying worse than when T.A.D "tamed" it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on October 30, 2012, 03:10:38 am
That was great. But no one is there anymore!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on October 30, 2012, 09:00:33 am
grace fizled. yayy. however, NO SCHOOL!
go robo calls!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on October 30, 2012, 09:35:33 am
Wait is that THE tinychat where things that should never be mentioned anywhere, but there was conceived? If so awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on October 30, 2012, 11:55:58 am
Lol, Jack Magnus died twice? I can't wait for Vanya's reaction to finding that out. :P  That's awesome. And "You are not a fish" made me lol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 30, 2012, 05:39:23 pm
I imaging Vanya's expressions to be part  :'(, part  :-[, part  >:( with a hint of ::)

EDIT:: Almost forgot. Happy Hallowe'en, to anyone who isn't too busy keeping up with this clusterfuck!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on October 30, 2012, 09:40:21 pm
to anyone who isn't too busy keeping up with this clusterfuck!

Forget that, I'm dealing with the effects of the "frankenstorm."  Here in pittsburgh, halloween has been postponed till saturday because of it!  They even cancelled school just due to the fear of what might happen!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on October 30, 2012, 10:51:12 pm
Oh yeah, the storm...
Now I feel bad :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 01, 2012, 09:53:14 am
Spearbreakers - A succession fort that started as a broad ranging sequel to nearly all the greats, Spearbreakers, like the awesome bastard son of a king, has moved away from trying to succeed them in favor of being a fresh new experience full of modded monstrocities stuck on inaccessible ledges, a hospital with a killcount higher then the resident superdorf, and a science fiction subplot that is more convoluted then that of Resident Evil and Metal Gear Solid mashed together by a chimpanzee on LSD.
Come visit Spearbreakers, where you will walk inside, and immediately be suffocated by mugs!

I saw rthat in Hall of legends and actually shed a manly tear of joy. Is this strange?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 01, 2012, 02:43:23 pm
nope. but then who am i to judge?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 01, 2012, 04:26:54 pm
I don't think so, but then again, strange is relative. Is having the lyrics to one's favourite song being '554433221532435432121211111111111111111525333333333' make one strange? If so, then anything you find strange, I find normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 01, 2012, 04:59:34 pm
Rah no one's in the tinychat! Come on guys, let's talk!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 01, 2012, 05:18:18 pm
I wasn't aware anyone was on there at the time you posted. I'm sitting here now though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on November 01, 2012, 10:06:24 pm
Hey guys, it's the 1st/2nd of November, so Hall of Legends votes for Spearbreakers are now open.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 01, 2012, 10:09:27 pm
I saw that, and appreciate your vote Mitch. I'd vote, but it feels wrong to do so for my own thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 01, 2012, 10:17:49 pm
Then allow me to vote on your behalf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 02, 2012, 06:35:50 am
Currently at three of the six votes (unless you count splint then it's four)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 02, 2012, 08:23:18 am
I have some news... :) Spearbreakers already has enough votes for the Hall of Legends. Congratulations, Splint - you wanted to make an epic, and I think you did. lol

edit: I think I'm about ready with the next part of the Vanya story, btw... I've been trying to slow down to keep pace with Tomio.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 02, 2012, 12:57:18 pm
I have to say it, you guys are awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on November 02, 2012, 01:21:12 pm
Tossed my vote in for the Hall of Legends as well, although I think we've long since passed the number needed for entry >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 02, 2012, 01:22:22 pm
Tossed my vote in for the Hall of Legends as well, although I think we've long since passed the number needed for entry >.>
Oh, now you're here, wanna be redorfed?

EDIT: Small chance you'll be in squad 1, but I can get you a military dorf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Tiruin on November 02, 2012, 11:06:06 pm
Reudh brought me here. This is all his fault :P

Also, I've to say that this deserves its place in the Hall of Legends, and its only on Year 10. O_o

Amazing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 02, 2012, 11:10:45 pm
Indeed. I was shocked by how quickly it got induction votes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 02, 2012, 11:46:55 pm
Love, companionship, and a whole lotta bribes!  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 03, 2012, 12:14:41 am
Splint, when you consider that it's a pretty darn good fortress backed up by dozens of writers who all have amazing talent (you included), it can't not become legendary. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Tiruin on November 03, 2012, 12:19:17 am
I haven't read through all of it but I'm loving the differing writing styles and other stories given by the inhabitants. So...

...Can I be dwarfed?  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 03, 2012, 12:22:08 am
Of course!

And I meant I was shocked by how rapidly it got votes> I mean there's stuff that's been on there  for a long while that hasn't gotten enough votes yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 03, 2012, 04:51:59 am
I haven't read through all of it but I'm loving the differing writing styles and other stories given by the inhabitants. So...

...Can I be dwarfed?  :P
Sure, as Tiruin I suppose.

(http://i47.tinypic.com/2ik4jf8.png)
Well, you're a smith now. Have fun. You also have three Hollistic Spawn kills, and are a legendary (I think) marksdwarf.


(http://i49.tinypic.com/o0sd8g.png)
And Jack Maguns is back. Again. Anyway, he's a novice swordsdwarf who'll be trained first in the danger room, as soon as I figure out which squad he's in...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Tiruin on November 03, 2012, 05:01:30 am
Query: Is it possible to put down personal dwarfy notes after each and every update like in the stories of yore?

> Is my Dwarf Female?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 03, 2012, 05:40:59 am
Yes. Anyway, onwards with my log!

Overseer's log, Date: 27th of Sandstone.

(http://i48.tinypic.com/2zoj5h5.png)
Who keeps inviting these guys? Anyway, sent third and fourth squad towards it, hopefully they won't get slaughtered or I'll have to bend time...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 03, 2012, 05:42:10 am
She is, Tiruin. That's Dumat, one of the Squad 3 Second. Head I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 03, 2012, 05:45:17 am
She is, Tiruin. That's Dumat, one of the Squad 3 Second. Head I think.
Correct.

Anyway, onwards with the story!

29th of Sandstone

Since 3th and 4th squad had it difficult, I sent in first squad. Skitara has now killed another forgotten beast.


Edit: Shit, Nicolo broke his hip. Well, it'll heal. I hope.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 03, 2012, 05:59:48 am
It might be best to husband our strength for now. Perhaps it would be prudent to seal off that cavern layer, with First Squad swiftly weakening, and Second Squad in tatters, we desperately need to recruit more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 03, 2012, 06:44:00 am
Query: Is it possible to put down personal dwarfy notes after each and every update like in the stories of yore?

If you'd like to keep your own journal go for it! I've been neglecting my journal writing duty, and my part in thhe convoluted sci-fi plot, but then I've been busy  with Limulid and school.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 03, 2012, 07:13:59 am
It might be best to husband our strength for now. Perhaps it would be prudent to seal off that cavern layer, with First Squad swiftly weakening, and Second Squad in tatters, we desperately need to recruit more.
Point is: They're coming through our well... This cannot end "well".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 03, 2012, 07:15:09 am
That.... For our wounded that IS a small problem....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 03, 2012, 07:29:37 am
Looks like our hospital will become the danger zone once again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 03, 2012, 08:03:30 am
As it has been awhile, I would like to request redwarfing.  Once again, I would like either a doctor of some sort or military dwarf, and also that my new dwarf comes from the next migrant wave that makes it for story-telling purposes.

Edit: Shit, Nicolo broke his hip. Well, it'll heal. I hope.

Bah, quit your whining.  A real dwarf doesn't stop fighting even after losing all 4 limbs.  Heck, if dying is more than a minor inconvenience for you, then you are no true dwarf.  If you're worried over a broken hip, we might have to burn you at the stake for being an elf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 03, 2012, 05:14:20 pm
A pterosaur... you mean, like A PREHISTORIC KEA!?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on November 03, 2012, 07:18:34 pm
I.... I was redwarfed as a female again, wasn't I.

Somehow, I get the feeling this is going to be a common occurrence for my dwarf.

... I suppose (story wise) I could just be shaving my beard, right? Seeing as by default, female dwarves don't have one. That would work >.>

Seriously, I find this hilarious. Don't get the wrong idea from my posts or anything :P

Wonder how I'll die next... will it be another derp death, or will I actually get eaten by something? I would lol if the danger room killed me somehow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 03, 2012, 09:04:04 pm
I.... I was redwarfed as a female again, wasn't I.

Actually Draconik took some "liberties" while rebuilding your body.  (don't ask what liberties, why, or how I know this; you're better off not knowing)

Quote
... I suppose (story wise) I could just be shaving my beard, right? Seeing as by default, female dwarves don't have one.

The lack of a beard is another thing Draconik did to you.

Quote
Wonder how I'll die next... will it be another derp death, or will I actually get eaten by something?

In all likelihood, the various modifications made and implants added are leaving your dwarf off-balance.  This is also why you are suffered from skill loss.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 04, 2012, 02:15:22 am
I.... I was redwarfed as a female again, wasn't I.

Actually Draconik took some "liberties" while rebuilding your body.  (don't ask what liberties, why, or how I know this; you're better off not knowing)

"I" took No such Liberties during either of the reconstructions, except in the addition of perfectly good Parasol approved modules, such as Personal Floatation and Self perservation.

Quote from: Jack Magnus
... I suppose (story wise) I could just be shaving my beard, right? Seeing as by default, female dwarves don't have one.

Quote from: soulslicerjames
The lack of a beard is another thing Draconik did to you.

The lack of a beard is fault I shall Take as the amount of power needed to revive you burned off your beard, at current rate I except it to start regrowing within the next three to four reincarnation cycles.

Quote from: Jack Magnus
Wonder how I'll die next... will it be another derp death, or will I actually get eaten by something?

Quote from: soulslicerjames
In all likelihood, the various modifications made and implants added are leaving your dwarf off-balance.  This is also why you are suffered from skill loss.

As for the next death, anything is likely, heck you could even be eatten by a grue.  However due to increase in mass (due to increase in metalitic parts) are throwing your balance off a little bit.  As for Skill loss well lets just say i'm getting the Permission for the next set of implants as I Speak.  Although at the rate that YOU deside to visit death a Gene-seed upgrade might not be such as bad idea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 04, 2012, 01:17:42 pm
Should I have added that the part about you taking liberties was only meant as a joke?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 04, 2012, 06:22:09 pm
I'm really having trouble getting on these days. :-\

Also, I'm experiencing extreme lol'age from Jack Magnus's constant regeneration crises. He's like The Doctor, except he gets screwed over more and more each successive time around.

Vanya's Journal, 31st Entry
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 04, 2012, 07:23:09 pm
Glad one of us is still able to write. I'm kind of out of ideas, though I may do the Necromancer's attack on the Parasol Perimeter. Excellent work as always, though. I'm a little jealous.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 04, 2012, 09:55:57 pm
Lol, no need to be jealous. I'm hitting minor walls, too. I've been trying to wait til after Reudh leaves Spearbreakers to do that part, and I'm planning some (hopefully) major battle sequences following that (along with some necromancers of lesser importance attacking parasol), but I've mostly been trying to restructure what I have planned for the future. :P A lot of it simply doesn't make sense anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 04, 2012, 09:59:57 pm
Things stopped making sense when Talvi snapped years ago.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 04, 2012, 10:06:11 pm
No Splint, dorf!Talvi's perspective is how I began to understand this timewarped meta-clusterfuck.
Talvi is the reason this place makes any sense at all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 04, 2012, 10:37:03 pm
Ok... Wow, gone for a few months and 400 pages of catching up to do...

EDIT: starting to realize what I've missed, I want to cry
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 05, 2012, 03:02:26 am
Damn, Talvi, amazing as always. I'm going to get started with Reudh's story of leaving ol' Dreary Speary now instead of when Tomio gets to Spring. May as well, it holds you up otherwise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 05, 2012, 05:37:38 am
It's ok, Terrahex. We've all been there. *hugs*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 05, 2012, 05:43:19 am
Here's my little piece for now.


Spoiler: Reudh's Exodus (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 05, 2012, 11:07:11 am
No update for now. Birthday, gotta party. Will be drunk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 05, 2012, 04:59:30 pm
Oh man you guys have been busy. I can't wait to start writing again
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 05, 2012, 05:05:40 pm
Reudh, do you not realize what you've done?  here are your mistakes:

1. I owed money to what is effectively the dwarven mafia (referred to from here onwards as the DM).  Even the brains of the trio you met would have been no more than a low to mid level enforcer (albeit one with a very valuable weapon).  Do expect more to show up.
2. You killed them.  Therefore the DM has to do things like hold funerals, support the families they left behind, etc.  And who's debt do you think they'll tack the cost for such things onto?  That's right, yours.

All in all, you have only managed to delay the problem while digging yourself deeper.  Good luck.

(Honestly, did you really expect to get out of my final "screw you" so easily?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 05, 2012, 07:45:01 pm
Oh, I realised that. Two of the three will die, the last has merely severed tendons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 06, 2012, 09:24:36 pm
shameless bump and....

only 150 pages to go....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 06, 2012, 09:39:45 pm
Onward, Terrahex, to page 417!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 06, 2012, 10:30:40 pm
I'm just starting Splint's second reign.

(and I was talking about the text doc. there's no way I'm going to read all the aimless conversation you guys have had. XD.)

(Also, Mr Frog, really? MLP? :P )
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 06, 2012, 10:39:06 pm
Ohh, I think that means you'll miss most of my reign.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 06, 2012, 10:45:39 pm
Hey, what's done is done. I personally find it a hilarious addition given the mess of other references and such we have sprinkled throughout.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 06, 2012, 11:04:19 pm
if it's not too much trouble, could I get a status check on my dwarf. splint referenced my empty quiver and I would like to know what that's about.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 06, 2012, 11:21:29 pm
You burning through your ammo probably. You and Mr Frog tended to stand your ground despite not being activated and letting loose with the crossbows.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 06, 2012, 11:26:42 pm
civilian crossbows correct?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 06, 2012, 11:43:59 pm
Yup. Everyone else tended to shoot and scoot.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 07, 2012, 12:31:57 am
how characteristically appropriate. where dwarves are concerned dorfhex tends to be clumsy and physically sick, but other races are a different matter altogether.

100 pages. at this rate only a few more days...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 07, 2012, 02:32:49 am
I'm pretty sure you joined in during the second Spawn siege of my reign, Terra.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 07, 2012, 02:46:56 am
Here's Entry Two of Reudh's quest.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Varnifane on November 07, 2012, 10:46:34 am
Holy crap. 417 pages. And I came by thinking I was going to catch up...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 07, 2012, 04:27:32 pm
You just made the 418th page as well!
Have a fun month!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 07, 2012, 08:38:55 pm
This is why I have replies per page cranked up as high as it will go. I only have about 120 pages (I go much faster when they're only on one page less loading that way)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 08, 2012, 09:35:39 am
That's a pretty good idea... I may wind up setting my replies-per-page the same way. lol   I need to get the past few months added to the pdf (to make things readable for people like Terrahex), but first I need to get it to where I can actually get on more often.

Great story posts, Reudh - the first one made me laugh quite a bit. So I take it that Lord Reudh is going to be traveling with an entourage?  ???

And now, Vanya.
Vanya's journals, #33: Parting Ways
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 08, 2012, 10:04:01 am
Another grand peice good sir. It inspires me. To what I haven't the slightest but it does. I feel the need to write something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 08, 2012, 03:48:26 pm
[A bump and a post. For clarification, the scouts had just lef tthe safety of the Parasol Perimeter near the end. Bonus points if you find a reference. Let the abortion be read!]


Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 08, 2012, 04:24:40 pm
This is why I have replies per page cranked up as high as it will go. I only have about 120 pages (I go much faster when they're only on one page less loading that way)
That's a pretty good idea... I may wind up setting my replies-per-page the same way.

Actually 126 pages, as of this post.  I did so my self the moment I found out where to do so. (given that my internet connection isn't too good, it may anywhere from a few seconds to a few minutes to forever for a page to load for me, so I really appreciate less loading)

Quote
I need to get the past few months added to the pdf (to make things readable for people like Terrahex), but first I need to get it to where I can actually get on more often.

Don't forget to update the post listing the stories as well. ;)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 08, 2012, 05:21:03 pm
Holy crap. 417 pages. And I came by thinking I was going to catch up...
It could be worse...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on November 09, 2012, 04:00:05 am
We're in the Hall of Legends? Terrahex is back? Why do I always go into my hermit-hole right when cool stuff happens?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 09, 2012, 04:28:17 am
Because the timewar is altering your passage through time so that you only exist in the boring times!  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 09, 2012, 06:56:25 am
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 09, 2012, 07:35:15 am
What's this, Reudh!  You're solving problems, not by violence and bloodshed, but with words and diplomacy!  You abomination to dwarvenkind!  You MONSTER!  HOW CAN YOU LIVE WITH YOURSELF!

In other, completely unrelated, news, did you know I love being overdramatic?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 09, 2012, 08:12:02 am
What's this, Reudh!  You're solving problems, not by violence and bloodshed, but with words and diplomacy!  You abomination to dwarvenkind!  You MONSTER!  HOW CAN YOU LIVE WITH YOURSELF!

In other, completely unrelated, news, did you know I love being overdramatic?

I can tell. :P

And while Reudh is Dwarf, he is not stupid. Not all dwarves are stupid. Look at Urist, or Splint as an example. Even Talvi's warped mind conceals a sharp intellect. :P
Plus, let's assume that Reudh convinces Hathur that a population freed of his... perversions would be better, that having a better male:female ratio would improve happiness, willingness to work, and population size. Hence, a healthier economy, that could afford to import courtesans for Hathur. That way, Hathur gets his perversions to continue without affecting his land's economy as terribly as before. Strohe, Tedaz and Lurit get to continue being protected, without their women being taken. Reudh gets information about Vanya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 09, 2012, 06:23:09 pm
only 40 pages left. it's so close it hurts. T_T
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 09, 2012, 06:50:58 pm
*goes on a major editing spree and adds the last 100+ pages to the pdf*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 09, 2012, 07:29:54 pm
Thank you, m'lord Talvieno
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 09, 2012, 08:03:06 pm
Lol, it was a joke. :-\ Now I feel bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 09, 2012, 08:09:12 pm
A little at a time. I'd post something but my heart hasn't been in my drawing lately and I'm not sure where to go with the fighting in Sewaturet (currently torn between skipping ahead a day or two to Parasol desperatly trying to beat back the Necromancer's zombie horde AND a militia assault or Castor's squad facing off against zombie Obok the battlesuit pilot.)

Although I feel like asking if Reudh could give the place a visit. Get a little bit of consistency going for my bombed out city as to its location.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 09, 2012, 08:29:32 pm
I certainly could, Splinticus.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 09, 2012, 08:33:57 pm
*Does a happy dance, goes back to researching government grants and aid for nonprofit organizations* (I fucking hate school.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 01:51:13 am
crap, is everything in the text doc? I haven't gotten to Reudh yet and I only have 20 pages left.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 10, 2012, 02:07:57 am
In the OP it mentions updated August 10th; my reign began August 22. Talvi's just finished updating it, I think is yet to upload it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 10, 2012, 03:11:00 am
Just reserving this post while I write up the next bit o' Reudh's story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 10, 2012, 07:17:02 am
In the OP it mentions updated August 10th; my reign began August 22. Talvi's just finished updating it, I think is yet to upload it.
I said I was joking. >.> Now I really, really feel bad for making that little joke. lol   I was just teasing Terrahex.  Oh well... With the guilt eating at me now, looks like I know how I'll be spending my free time for a while... Plus, I can't write the next Vanya chapter until Lord Reudh manages to find his way to the bloodplains... Unless of course Reudh and Vanya are never meant to meet at all. :P But with incorporating Splint's Zombie/Parasol/Timewar bits into his story, it means Reudh will already know about the timewar by the time he finds Vanya... which will change things considerably. The chapters (my chapters) immediately following Reudh finding Vanya were going to include necromancers anyway. lol    Writing with people is confusing. You change your plot constantly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 10, 2012, 07:21:11 am
Oh he won't be visiting the place as it stands. Just the city in its early years.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 10, 2012, 10:19:51 am
Ah, all right. That makes things simpler. :P

[...] the only thing I am sure of is we have just beaten Lovecraft as far as eldrich horrors go [...]
How was this not deemed quoteworthy?


I love this fort, though...
    In other forts, it's "OH NO, WE'RE ALL GOING TO DIE" if there's a goblin siege while people are outside and the gates are open.
    In this fort, it's "OH NO, WE'RE ALL GOING TO DIE" if there's two goblin sieges, a holistic spawn siege, three holistic spawn ambushes, 300+ zombies and Fischer is dead.
Such a big difference.


ALSO:
Quote
The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).

I am greatly annoyed by this. I blame Reudh's 42 overseer entries. The Hitchhiker's Guide was right. The number really is 42.
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
Quotes are being split into two sections. Multiple nominations are now required to get a quote onto the front page.



EDIT: Guess what, guys. Second post is updated, as is the story post. It took me three and a half hours. I think I'm gonna go crash somewhere now. :P

trivia: Spearbreakers has 54 pieces of artwork to its name. That's impressive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 10:57:02 am
something just occurred to me... if Silena is helping mr Frog in his lab... who is manning the reception desk?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 10, 2012, 11:31:46 am
Overseer's log: 28th of Sandstone.
I tried to wake Fischer up the hard way, taking away the bed she was lying on. It did not work. She just got hauled by a doctor into another bed, without her waking up and punching me in the face for taking away the bed. I fear the worst.

Overseer's log: 16th of Timber.

Seems like there are more traders with a death wish than there are spawn....
(http://i49.tinypic.com/1555p51.png)

A good two seconds later...
(http://i50.tinypic.com/28amijc.png)


Final Edit: GET THE FUCK ON THE TINYCHAT. THERE IS SOMETHING HUUUUUUGE GOING ON. NO TIME TO EXPLAIN ON FORUMS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 10, 2012, 12:10:31 pm
woah wait, timber? Wow. Feels actually like your turn is flying by.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 10, 2012, 12:25:43 pm
Ladies and Mentlegen, SHE has awakened...

(http://i46.tinypic.com/whi0bp.png)

(Was that dramatic enough?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 10, 2012, 12:36:56 pm
And I feel the need to say Yes multiple times like M. Bison (I think that's the guy's name.) YES!

EDIT: Also, I'm at school at the moment so no tinychat for another hour or so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 02:52:48 pm
so I have officially finished the document.

but it turns out that it's not complete and I still have a lot of reading to do.

T_T
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 02:54:39 pm
Copying splints updates for my journal.
Spoiler (click to show/hide)
I did. I loved it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 05:32:58 pm
can someone just give me a quick synopsis about what happened over reudh's turn.

please for the love of god Armok I can't read anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 10, 2012, 06:02:22 pm
Death And Chaos
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 06:03:21 pm
care to be a bit more specific? every other year was like that excecpt there was a third adjective unique to that year.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 10, 2012, 06:03:55 pm
His reign spawned us a thread specific meme: Did something go wrong? Probably Reudh's fault.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 10, 2012, 11:16:01 pm
I haven't finished reading the whole thread yet, but I got tired of reading (which is saying a lot given that I read books non stop) I wrote this and hopefully its generic enough that any changes I don't know about won't matter.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 10, 2012, 11:17:21 pm
care to be a bit more specific? every other year was like that excecpt there was a third adjective unique to that year.
I died, and left him all my debt.  Really, I think my journals set the tone for how the military felt about him early on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 10, 2012, 11:50:45 pm
We probably have an extensive collection of books now even if we only have our first king's in-game. Also: Terrahex just made his dwarf a little scarier.

Show of hands, who else is starting to realize that this place is a magnet for wierder shit than what is considered normal for a dwarven fortress in-characterwise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 11, 2012, 12:31:33 am
*raises tentacle*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 12:35:29 am
Time travel, technomancy, shadow creatures, an emo flame monster, black magic, eldritch abominations, insectoid proud warrior race....

God I think Armok himself is preventing this univers from imploding nowthat i think about it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 11, 2012, 01:39:38 am
I suddenly think i want a Dwarf in this insanity. There is something very special about this fort. (god no I will never take a turn) :3 Now to business SO MANY PAGES TO READ ARRRRHHGGGG
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 11, 2012, 05:54:35 am
We probably have an extensive collection of books now even if we only have our first king's in-game. Also: Terrahex just made his dwarf a little scarier.

Show of hands, who else is starting to realize that this place is a magnet for wierder shit than what is considered normal for a dwarven fortress in-characterwise.
*Raises adamantine-sword-hand*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 02:24:22 pm
Lurked here for a while, and posting just to poke this. (I like poking things)
Also wondering whatwould happen if Derm, Fischer, Cacame, Morul and Captain Ironblood faced off against the spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 02:30:36 pm
Well, that depends. Do the words "Cruel and Unusual Punishment" mean anything? Cause I'd consider that overkill to fight Spawn. Hell they'd probably need Spawn, Goblins, barbarians, and a mess of others to fight that many great dwarven heroes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 02:36:43 pm
Even if Holistic Detective herself was on the spawn side?
And i play dwarf fortress, cruel and unusual punishment is the order of the day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 02:43:06 pm
Hmm. Then maybe they'd have a chance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on November 11, 2012, 03:09:17 pm
Nomekast has a lot of multicultural stuff going on, but even then, they have nothing on this >.>

I think I wanted to say something else, but I went and forgot what it was again.

EDIT: Oh god, quadruple ninja'd because I derped around too long trying to remember what I wanted to say again >.<


And yeah, even assuming HD herself arrived with the rest of the spawn, the dwarven heroes would stand an extremely good chance of winning, assuming HD's stats are around what they were in Headshoots.

Derm (from Towersoared, anyway) I would guess matches those stats to some degree, and Captain Ironblood isn't exactly a pushover either (Nist Akath's guards had considerably higher stats than Ironblood, though). Morul's stats I don't know much about, due to crappy memory (matches Ironblood's stats somewhat, at least).

... In all honesty, I have no idea where Fischer would be on that list. Lore-wise badassery would put her up near the top at the very least, if not at the top, but I'm unsure about stat-wise :P

In case it wasn't obvious, I've been doing some reading lately, trying to pick off all of the older "epic" forts that I missed in the past.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 03:10:52 pm
I'm still trying to get through gemclod and keep losing my place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 11, 2012, 03:22:33 pm
I can't seem to find a good fort to read about that has an ordered story telling thing like the something awful fortresses and Talvieno's word doc or a directory
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 04:46:25 pm
I was talking about Ironblood after he killed the Soulsmith. He got the Soulsmiths power, remember?
Derm and Ironblood are about on the same level, and i do not know Fischers stats, but i know Morul is weaker then Ironblood
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 04:48:07 pm
All I know Fischer bites the teeth out of Spawn and has survived having a dozen Spawn plus bear mounts clawing kicking and biting her in the head in-game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 04:52:30 pm
Ironblood killed a GOD that had power enough to give ARMOK a good fight. Enough said.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 04:58:44 pm
Ruling out that supernatural stuff, but regardless Fischer is probably the weakest of them. And if that guy is that strong, even Holistic wouldn't have a chance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 05:02:37 pm
Well, didn't Holistic fight with a pair of gods at the end of Syrupleaf? She took out one of them, and the 333 legions of greater spawn, if i remember correctly. That is pretty powerful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 11, 2012, 05:03:47 pm
Meh. I have no idea on every little detail. I've already admitted our champion is probably fairly shitty compared to the rest of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 11, 2012, 05:21:26 pm
even in canon, she's still the worst of them all, but keep in mind that these are figures that are near gods while Fischer is still a regular dwarf. by the end of the story she'll be a god.

btw, you forgot to add tehsid to that list
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 11, 2012, 05:24:08 pm
Oops. Sorry tehsid!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 11, 2012, 08:39:52 pm
Hand raising for agreeing that this place is insanity incarnate *raises Bio-mechinaical Cybernetic Arm with his hand*
Also Horray on Fischer Waking up I was almost worried i'd have to reconstruct her next.  Also next shipment of Jack's Upgrades arrived  today,  just let  me know when he dies again.

Also as Far as this place trying to impolde on itself I think we have two types of insanity a outer layer trying to impolde at the same time the inner layer tries to expolde, thus a insanity stabibility, i think the inner one is Terry, i've named the outer one Jerry.  Also if Terrahex starts to fool around with the darker side of magic it might accutally OFFSET the Technological Heavy stories at the moment Although if he gets good at the magic then Spearbreakers will offically have more Evil/Not Good sides than anything else.  (Considering I think only Mr Frog and Splint count as "Good" sides at the time. I think my best I could count for is Neutral... Chaotic Neutral.)

Now trying to think of all the aliginments of our characters have made me releiase We Have NO defined Good Guys...

Welcome to Spearbreakers, Home of The Mad, The Mayhem, and The Mugs.   *Warning Detect Evil at own risk of cranial Explosion.*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 11, 2012, 09:20:46 pm
All the Spearbroken Dwarves (Yep. We are now our own kind of dwarf.) are a little bit good, a (big) little bit evil, and a whole lotta crazy.

Chaotic Neutral are the new migrants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 12, 2012, 12:47:20 am
Finally! I'm finished! I'm finished!

I'm finished

I can write diaries fully informed now! I'm just so happy!  :'(  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on November 12, 2012, 05:37:59 am
Just came back to this to realize that my dorf was killed by a repeating spikewalk. Samething happened in Gateivory, except with a repeating retracting bridge. (I.fell.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 12, 2012, 07:42:14 am
Meh. I have no idea on every little detail. I've already admitted our champion is probably fairly shitty compared to the rest of them.
Just wait til we invade hell. I imagine that's when Canon Fischer will gain most of her more-godlike abilities.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 12, 2012, 09:40:50 am
*raises arm holding pulse rifle*
yep. this place is nuts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 12, 2012, 09:42:23 am
*raises armscythe and arm wearing golden mind-controlling bracelet* Yep, nuts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 12, 2012, 09:43:40 am
yays!

i wonder what frogs arm is...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 12, 2012, 09:44:07 am
Hairy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 12, 2012, 09:47:06 am
awwww. i was hoping it was somesort of cross between a frogs, a spawns and a Maej one combined...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 12, 2012, 09:47:40 am
Lol, I thought you meant ingame, or canon.

Also, best derail ever. Discussing Mr Frog's arms.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 12, 2012, 09:52:39 am
it was?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 12, 2012, 11:38:13 am
Not sure what you mean.

Reudh, how far is Lord Reudh from reaching the bloodplains at this point?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 12, 2012, 06:13:29 pm
Once I finish the bit with Hathur, one, maybe two entries. I can knock entries out pretty quickly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ArchAIngel on November 12, 2012, 07:14:03 pm
I read that as Hastur. (OH SHI-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 12, 2012, 11:59:20 pm
I have something in mind as well that'll hopefully get out soon concerning Talvi. I have one entry written so far but it's only dealing with what happened to Talvi after Vanya was pushed off the ledge. then I have to explain magic a bit so yeah... take your time getting there.

EDIT: how much do we want spearbreakers to know about the timewar?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 13, 2012, 12:58:25 am
We don't, so far as I know. A few residents are aware of it, mainly Splint, Urist, Hans, Mr Frog, the now departed Vanya, and a few others. The general populus is not aware, even when we had the mercs attack us. People just went down to the panic room and did not see anything for that. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 01:04:51 am
The mercs passed themselves off as "exotics" from inland, where things get much MUCH nastier.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 13, 2012, 01:09:30 am
At this point, I would think that even if they knew, most just wouldn't care.

Urist McGeneric-resident: "Another group of mercenaries from the future trying to take over the fort and make a military installation?  Must be a tuesday."
Urist Mcconscript: "Wake me up when spawn or undead arrive and start fighting them. I'm bored out of my mind."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 13, 2012, 08:17:26 am
I think that, as per Fischer's character, she would've kept the commander alive after the fight to question. but maybe not. she might have just killed everybody.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 13, 2012, 12:29:29 pm
Overseer's Log: 3rd of Moonstone
(http://i50.tinypic.com/a4fbq.png)
Well, this is kind of new.

Overseer's Log: 24th of Moonstone
(http://i47.tinypic.com/205zjnr.png)
Useless, like all the others. THROW IT ON THE PILE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 13, 2012, 01:00:01 pm
I think that, as per Fischer's character, she would've kept the commander alive after the fight to question. but maybe not. she might have just killed everybody.
Actually, they ported back to Ballpoint. All that was left were a few needles from Acetalyta's needlegun.

Also, that pile had better be in a noble's room, Tomio. :P lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 13, 2012, 01:02:47 pm
(http://i47.tinypic.com/21zggn.png)

Just wanted to share this, for LFTON.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 01:27:09 pm
That door could come in handy for when the Queen comes on royal inspection of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 13, 2012, 01:31:13 pm
Overseer's log: 18th of Obsidian

Just when I thought my rule would end silently and I would be able to disappear into the realm of the unknown, the humans show up. Remember me I hate them.
(http://i48.tinypic.com/2j0xohc.png)
I made a rough sketch of what's going to happen.

Overseer's log: 20th of Obsidian

Siege? What siege?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 13, 2012, 01:45:16 pm
Overseer's Log: 1st of Granite.

And thus ends my reign.
(http://i50.tinypic.com/ua87c.png)

http://dffd.wimbli.com/file.php?id=7126
Save's up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 13, 2012, 02:54:32 pm
yays!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 02:57:13 pm
I feel the need to write about the battle that just occured.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 13, 2012, 04:53:55 pm
happy birthday Spearbreakers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 05:04:04 pm
Ok, The Master has been alerted and in three days we'll either move along the list or someone can volunteer to take his turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 13, 2012, 05:43:50 pm
Darklight shall return to me. By this blade it shall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 05:47:38 pm
Also on "Seige what seige?"

Human "Army" (Likely just a mess of workers given basic training and weaponry with a few actual soldiers leading them) vs Spearbreakers Army AKA the "Enemy Blend-o-matic."

I wonder which won. *Sarcasm*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 13, 2012, 06:05:06 pm
Especially now that Fischer is awake.

anyway, this is my second entry. BEWARE! long entry. I couldn't find a place to break it up. besides, I had to read a lot now you have to read a lot. :D

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 13, 2012, 08:13:21 pm
Fischer's idea of mercy to her enemies is killing them in a half-second instead of ten seconds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 13, 2012, 09:00:14 pm
I was reading the TVTropes page and listed under shrinking violet (the shy character) was Vanya (at the beginning) but not Terrahex the dwarf... XD
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 13, 2012, 09:20:18 pm
Yeah our TVtropes page is a bit dilapidated atm. :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 09:21:14 pm
We have no-one to reliably maintain it because I can't and nobody else is willing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 13, 2012, 09:31:53 pm
We'd need someone sane. It's not that no-one's willing, it's that no-ones ELIGIBLE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 09:38:56 pm
Far as I can tell everyone who's contributed followed quickly with what amounted to "NOT IT." regarding custodianship.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 13, 2012, 11:05:30 pm
NOT IT

actually I wouldn't know how :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 13, 2012, 11:34:23 pm
Egh, I keep procrastinating for my next entry, and I know both Splint and Talvi are waiting on me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 13, 2012, 11:40:07 pm
I'm not. I'm just ina big pile of writers block. If you do do that little nod remeber: Early Sewaturet. If you want specifics on a layout I'll be happy to PM them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 13, 2012, 11:48:42 pm
I'm not. I'm just ina big pile of writers block. If you do do that little nod remeber: Early Sewaturet. If you want specifics on a layout I'll be happy to PM them.

Yes please!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 14, 2012, 04:17:48 am

Here's entry four. Entry five will be at Sewaturet, Splint.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 14, 2012, 07:22:52 am
Whoa, wait... Talvi's in prison??  ??? For forty years?? When did this happen? Why wasn't I informed? Aaand... now the whole fortress knows Vanya's an elf, and you say they're prejudiced against her... This makes things interesting, to say the least. :-\ Not sure where to go from here.

Great update, though, Reudh. Looking forwards to the next one.

Edit: sorry about the TVTropes page, Terrahex. I was maintaining it for a while, but the character sheet isn't even half-done. RL got in the way.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 14, 2012, 08:13:35 am
Written somewhat spur-of-the-moment.



reedit: discussion complete, this is canon.
Journal of Talvi Diamondknight, Late Winter 209

This is a giant emu leather bound journal belonging to Talvi Diamondknight. The pages sit loosely within the cover, as if they weren't intended to be there at all. This is supported by the fact that the cover reads "Alchemy and You, A History".

    I told 'em, I did. I tole all of 'em. I told 'em that I killed Vanya, that little sneak. I told 'em I was sorry. I couldn't stand knowing that I'd killed her - me, li'l ol' me. Same as the newt in the waste pile said, "There ain't none more apple peels," I ain't gon' leave here no more. They sentenced me, by my request, to 40 years in prison. Fortress'll fall afore then, sure as anything, but that don't matter none. I gots what I need. I gots my journal. I gots a pen. I gots people feelin' sorry for me. An' they shouldn't, 'cuz I was a bad woman, I was. I'm sorry fer what I did. I shouldna killed Vanya... even if she was an elf.
    'Least, that's what I tell ever'one.
    I ain't that dumb.

    Not too long af'er I made m' last entry, Mr Frog came an' got onto me for eatin' his books, he did. "Talvi," he said, "There ain't no butter in a pecan's eye, you should rightly know that weller'n anyones." And so I did, but he didn' know that. I was eatin' his books on purpose. I knew he'd get onto me fer it. "Talvi, lemme show ya what books are really for, ya hear?" My response was quick. I accepted. See, but inside, I was fumin' with rage and havin' to keep a tight leash on my temper an' all, but he didn't know. He gave me one of his older books an' tole me to read it instead o' eat it. And so I did... Consumin' them with yer eyes beats with your teeth... There's so much more meat on 'em for the eyes. But Mr Frog only gave me that one book. "Alchemy and You", it was. I still has the cover, and I ain't gonna give it back. He said I could keep it, affer all. He said it weren't no use to him none.
    But I didn't stop there. I asked for another, but he said I should read from the Spearbreakers library. But that weren't what I wanted. I wanted to b'come smart as Mr Frog hisself. He's got a full bookcase in his room, dusty ol' books sittin there like ants with a jelly jar. But he'd know if any was missin', he would... So I tried somethin' differ'nt. I'm well and good at takin' pages out of books by now, affer eatin' so many of Draignean's. While Mr Frog was outta his room, I took the pages of "Alchemy and You" and removed the pages of another of Mr Frog's books, replacing them with Alchemy's. The book still seemed full, but it had the wrong pages, was all. Mr Frog never read 'em, so he wouldn't never know.
    An' I read. I read all his pages about portals an' brains an' neurochemistry an' all that stuff. I know how to make potions t' make a person fast, I know how to make a poison that'll boil a man's blood in half a minute, I do. I kept swapping the pages of his books, one affer another, readin' them all in my spare time. Only trouble was Urist... He's in Mr Frog's room quite a bit these days, learnin' or somethin... But Mr Frog ain't never locks his door. I kin sneak in there while Urist's fiddlin' with the portal, or readin' up on books, and steal a book of my own. Mr Frog has sharp eyes, but Urist don't.
    Then I ran out. I'd read all Mr Frog's books. I knew all he kept in there. I started readin' other books in the fortress... An' it finally got t'where I stoled the necromancer tome from Mitchewawa's room. It was in ano'her language, but I knew how to read't, 'specially since I read that human-english dictshun... whatnot stuff. Sure as an ol' mule bouncin' on a bowl of taters.
   
    Now I know how t'raise the dead, e'en if I ain't so good at it. I can make poisonses that'll make it seem like I'm dead m'self. But what good does that all do if Mr Frog finds out, see? An' he did. He found out I was messin' with his books affer th' cover fell offa one. He started watchin' me... Think he may have been lookin' to kill me, even... But it only left one thing t'do. An' I knew what it was.
    Affer stashin' some stuff, I went an' tole Splint what I did to Vanya. I tol' ever'one. They all knows now. But see... I appealed t'their nature. I tol' 'em all how she was an elf. I told 'em I thought she was gonna betray the fortress, jus' like any elf rightly would, see? But I knew better. Vanya weren't like that... a'least, not when we was friends. I told'em how I pushed her off the cliff. I told 'em ever'thing... almost. But what happened was what I thought would.
    They betrayed me. Some of 'em wanted mercy for me, an' I'll remember that few. I said I was bad, an' horrible, and instead of jus' one year in prison, I made 'em give me 40, sayin' I deserved it. I begged for forty, I did. Well, I said "thousand", but they said that was crazy, an' they set it t'that. I also made 'em give me mah cavies so I could keep'em with me. Loki and Set don' really likes the Holistic Spawn's yellin' and yammerin' all the time, but it cain't be helped. I need 'em here. It lets me be happy an' bubbly, keeps me from goin' crazy. I'm a good girl, I is. We all just doesn't see eye to eye all the time, like the farmer an' his weed. I ain't never counted a weed's eyes afore, tho... Anyhow, the cavies keep stealin' the keys, an' I keep givin' 'em back to Fischer. I want them to feel sure I don't never want to escape this little cell.

    They all think I'm outta the way. They think they've put a stop to me. They think I isn't never comin' back to harm nobody.

    They don't know.

    Mr Frog came to me one night, he did, early on. "Talvi," he said, "Vanya didn't die in the caverns. I cain't find her body." I told 'im I didn't care. I was bad and had to stay locked up. It was the way things had to be, I said. I deserved it. He nodded an' left.
    Because I'm my sweet, lovin' self around ever'one, Spearbreakers folk don't hate me. They feel sorry for me. They like that I owned up to my mistakes. Not e'en Mr Frog hisself could tell I was lyin' through my teeth when I said I was sorry. I just get all bubbly or teary when it's needed, I do. My granpappy said I shoulda been an actress once, he did, but I ain't never got the time to catch a wagon. Same as a splinter's hide.

    Most recently, Terrahex came t'see me. 'e was lookin' mighty... hard t'see. Jus' like old times. I tried to tell him of my plans... But he ain't the same no more. He's changed. He betrayed me, he did... said he weren't gonna be friends with me no more. I don' rightly care. I's got my cavies, an' they's all I need. I don't need Mr Frog none. I don't need Terrahex. I gots them. And I gots my plan. I ain't out of the picshur, no, no no. Any little lightning bug with a fever can agree wi' me there. I'm just resting an' waiting. I'll be out afore you know it.
    I don't never forgive.

The bottom of the page is scrawled with arcane and demonic symbols.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 11:09:52 am
I do believe Talvi's Sanity Meter just took a few hits into the negative.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 14, 2012, 11:54:29 am
Depends. Terrahex PM'd me after I posted and implied that it might conflict with his story plot, so we're discussing it. Waiting for him to reply now. I do very much like the idea of Talvi as an "evil villain", though. I think she'd be particularly scary. :P She's cute and sweet, unless you get on her bad side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 11:59:31 am
Clearly, given the incidents with the chopping and the throwing friends into chasms...

EDIT: Good News! The Master says he'll be able to start his turn later today! I'll change his turn status when he makes his first Entry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheDemocrodile on November 14, 2012, 03:58:01 pm
I`ve just spent the last four days reading this thread and i`m loving every bit of it. Keep it up gentlemen!
Incidentally im bloody glad your keeping a PDF of this going, I`m currently doing a PDF of Syrupleaf having just finished one on Headshoots and I`m delighted i wont have to do one on this fortress too!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 14, 2012, 04:22:39 pm
A tomb exploads into flames somewhere in the depths of Spearbreakers, sending nearby soap makers into an insane frenzy. Out of flames, steps out the skeleton of the great Master. Using his all-mighty powers, he tears the nearest dwarf neatly in half, rips out the insides, bones and all, then uses the veins and arteries strewn about the place and a severed index finger to sow the body up into a suit. After carefully putting it on, he grins. So began the ruling of the single worst ruler of Spearbreakers yet.

I'll have the first seasonal update up by Tuesday at the latest. If i'm taking too long, i may split it up into a two parter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 14, 2012, 04:25:54 pm
A tomb exploads into flames somewhere in the depths of Spearbreakers, sending nearby soap makers into an insane frenzy. Out of flames, steps out the skeleton of the great Master. Using his all-mighty powers, he tears the nearest dwarf neatly in half, rips out the insides, bones and all, then uses the veins and arteries strewn about the place and a severed index finger to sow the body up into a suit. After carefully putting it on, he grins. So began the ruling of the single worst ruler of Spearbreakers yet.
That. Was. AWESOME!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 04:34:15 pm
Would have preferred a less... Destructive sounded resurrection but ok, we'll just assume that was an unlucky skulker.... Just please don't go out of your way to make things worse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 14, 2012, 04:35:16 pm
Good News! The Master says he'll be able to start his turn later today! I'll change his turn status when he makes his first Entry.

Are we sure this is good news?  I distinctly remember people freaking out in fear of what he might do the last time he was up for a turn.

EDIT: double-ninja'd, with evidence supporting my observation
Edit2: splintja'd while I was making that last edit
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 14, 2012, 05:04:05 pm
And now, boys and undercover police officers, Beethoven's fifth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 14, 2012, 05:05:38 pm
v for victory?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 14, 2012, 05:14:12 pm
Well crap this fortress is doomed. I guess we're up to Spearbreakers 2......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 14, 2012, 05:15:56 pm
not yet. wait untill it dies. but you might want to tell the Frog to break out his mods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 14, 2012, 05:43:04 pm
I can donate mods if anyone wishes.

The Master? Don't kill us unless the deaths are glorious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 05:58:53 pm
I've requested twice that he not go out of his way to kill us all. Nature's been doing a fine job of that on it's own.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 14, 2012, 06:05:51 pm
Dude this is the Master we're talking about I don't think any sort of requests will stop the horror even if he doesn't kill everything you know he's going to drive the dorfs to insanity and we're going to have a tantrum spiral we all know it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 06:36:43 pm
The request was made to afford the others with lined up turns thier go. I'd prefer not having the next fort's roster filled entirely by people who got screwed out of thiers here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 14, 2012, 07:28:54 pm
The request was made to afford the others with lined up turns thier go. I'd prefer not having the next fort's roster filled entirely by people who got screwed out of theirs here.
Master or otherwise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 14, 2012, 08:02:50 pm
As long as Master keeps story-required dwarves alive. He's also got a mighty task ahead of him in fixing the tattered army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 14, 2012, 09:41:34 pm
Well regardless I can hardly wait to see how this will go. Honestly though Spearbreakers has to die one of these days. Though when it does it better happen to a combined siege by every single race that can siege at once combined with tons of ambushes. If that happens the dorfs just need to charge out and see how many casualties can be caused before things die. (I really do wish that could happen.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 14, 2012, 09:53:08 pm
One of these days. I hope it survives at least ten more years. We haven't finished the canon yet. :P


I'll only deem Spearbreakers dead when Fischer dies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 09:55:26 pm
We may be able to squeeze a hundred more turns out of this place then if her luck holds up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 14, 2012, 10:10:33 pm
You realize very few fortresses ever make it past 20 turns right? What makes you think Spearbreakers is any different?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 10:16:02 pm
The characters are unstable but the players give a damn about the place for once and because of the crushing force we're being hit with are probably trying to see how many assaults it takes to kill more than six people at a time. Or to see if any enemies will live to see the fortress innards proper.

Plus I was being facetious on the hundred turns thing, but I'd like the majority of our current roster to get thier turns.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 14, 2012, 10:19:28 pm
You realize very few fortresses ever make it past 20 turns right? What makes you think Spearbreakers is any different?

We have Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 14, 2012, 10:51:12 pm
i'm going to need to be filled in. I haven't been able to focus until recently on reading up on this thread since a little while after I died.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 14, 2012, 11:02:16 pm
There's a PDF on page one courtesy of Talvieno. Everything is actually more or less up to date there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 14, 2012, 11:05:25 pm
i'm going to need to be filled in. I haven't been able to focus until recently on reading up on this thread since a little while after I died.
I recommend starting with the PDF talvieno's composed, given how often this was getting derailed at points.  It'll definitely save you a lot of time.

EDIT:  Splintja'd again.  I'm seriously planning on investing in ninja-B-gone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 15, 2012, 07:40:59 am
The PDF is NOT up-to-date. It's actually three months behind. I kept putting it off. Compiling a PDF with so many out-of-sync stories isn't easy to do at all, and we have ourselves the largest collections of canon in any DF succession I've heard about. Still, three months behind means you get all but the last couple of reigns (which aren't that hard to read through in-thread. most posts are short, so don't let the page count fool you).

The spearhead that The Master created that made him lose his mind has been in the possession of Urist, former military liaison from the mountainhomes. I'm considering having Reudh present it to Vanya on their meeting, though. Not sure how well that would work out. It'd certainly be a pretty powerful message to her, and possibly open the door for a possible reconciliation, if I feel like it... even if Vanya won't forgive him for the death of her sister.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 15, 2012, 12:16:34 pm
The PDF is NOT up-to-date. It's actually three months behind. But guess what... it may not be like that for long. I'm currently going all-out and attempting to get it updated. Lots of editing and re-editing involved here, but it should hopefully be worth it. We're already up to 200 downloads of Spearbreakers.pdf. Thank Armok for Mediafire. I don't know what I'd do without it.

I'm currently at http://www.bay12forums.com/smf/index.php?topic=102730.msg3592372#msg3592372 (http://www.bay12forums.com/smf/index.php?topic=102730.msg3592372#msg3592372) this post. Yay. I still have a long way to go, but I'm getting there.

As some of the entries of various journals dip back into the earlier portions of PDF, people who have read ONLY the PDF will need to go back and re-skim... or suggest something for me to do to make it easier for them, because I'm out of ideas.

edit:
[I'll leave it up to you guys where this takes place in Reudh's summer.]
Why, thank you, Splint... how thoughtful of you.

Reedit: Interesting note - Reudh, some of your overseer entries are out of order. o.O
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 01:57:37 pm
Take your time with it, no need to fry your brain even worse than it already is.. And now a spur of the moment story will follow!

EDIT: Ta da! Again, spur of the moment, and I felt like making The Master's return less destructive and more.... Just plain creepy. How was he brought back from the dead? Who did it? Why? Was it Armok? Terrahex fiddling with his necrotomes and making full blown ressurection spell? Were the gods just sick of listening to him screming CARNAGE!!! at them? We may never truly know.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 15, 2012, 02:43:13 pm
Thanks, Splint, and great story post. :P Lol at the Orodogoth reference, I caught it. Orod will be pleased. I'm greatly looking forwards to seeing what The Master manages to do. :D (I doubt he can kill the fort, even if he tries. We have Fischer, after all.)


And... I'll try not to overfry myself. I've been working since around 10 this morning (five hours straight, holy shit), so I think I'm going to take a break now. Only 15 50-post pages left. I guess I'm halfway there.

Splint, you mentioned that there was a third Vanya pic that you worked on, but were never satisfied with... Do you think you might PM it to me? I'd love to have it, even if it didn't get posted in-thread.

we'll just assume that was an unlucky skulker....
Also, agreed on this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 15, 2012, 03:36:45 pm
splint? you do know that you are awesome, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 04:08:53 pm
Not awesome man. But I appreciate the compliment all the same.

EDIT: @ Talvieno - I don't think I have it anymore as I tend to scrap things I'm not happy with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 15, 2012, 05:06:55 pm
Personally, I think that The Master's return was due to how so many dwarves in the fort started reading those necro-tomes.  that could have created a build-up of necromantic energy or something like that.  I theorize that such a thing also is the reason why the different things that can happen in evil biomes.  That, of course, means part of the fort is a prime location to use necromancy.

What do you guys think of this explanation?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 15, 2012, 05:29:03 pm
Needs more mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 15, 2012, 06:03:47 pm
Personally, I think that The Master's return was due to how so many dwarves in the fort started reading those necro-tomes.  that could have created a build-up of necromantic energy or something like that.  I theorize that such a thing also is the reason why the different things that can happen in evil biomes.  That, of course, means part of the fort is a prime location to use necromancy.

What do you guys think of this explanation?

I like that. when Talvi and Terrahex got together, both users of black magic, the build up had to go somewhere.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 15, 2012, 06:30:22 pm
EDIT: @ Talvieno - I don't think I have it anymore as I tend to scrap things I'm not happy with.
Noooooooooo. :( If you do happen to come across it, even as a WIP, send it my way, though. I do like your art, and I'd greatly value any related to my characters, understandably.

Personally, I think that The Master's return was due to how so many dwarves in the fort started reading those necro-tomes.  that could have created a build-up of necromantic energy or something like that.  I theorize that such a thing also is the reason why the different things that can happen in evil biomes.  That, of course, means part of the fort is a prime location to use necromancy.

What do you guys think of this explanation?
Stroke of genius, SoulSlicer. I think it makes perfect sense, and it explains quite a bit otherwise, too.

Something Terrahex and I have been mulling over: Black magic (goblin/necromancer) requires you to read tomes to learn. Reading these tomes leaves runes on your skin, which remain until cut, i.e., the skin bleeds beneath them. The runes are needed to cast the spell. A very knowledgeable dark spellcaster would probably have these rune-tattoos everywhere. (I also have a feeling that overusing the spells would burn (literally) the runes into your skin, possibly causing pain, infections, and/or death (if the person isn't immortal).)
    Lighter magic doesn't take runes, and the tomes in which it's contained (if it is at all) don't confer any special abilities to the reader. Rather, the spell is cast like: "Armok (god name), Megafire Apocalypse (spell incantation)!"  (Implying that you're calling on your god for aid.) The more you're on your god's good side, the more practice you have, and the more willpower you're putting into it, the stronger the spell. Overusing spells annoys your god, and bigger spells annoy them faster. If you annoy them enough, the spells might backfire, or simply not work at all. Overusing "Megafire Apocalypse" would probably be a bad idea, for instance, while you could safely spam "Heal minor scratch" for quite a while before having to worry about annoying your god. :P This also makes the bigger spells much harder to practice with, making it so nobody can get insta-overpowered.
    We were trying to come up with ways to keep magic from being overpowered. These seem some very reasonable drawbacks, and could also explain why the majority of dwarves don't know spells, apart from possible taboos.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 06:36:33 pm
Quite the logical explanation to magic. And I'll have a look. If I don't I can always draw you something else.

EDIT: Yeah no dice. Just the skulker and extant armored up versions here in the thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 15, 2012, 06:49:17 pm
hey tavi, is excessive use soy... 200 times a day or like once a day for 25 years?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 07:00:06 pm
I imagine gods with few followers won't mind semi-regular usage (such as a battlemage as a random example who gets into fights every three to five days lets say) if the follower in question is one of the only ones calling upon them for aid. In this lets say a god has a 100 followers but only three invoke thier god's wrath and send it at thier enemies. That god probably wouldn't give a damn so long as it isn't constantly every day. Wherease a god with say a 1000 followers with half of them using combat magic daily would probably get pretty pissed off pretty quick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 15, 2012, 07:31:58 pm
guessed. i meant with runes, i.e. large uses over large amounts of time possibly negating the nastiest results on the user.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:30:49 pm
Siege everybody!

Suggestions now!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 08:31:26 pm
What's the attacking force consist of?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 15, 2012, 08:34:34 pm
guessed. i meant with runes, i.e. large uses over large amounts of time possibly negating the nastiest results on the user.
well I didn't think about that, but probably would have to use it a lot. the recharge for the spell basically negates this though.

Story time!

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:34:51 pm
a shitload of spawn!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 15, 2012, 08:35:48 pm
a shitload of spawn!
Turtle! I doubt our forces now could handle it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 08:44:04 pm
define shitload.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:45:00 pm
Who pissed them off?! i've counted around thirty of them!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 08:48:02 pm
You clearly never read my reign with had over a hundred coming down on us. I'd personally say turtle and send the civil defense corpse up into the towers to cripple them before unleashing the remnants of the army. SPeaking of which, have you had a chance to bring it back to strength?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:49:27 pm
I sort of busy having the dwarves to make me a giant tower.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 08:51:45 pm
Alerts of course. Call everyone in, send the army if needed. There's also the spikewak. Levers are labeld (come on man, I would think you'd know basic casualty avoidance unless you're deliberatly risking lives, in which case BAD MASTER *swats with newspaper*)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:55:38 pm
Ow! So you're saying I can't even send out one suicide raid? Not even one?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 08:58:01 pm
It's called make the enemy work for it. Our guys are professionals, not conscripts who are supposed to die in droves. (I also have an intense fear of depopulating our civ thanks to ThatAussieGuy's for Swordthunders. I'd like to avoid that since we've lost a large number of people already.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 15, 2012, 08:59:52 pm
OH COME ON! Whelp. game crashed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 15, 2012, 09:01:55 pm
Ok then. Also, if speed on the dwarves part is an issue or clean up is taking a long time, autodump and for traditional clean up, fastdwarf is allowed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 15, 2012, 09:39:42 pm
Station the military at all major chokepoints along one obvious route into the fortress, preferably through the spikebridge. If they get through, rush them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 16, 2012, 04:09:46 am
Taking 30 spawn vs squads one two and three you stand to lose about two to four well skilled dwarves. We cannot afford that loss at this point in time.

Civil Defense will chip a few off, i forget who but I know at least one of the marksdwarf squads managed to oneshot a Spawn. They will not slow them down though.

You MUST make a sealable bridge at the very entrance of Spearbreakers, where the road is. One of the primary reasons we lost so many dwarves was the fact that the AI tended to run off and do crazy things. We lost Ezum, an axe lord, and Jack Magnus that way. If you can force the spawn to fight in closed quarters, in the entrance hall, you won't get your dwarves fleeing during the battle if they take an injury.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 16, 2012, 10:19:45 am
we should really get a tour of the fortress so those of us who don't play DF anymore know what everyone's talking about. It's been way too long since someone's done that. It would be especially useful for me in the very  least because I don't know where anything is! I just keep having to write "I traveled to the jail from the dining room." it might even be right next to the dining room for all I know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 16, 2012, 12:23:47 pm
Since spawn can't break down doors it's actually easy to seal up by closing the front gate and the two spikewalk bridges and locking the doors to the Iron Barracks. And I'll do a little tour later today. The Jail is located a good ways away from the mess hall if memory serves though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 16, 2012, 05:31:21 pm
And I'll do a little tour later today. The Jail is located a good ways away from the mess hall if memory serves though.

looking forward to it. you should do it in character.

Story time again!

So begins a new story arc...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 16, 2012, 05:47:43 pm
I've realized that Fischer is now subject to a case of Depending on the writer. (http://tvtropes.org/pmwiki/pmwiki.php/Main/DependingOnTheWriter) Some of us have depicted her as a raging loon at times, some as a sympathetic, if a touch broken and/or socially awkward war vet, others just seem to imply nothing at all weird about her. And some of you guys were worried she'd get flanderized. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 16, 2012, 07:45:54 pm
I guess that as we read we all get a different picture of her in our heads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 16, 2012, 10:28:03 pm
What we are all trying to do is humanise (dwarvenise?) Fischer so she's not just an emotionless goddess of war.

I can imagine that Fischer is definitely damaged in some way. Fighting your best friend's warped form is a definite nightmare fuel.

My view of Fischer is that she's just like everyone else, albeit of demigodly strength. She has foibles, she has strengths. The best characters are three dimensional: and having a mere 'UNTOUCHABLE DEMIGOD' as a character is flat as flat can be.
Like in my writing, she feels emotion. She doesn't tear up though. As shown during the Softa journal, or when Dicer's child was terrified about the spawn attacks, she has a soft side. She is a stern character, though. In battle she fights like a dwarf possessed- mercy is not given. Her features light up like a banshee or berserker, her eyes maniacally wide open, her teeth bared in a savage rictus of fury.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 16, 2012, 10:33:11 pm
Yeah, when she's not  sticking her head in spawn maws and biting out thier teeth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 16, 2012, 11:37:23 pm
I'd think that Fischer would be awkward around children...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 16, 2012, 11:37:56 pm
shes allready around them. and they are helped by this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 16, 2012, 11:39:44 pm
In fact her only in-game friends are the kids of one of her squad mates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 16, 2012, 11:41:07 pm
see? most likely to be a badass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 17, 2012, 07:52:18 am
Great story so far, Terrahex. Love what you did with Talvi.

I figured out the "Depending On The Writer" thing a while back, when I was saying that anyone who made an in-character journal log for Fischer would likely get retconned or ignored by half of everybody. She's a figure of legend, and like a figure of legend, everybody has a different take on her.


IMPORTANT NEWS (in my mind): I've worked out a reason for the Spawn to be attacking Spearbreakers.
    Sankis is, as some have said, Armok's nemesis. He would therefore attack the place where Armok has the most power. As Armok is the God of Blood, the blood plains would be a sign of his power, and Spearbreakers just so happens to sit right next to them. If you wanted, you could say that the blood rain is a sign from Armok that he hasn't given up on the world.
    Furthering this epic-meta-clusterfuck are all the portals from parallel universes. I imagine that it'd be ridiculous to believe that whenever a portal opened, the gods stayed put on their side of them, since every universe would have its own gods. With all the activity from Parasol, Ballpoint, Eris and Stone INC., I think it's very likely that their gods are trying to increase their power on the Everoc side. If this is true, then it's not just a war between Parasol and Ballpoint, and it's not just a war between dwarves and spawn... it's a war between the gods of five universes, all battling for more power, and even with that, Armok is showing the dwarves of Spearbreakers that the fight isn't yet lost. Perhaps the war on the ground is part of the war in the heavens, in that if Spearbreakers falls, Armok's enemies gain a foothold.

I could also be tired, sleepy, and overthinking everything while acting like an idiot. You can decide for me. :P




Still looking forwards to those updates, Reudh. I can't write anything else until Lord Reudh gets to the bloodplains, anyway. Oh, and question... When Reudh does find Vanya, will his companions leave him, or stick around?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 17, 2012, 08:07:38 am
I think, stick with him providing they're still alive by that stage.

I'm writing up the one involving Sewaturet first, then the entry after that will be on the blood plains. (Reudh has a terrible sense of direction.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 10:56:26 am
given his home sat on a bloodplain I would say so. And such an explaination for the many gods of the worlds beating the hell out of eachother.... Well theimage in my head of various eldritch horrors and angels and such battleing in some nether realm against the gods of Everoc's own creatrures seems quite fitting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 17, 2012, 07:47:31 pm
I think I have three or four more updates before I'm done with the story arc I'm writing in, so let's just say that if Vanya did get back before it's over, it takes place near the end of Tomio's reign
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 17, 2012, 08:04:24 pm
I think I have three or four more updates before I'm done with the story arc I'm writing in, so let's just say that if Vanya did get back before it's over, it takes place near the end of Tomio's reign
Not gonna happen. I estimate that I have somewhere between six and fourteen chapters before she gets back home. I still haven't managed to figure out how I'm going to work in Reudh's extra characters, either. If they stay, they'll be taking a trip to Parasol, and without Reudh's permission I don't feel comfortable in killing any of them off (or even harming them, lol). It could be a bit, and we could wind up with a number of O_O-ish humans. Not to mention Lord Reudh himself.

Take your time, The Master. I'd love to get Vanya back by the end of your reign... especially as that would make the most sense timewise. As Vanya's next bits will be largely standalone at Parasol, I should fly straight through them without having to consult with anyone, so that'll speed things up. I'm chomping at the bit here.


One question, though. Unrelated.
Did the humans launch their first siege on us last winter, and it only made it into the records as a footnote?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 17, 2012, 08:06:46 pm



IMPORTANT NEWS (in my mind): I've worked out a reason for the Spawn to be attacking Spearbreakers.
    Sankis is, as some have said, Armok's nemesis. He would therefore attack the place where Armok has the most power. As Armok is the God of Blood, the blood plains would be a sign of his power, and Spearbreakers just so happens to sit right next to them. If you wanted, you could say that the blood rain is a sign from Armok that he hasn't given up on the world.
    Furthering this epic-meta-clusterfuck are all the portals from parallel universes. I imagine that it'd be ridiculous to believe that whenever a portal opened, the gods stayed put on their side of them, since every universe would have its own gods. With all the activity from Parasol, Ballpoint, Eris and Stone INC., I think it's very likely that their gods are trying to increase their power on the Everoc side. If this is true, then it's not just a war between Parasol and Ballpoint, and it's not just a war between dwarves and spawn... it's a war between the gods of five universes, all battling for more power, and even with that, Armok is showing the dwarves of Spearbreakers that the fight isn't yet lost. Perhaps the war on the ground is part of the war in the heavens, in that if Spearbreakers falls, Armok's enemies gain a foothold.



Wait does that mean that Armok's Soldiers in the earthly plane are the completely insane, criminally depressed and totally awesome Dwarves of Spearbreakers?... Well Armok wins this fight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 17, 2012, 08:10:44 pm
I think I have three or four more updates before I'm done with the story arc I'm writing in, so let's just say that if Vanya did get back before it's over, it takes place near the end of Tomio's reign
Not gonna happen. I estimate that I have somewhere between six and fourteen chapters before she gets back home. I still haven't managed to figure out how I'm going to work in Reudh's extra characters, either. If they stay, they'll be taking a trip to Parasol, and without Reudh's permission I don't feel comfortable in killing any of them off (or even harming them, lol). It could be a bit, and we could wind up with a number of O_O-ish humans. Not to mention Lord Reudh himself.

Take your time, The Master. I'd love to get Vanya back by the end of your reign... especially as that would make the most sense timewise. As Vanya's next bits will be largely standalone at Parasol, I should fly straight through them without having to consult with anyone, so that'll speed things up. I'm chomping at the bit here.


One question, though. Unrelated.
Did the humans launch their first siege on us last winter, and it only made it into the records as a footnote?

Lurit, Strohe and Tedaz are yours to do as you will with them when Vanya, Lord Reudh and the others meet. I don't mind if they get killed off or injured.

As for the humans?

something something I got splint to kill their guild rep something something
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 08:29:27 pm
I do believe I or one of my guards bludgeoned the humans' law giver to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 17, 2012, 08:43:51 pm
Lurit, Strohe and Tedaz are yours to do as you will with them when Vanya, Lord Reudh and the others meet. I don't mind if they get killed off or injured.

As for the humans?

something something I got splint to kill their guild rep something something
I gave it some thought since I posted that, and I have the perfect plan in mind for them, if you leave them unharmed. And it doesn't involve killing them off, either. They won't be an issue, no matter what you do with them. :)

You know, in most community forts, a human siege would be worthy of mention... Here it doesn't quite measure up to the rest of the insanity, I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 08:53:54 pm
And lo, in a flash of utter retardation, a short bit from those poor bastards' perspective will follow shortly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 17, 2012, 08:57:13 pm
By now, Talvieno, I kind of picture parasol as a company that has evolved to be a good (or better) company. at least compared to what it once was.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 08:58:17 pm
It has a small problem with getting anything above dabbling test pilots for thier fixed wing expieriments though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 17, 2012, 09:00:54 pm
oh god...


i guess they MAY be able to borrow one form stone. once they scrape him off the moon that is...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 09:06:20 pm
Ah dwarves (and DF inhabitants in general): They can amange battlesuits, VTOL vehicles, and magnetic accelerator  guns, but even major successes end with the first dwarf on the moon as a puddle on said celestial body.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 17, 2012, 09:14:38 pm
not first. mishap with FTL tech. namely, mass acelarators. someone was using a console for a bad purpose. i.e. watching the equilelent of youtube. and i cat spell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 17, 2012, 09:17:44 pm
"Hey Urist, whatcha doin'- That's not the mass accelerator console is it?"

"Aye, what of it?"

"BOMREKS ABOUT TO LAUNCH YOU IDIOT!"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 17, 2012, 09:22:30 pm
they did not notice until after the crash. luckily, he died upon impact.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 18, 2012, 12:32:51 am
"Urist, Rakust, I heave great news!"

"What is it, Lolok?"

"I have discovered BOOZE ON THE MOON! Come see!"

Three minutes later...

"Lolok... Isn't that Bomrek's helmet in that pile of 'booze'?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 18, 2012, 01:04:19 am
I'm almost finished the last month of spring, so i'll have my first update up by tuesday at the latest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on November 18, 2012, 01:35:00 am
Oh hey guys what's shak--

I'm almost finished the last month of spring, so i'll have my first update up by tuesday at the latest.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 18, 2012, 01:37:25 am
Oh hey guys what's shak--

I'm almost finished the last month of spring, so i'll have my first update up by tuesday at the latest.

THE END TIMES ARE UPON US

I feel that deserves nomination. Also if we have an Oh Crap entry on our  page, add "The Master finally took his turn, to which the other players responded with crapping themselves in terror."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 18, 2012, 02:32:09 am
1st Strike of The Copper Realm
 

   “Sir, our strike forces are in position. We'll begin the attack on the fortress on your word.” A spearman said to the grizzled mercenary captain atop his horse. “Good. The men know what they're up against, correct?” He asked the footman. “We've all heard the stories sir. We're ready and waiting.” “Good. Signalman, broadcast.” At the order, a man carrying several flags raised one composed of a red and yellow quarter pattern and waved it in a deliberate motion with the wind. They'd  gotten a good day for the battle; the ceaseless blood rains had abated long enough from them to ready for the attack. “We'll see if the tales of their strength are true.” The captain said to himself as his gaze met the almost comical Fist of Rage, as dwarven traders called it.

   The human soldiers approached from multiple direction, but found only one entry, a strangely unguarded roadway right into the fortress. “Something ain't right....” On of them muttered as they approached. It was all unassuming, but also concerning: No guards in the towers, no random weapon traps or dead-falls hidden amongst the tall brush along the roadsides. “Easy men. We may be able to do this without a fight if they hand over their Duke.” The lead soldier said to the group.”Right, because dwarves are known to be pushovers.” A spearwoman said. The first group marched in, the second following close behind, only to be greeted with a deep pit and a raised drawbridge. “Hey, check it out.” One of the younger troops said, elbowing several of his comrades. They looked and found an elven diplomat's remains staring at them in ragged clothing and an empty-eyed skull, bits of fetid flesh and skin and a single remaining ear being the only identifier of its race. It had clearly been bludgeoned to death, with a sign in dwarven runes draped over its neck saying “The forests shall burn,” according to one of the senior spearmen. Suddenly ghastly screams came from somewhere beyond the walls, startling the soldiers. “Hello gents, fine day isn't it?”came a voice that was just dripping with egotism. The group turned to face what they though was a guard ina tower, to be met by around a dozen dwarves, One armed with a ridiculous pike, one in what could only be called a metal skirt, and one wearing a bizarre helmet with some kind of weird slitted visor. It was only three dwarves, but then they realized nearly a dozen more were moving into the towers “Told ya somethin' wasn't right!” A soldier said frantically as a few more dwarves came out of an iron wall. “Right then. I'm Colonel Fischer Strifulrope, and yours don't matter. You're trespassing on sovereign dwarven land. Are we going to do this the easy way or the hard way?” The slit visored dwarf said. “ We are soldiers of Nemea under the employ of The Merchant's Guild of a wronged neighbor of this settlement, The Copper Realm. We're here to apprehend your Duke for the murder of The Copper Realm's law-giver and the guild's fallen representative.” One of the soldiers closest said, stepping forward. “Well I'm afraid we can't let you do that humans. Now, you have two options. Option one, take your arms and depart. Option two, try and be heroes. I urge you to take option one.” The Colonel said to the assemblage of humans. “Raise your polearm dwarf! For the Glory of Nemea!” One of the spearmen yelled, followed by a chorus of battle cries from the others.

   “So be it!” Fischer said as she rushed forward, Awl and Draignean close behind while two other dwarves went back towards the roadway entry, as verious cries and screams began to eminate from around its watch towers. The first fool hardy human tried to leverage his size against the Colonel, only to have his leg ruined from a pike stab and his brain ripped into by a swift shield strike, the corner of her strange shield punching a hole where the temple would be in the helmet. Awl meanwhile, rushed straight at a trio of humans, the elongated tip on his special pike catching the lead human as he opened his guard to attack at the wrong time. The tip punched a clean triangular hole throught the human, forcing cloth and splintered mail into the wound as he managed to keep going, bowling the other two over. Draignean parried two rapid attacks from his nearest foe, and quickly took both legs out from under the human before planting his pike firmly in his neck and vaulting into the next one (or such as a dwarf can vault into an enemy,) and in knocking her down, continued rolling under his own momentum and knocking another human on their face. “Ah ha! You fell right into my ploy of the dwarven death roll!” he said proudly as he got to his feet, his helmet saving him from a whack to the side of the head. “Gloat later you damned fool and fight!” Fischer said angrily, grabbing a spear and throwing it into the human who'd knocked him down. “Right, sorry Colonel, just momentary distraction by my ploy is all!” Draignean said, getting to his feet. He whipped around as he heard a spearwoman come at him from behind yelling like banshee in in a stroke of luck, the point cut across her throat, causing her to stumble into the narcissistic pikedwarf who used his shield to leverage her over his should, where he slammed the buttplate of his pike down, smashing it through her eye socket and skull. “A pity, she was quite beautiful for a human.” Draignean looked over to his comrades, smiling as he watched teeth fly from the head of one unlucky human as Fischer delivered a plated backhand. Awl mean while, yanked his pike from a spearman's gut  and batted him down, a sickening crunch coming from the screaming human's arm. He put his good hand up, begging for mercy only to have Awl silently put his pikepoint through the poor soul's forehead. Several humans were fleeing, though one was felled by four bolts to his back, the iron tipped bone bolts ripping through chainmail and downing him, though one did snap against the human's helmet. “Well well, some of our enemies want to run! Good luck humans! I'd say you fought well but that'd be a lie!” Draignean said, waving. He paused only long enough to kill the human he'd knocked over earlier, who was struggling to his feet. “Quiet Draignean. Awl, come on. Dauros and Skitara probably need backup.” Fischer said, yanking Splashslowed from the chest cavity of her detoothed victim. They rounded a corner, following the reducing amount of screams to see Skitara and Dauros finishing off their last opponents, a motley mixture of spear and macemen littering the road, the ones killed by pike standing out among the bolt-ridden bodies.

   Dauros delivered a kick to his enemy, shattering the knee and bending it backwards with a shrill cry of pure agony coming from the human, who's wild morningstar swing missed completely. He then backhanded his shield into the human and ran him through, lifting him off the ground and letting him slide down before throwing him off and putting the gasping fighter out of his misery. Skitara meanwhile had gotten in his enemy's guard, jabbing his pike into the spearman's shield hand, letting  go of his pike and knocking the man down with an uppercut strike with his shield rim. Skitara then removed his own shield and beat the unfortunate human's head into a bloody, unrecognizable mass. “First Squad! Stand down!” Fischer bellowed as the surviving humans limped and ran down the road back into the brush, save one unlucky one, who took a bolt to the base of his neck from the look of it, who stumbled a short distance before dropping first his mace, then to his knees and finally into the brush, his legs still poking out onto the road. “Should we finish them off?” Dauros asked, poking at a body. “No. That weird little fellow Terrahex said there were more in the hills around the fortress. They'll be back. We'll rest for now. Dauros, tell Paintbrush he and his remaining troops are going to be needed. They'll be throwing whatever they have left at us.” Fisher said, a grim tone in her voice. If these humans were anything like the spawn, at least one surge of troops would follow tomorrow.

   Sure enough, as a fair portion of 1st Company assembled, or more what remained of it, the enmy came. While any of them were powerful warriors, having outlasted many of their colleagues, Sergeant Paintbrushturkey probably stood out the most, his large mohawk and horseshoe mustache giving him a distinct appearance among the other dwarves. “Always wanted a good scrap with the humans.” He said as the dwarves formed a loose battle line. “Wish granted Sergeant. Stand to everyone! Here they come!” Fischer  shouted as a group of humans, a mixture of mace and spear men led by a man on horseback came charging down the road shouting at the top of their lungs. The melee dwarves split ranks as several of 3rd squad stepped out. “Ready!” The Sergeant called, his squad raising their handbows. “Aim!” he shouted, and they obeyed. “FIRE!” And with that, a volly of ten bolts, plus nearly twenty more from the watch towers let fly, most passing over the human commander and the first two ranks of men, tearing into those behind them. “Squad, reload!” The sergeant called, his squad pulling back as the axe and pike dwarves braced themselves. Fischer however, decided to make a point, grabbing a spear laying next to one of the previous day's dead and throwing it at the enemy commander. While the hurled spear failed to hit the captain, it did however spear his mount through the head, sending both tumbling forward with the captain dying as the back end of the horse crashed down on him and bent him in unnatural ways.

   Still, his warriors pressed on at the dwarves, bounding over his and his steed's body. First to make contact was Gemblade, who hooked a human's mace midstrike with the bit of his axe and then whirled around, knocking him to the ground with his shield and slamming his axe into the maceman's head. Datan charged into the next, grabbing a jagged stone when her axe skidded away and smashing the invader's head. At the same time 3rd Squad charged as well, one soldier leaping over the falling body of a spear manand managing to block a swung mace and, at point blank range, sending a bolt into the owner of the mace's neck, shoving them down and splitting their skull with a hammer strike. At the same time, has grabbed a second shield from his enemy, having tossed aside his handbow and left his mining pick in his enemy and proceed to bash his way through four enemies in rapid succession. Paintbrush meanwhile was finishing his fith foe, blocking tow flail swings before batting the human's weapon arm inward and cleaving it from the owner before swinging upward and driving the axe bit into the human's neck, nearly slicing away his head. The battle raged for over a half hour before the huymans finally broke. Lefton and jack scored the final kills, Jack chopping away the legs of his enemy with his new sword before eviscerating him. Lefton meanwhile, rolled under a swung spearshaft and drove his sword into her guts where her breastplate ended and mail began. He ripped sideways, spilling her guts and forcing her to her knees, where he delivered a death blow, slicing away her head from her shoulders. Only a ragged group of tired survivors escape the battle to spread word of the disasterous defeat. Meanwhile the dwarves had managed to survive in one piece, though some had superficial wounds and were generally exhausted and could use a good bath. “Good show everyone! You've done the fortress proud today!” Fischer said, trying to sound upbeat and failing simply due to being worn out. “Damn straight!” paintbrush said in agreement, taking a seat on the human who still had one of his axes firmly lodged in its clavicle and shoulder. “Right then...” Fischer paused, pulling her pike from the human captain “Every get you kit if you dropped any of it. Time for a well earned break.”



And lo, did I embellish the living shit out of the battle! I downloaded Tomio's save to find only a squad of macemen had attacked unsupported. Since Tomio's update footnote was two days from the announcement, I had it spaced thus, with the humans initially underestimating the defense forces. We are painfully under strength right now, but it seems Tomio was successful in having Mr Frog rebuild his training simulator as Jack is either a legendary general combatant or Swordmaster now. And yes, stabbing the captain to make sure he was dead was indeed necessary. So The Master, you better get on rebuilding our army when you finish your tower! It was also late at the time of writing so if it sucks, my apologies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 18, 2012, 02:15:23 pm
wooo!

AND THE FROG IS BACK! ALL HAIL THE MIGHTY MODDING FROG!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on November 19, 2012, 01:26:14 am
wooo!

AND THE FROG IS BACK! ALL HAIL THE MIGHTY MODDING FROG!

In other news, it seems no amount of absenteeism, angry backseat modding, or general self-absorbed crankery on my part is sufficient to alienate y'all from me. I'd be disturbed, but I'm far too busy plotting how to best use my apparent Reaper indoctrination powers for personal gain.


QUASI-OT: Sorry, Asea, but neither this nor any other post of mine should be construed as indicating that I've fully returned to doing... er... whatever the hell it is I apparently do around here. Maybe if y'all are lucky.

And now, having managed to construct a post that manages to simultaneously be self-aggrandising and completely-contentless, I again disappear into the night!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 19, 2012, 01:28:52 am
You lurk and are generally the fort pessimist, which every fort needs. And occasionally hold raves with spiked booze for all. Sorry I had to make the jokes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 19, 2012, 09:01:35 am
It's quiet in here. Is it Thanksgiving that's doing it, or something else? Or are we all just waiting on other people to post?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 19, 2012, 01:35:32 pm
I posted something and got crickets so I have no idea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 19, 2012, 03:22:28 pm
i had to sleep, so dont look at me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 19, 2012, 04:20:37 pm
I just don't post due to not having anything to say.  After all, I believe it's been established that this thread has far too much off-topic clutter as it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 19, 2012, 04:26:54 pm
We have more off-topic clutter than the fort has mugs.

That's saying something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 19, 2012, 04:38:13 pm
then we all know what to do.








MOAR MUGS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 19, 2012, 04:42:04 pm
last I checked we actually have more mugs than we do dead things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 19, 2012, 06:14:24 pm
IT'S THAT TIME AGAIN!!! (story time)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 19, 2012, 07:00:55 pm
I'd post but I'm not as capable as being funny as you guys are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 19, 2012, 07:16:21 pm
To help with consistency in stories, I have decided to give a more detailed explanation on how (in my previously given theory) magic works

To start with the basics, magic refers to magical energy or the manipulation of such energy (referred to as wizardry from here on to minimize confusion).  So casting a fireball spell changes the magic into thermal energy (though I haven't worked out yet how changing some other form of energy into magic would work), while necromancy imbues a corpse with magic to give it a twisted semblance of life.  Furthermore, damaging something imbued with magic to the point it no longer functions (like destroying a zombie) releases the magic into the area.  This and natural forces result in some areas having little ambient magic in them while others are highly magical.  In most high-magic environments, the magic naturally creates effects in the area.  This is the cause of "Evil" weather, though drastic changes in ambient levels of magic in short periods of time (say 5-6 years) can result in changes of whether or not the area has magically effected weather or how the weather is effected.  In rare cases however, an increase in magic levels can result in single, unique, events happening as the magic discharges itself (this is to wizardry as lightning is to domestic flow of electricity).  That is what The Master's resurrection was.

Also, using wizardry in highly magical areas won't make spells more potent.  The wizard would just have more magic to use for doing wizardry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 19, 2012, 07:34:26 pm
So I see Mr Frog is semi-back, we have two magic users (off-setting the Technology users somewhat) and both of them have choosen darker arts... oh and Jack hasn't died and we have more mugs than parts of things that have died here...

Why am I all of a sudden picturing my dwarf in a Santa like suit skiing down a mountain of Mugs with a Sack full of Mugs while shouting Merry Mugsmas?
... And who here besides Splint could draw that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 19, 2012, 07:49:02 pm
And now it's on the poll. If anyone else wants to have at the drawings go for it. We all have different interpretations and it's larrgly a list for my own convienience.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 19, 2012, 10:56:53 pm
Interesting use of a poll.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 20, 2012, 12:13:16 am
I want to change my vote now
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 20, 2012, 02:40:37 pm
Spearbreakers' TVTropes page now has over 40 new entries.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 20, 2012, 03:39:24 pm
If we have a shout out section now, there are one more I can think of.

Hakah the axedwarf was named after the Helghast-human spy from Killzone 1. I'm amazed nobody caught that. Am I really the only one who played that in this thread? Also the poll has been reset, I want to see how quick the Draconik Santa on mugs racks up votes :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 20, 2012, 05:11:31 pm
2 so far.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 20, 2012, 08:24:15 pm
thanks Talvi
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 20, 2012, 10:09:16 pm
I've been so busy with collage guys! I had to scrap my entire journal because of the save getting corrupted, and i haven't had time to type up a new one yet! here's my opening paragraph though:

On the bloodstained table of Supreme Overlord Master lays a pike caked with the blood of many a dwarf/elf/goblin/anything else that's capabled of leaking bodily fluids. Found inside the shaft of the pike lies a scroll. On that scroll is a doodle of a battlefield with bodies arrenged to to spell out CARNAGE! Below that is a journal detailing the first few months of the -worst- GREATEST leader ever to -befall- grace the world with his very presence!

thanks for being patient guys, i'll have an update post haste now that i'm on thanksgiving break!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Dr.Propz on November 20, 2012, 10:11:30 pm
I just wanted to pop into this for a second

Everyone seems like they're pretty interested in the movie trailer idea. lol   There's no way I could pull it off by myself - it was just a script for the fun of it. Also, I wasn't going to really put much in, voicewise... I've got a good voice for voiceovers (deep, smooth, etc, according to what I've been told), but  I was going for "dramatic". :P

-script-

I kinda want to try my hand at animating this, but I can only really animate stick figures decently. I have the first 14 seconds finished though. Not much as it's just the intro but I could show a sneakpeak of it if you want

EDIT: Actually, I'll hold of on that sneakpeak. I might as well finish it rather than showing an incomplete intro

On another note, could I get a dwarf? Preferably one with a high amount of architectural skill
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 21, 2012, 04:18:29 pm

Edit: Second page? Spearbreakers, I am dissapoint.
Anyway, gonna put this up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 21, 2012, 04:27:48 pm
SHAAAAME THREAD. SHAAAAAME. And Dr.Propz, welcome to the madhouse.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 21, 2012, 04:28:56 pm
dont blame me! Cat #5 was about to fall in the river!

(that is my new trademark expression)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 21, 2012, 08:43:38 pm
So, we did this once where we listed off all of our unique characters for easy reference or just plain fun. doing that now would probably meet the character limit, but I'm still interested in what characters are still alive but we haven't seen in awhile
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 21, 2012, 08:52:48 pm
I can think of those from Mr Frog's story arch, but he's passed that along to Talvieno because he feels he can't continue it in good conscience. Otherwise all the other plot importants are dead or been seen at some point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 21, 2012, 10:39:48 pm
thanks Talvi
No problem. Still can't figure out why it wasn't done sooner. :-\

I just wanted to pop into this for a second

Everyone seems like they're pretty interested in the movie trailer idea. lol   There's no way I could pull it off by myself - it was just a script for the fun of it. Also, I wasn't going to really put much in, voicewise... I've got a good voice for voiceovers (deep, smooth, etc, according to what I've been told), but  I was going for "dramatic". :P

-script-

I kinda want to try my hand at animating this, but I can only really animate stick figures decently. I have the first 14 seconds finished though. Not much as it's just the intro but I could show a sneakpeak of it if you want

EDIT: Actually, I'll hold of on that sneakpeak. I might as well finish it rather than showing an incomplete intro

On another note, could I get a dwarf? Preferably one with a high amount of architectural skill

Aw, awesome. I am honored. lol   I'd greatly enjoy anything you could crank out. :)


I can think of those from Mr Frog's story arch, but he's passed that along to Talvieno because he feels he can't continue it in good conscience. Otherwise all the other plot importants are dead or been seen at some point.
I'll be working on that soon... still waiting for Reudh's next two chapters. It's about time for The Perky Receptionist to make a comeback.



EDIT:
To help with consistency in stories, I have decided to give a more detailed explanation on how (in my previously given theory) magic works

-hugeness-
Hanslanda implied that "magic" is basically visible phenomena resulting from direct interaction from one or multiple gods. (the jade spearhead.) I was going with this and basing what I did on it, and also working it into Terrahex's stuff.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 22, 2012, 04:16:20 am
I got bbored and decided to do something random! Wether or not Splint is aware he's making these is up for debate. If so, he's quite good at hiding his fears, paranoia, and general slipping grip on rational thought.



The following you find in the back of Splint's journal, it appears to be the scarawling sof a madman. Perhaps this was from late in the fortress' life as it fell? However it appears to be dated just a few days short of Tomio's stepping down from office... the phrase "YOU CAN'T HAVE IT IT'S MINE" appears to be written in blood, though you hope it is just redroot ink.

(http://i47.tinypic.com/242d2le.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 22, 2012, 07:44:22 am
It just occurred to me that we should set out our chronology. These entries take place a few days after Reudh left Spearbreakers, about halfway through Tomio's turn.

Oh god I've delayed so badly :X

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 22, 2012, 03:20:50 pm
nice update, Reudh
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 22, 2012, 03:31:20 pm
Agreed.

Was anyone at all affected (be it humerous or distrubed) by the random scrawlings?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 22, 2012, 05:08:40 pm
Was anyone at all affected (be it humerous or distrubed) by the random scrawlings?

I've seen worse. in my own diary. bum bum bum (http://www.youtube.com/watch?v=ynjmWX9rw7Q)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 22, 2012, 06:48:38 pm
Now to get started on the next update so Talvi can go ahead. :L

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 22, 2012, 06:58:27 pm
Was anyone at all affected (be it humerous or distrubed) by the random scrawlings?

I've seen worse. in my own diary. bum bum bum (http://www.youtube.com/watch?v=ynjmWX9rw7Q)

I'll take that to mean no then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 22, 2012, 07:24:58 pm
Was anyone at all affected (be it humerous or distrubed) by the random scrawlings?

I've seen worse. in my own diary. bum bum bum (http://www.youtube.com/watch?v=ynjmWX9rw7Q)

I'll take that to mean no then.

It's okay. most of the people of the internet have been jaded by years of cat pictures
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Kirbypowered on November 22, 2012, 10:18:21 pm
I'm...almost...oh heck, who am I kidding. I'll never catch up with this thread. I'm only on page 69. :(

It's still been pretty awesome so far though. Impressive to see what the fort's lived through as of yet (and even more now, I should expect). Plus, the various journal entries and artworks have been of excellent quality and make the place as a whole feel more alive. Keep up the good work! (better make sure your past selves kept up the good work (future selves too))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 22, 2012, 11:13:34 pm
I'm...almost...oh heck, who am I kidding. I'll never catch up with this thread. I'm only on page 69. :(

It's still been pretty awesome so far though. Impressive to see what the fort's lived through as of yet (and even more now, I should expect). Plus, the various journal entries and artworks have been of excellent quality and make the place as a whole feel more alive. Keep up the good work! (better make sure your past selves kept up the good work (future selves too))

the document that Talvi put together is really good for catching up. trust me. I was behind by 300 pages and caught up much faster reading that than looking through every page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Kirbypowered on November 22, 2012, 11:30:34 pm
I'm...almost...oh heck, who am I kidding. I'll never catch up with this thread. I'm only on page 69. :(

It's still been pretty awesome so far though. Impressive to see what the fort's lived through as of yet (and even more now, I should expect). Plus, the various journal entries and artworks have been of excellent quality and make the place as a whole feel more alive. Keep up the good work! (better make sure your past selves kept up the good work (future selves too))

the document that Talvi put together is really good for catching up. trust me. I was behind by 300 pages and caught up much faster reading that than looking through every page.

But the content...must read every post...

...I guess it might be a little more logical to stick to the important stuff. Put all Talvieno's hard work to use and all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 22, 2012, 11:47:16 pm
I'm...almost...oh heck, who am I kidding. I'll never catch up with this thread. I'm only on page 69. :(

It's still been pretty awesome so far though. Impressive to see what the fort's lived through as of yet (and even more now, I should expect). Plus, the various journal entries and artworks have been of excellent quality and make the place as a whole feel more alive. Keep up the good work! (better make sure your past selves kept up the good work (future selves too))

the document that Talvi put together is really good for catching up. trust me. I was behind by 300 pages and caught up much faster reading that than looking through every page.

But the content...must read every post...

...I guess it might be a little more logical to stick to the important stuff. Put all Talvieno's hard work to use and all.

from what I understand, he's working on updating it as well. I make no promises for him as he already does enough for this thread. it's only updated as to some point in august, but you have another 100 or so pages to read after that. I recomend when you get to that point increasing the number of posts on each page to the maximum amount.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 02:34:28 am
I just had an awesome idea. Spearbreakers: The RTD!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 02:50:29 am
.... If you start that gimmie a link and I'll pout it on the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 23, 2012, 04:47:28 am
I just had an awesome idea. Spearbreakers: The RTD!

YES ALL HAIL THAT ONE IDEA!!! (Well no that isn't true the one that needs to be hailed is the one that led to Spearbreakers in the first place)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 04:51:20 am
That would be my flash of complete retardation and disregard of common sense when I first joined the forum. Talvieno and Mr Frog however, along with Draignean and The Master initially, helped bring it to life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 23, 2012, 09:36:10 am
 can i spin my head around now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 23, 2012, 04:44:32 pm
Spin all you want. We all need to screw our heads on a little more tightly :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 23, 2012, 04:48:05 pm
then play this. http://amistupidorsomething.tumblr.com/post/36238984016 (http://amistupidorsomething.tumblr.com/post/36238984016)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 23, 2012, 05:22:45 pm
Can somebody do research on spontaneous fires? I seem to be getting a lot of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 05:24:07 pm
I must think on this RTD idea. I've run RTDs before.

EDIT: It's on. who wants to play? I'm asking this BEFORE posting the topic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 06:00:44 pm
Can somebody do research on spontaneous fires? I seem to be getting a lot of them.

Don't let the dwarves try to throw things in magma. I had two deaths from that. Alternativly, Ugeth is causing problems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 06:17:16 pm
The RTD has been posted. hurry and claim your spots. (I don't expect them to fill quickly, but you know)

http://www.bay12forums.com/smf/index.php?topic=119553.0
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 06:24:33 pm
Link has been posted on the OP. Hope you can garner plenty of participants man (I won't partake myself as RTD stuff isn't really my thing.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 23, 2012, 06:30:31 pm
Could someone help me here; I have no idea what RTD means, or is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 06:32:32 pm
Roll to Dodge

it's a forum game that we have an entire thingy dedicated to here on Bay12
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 23, 2012, 06:38:51 pm
That still leaves me completely in the dark about what it actually is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 23, 2012, 09:01:01 pm
You Roll to dodge. The games name is self evident (No I'm not going to give you a full explanation that wouldn't be fun)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on November 23, 2012, 09:56:33 pm
Urist and Hans: Mountainhome

Spoiler (click to show/hide)


Much overdue, I promise NEW PLOT TWISTS! NEW ENEMIES! NEW ADVENTURES! Just kidding, I promise nothing. :D But I'll try to keep updating this time. Really. I mean it this time. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 09:57:38 pm
No screwing yourself by missing drug tests anymore mR. Hans.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on November 23, 2012, 09:58:56 pm
No screwing yourself by missing drug tests anymore mR. Hans.


Haha, I'm going BACK to jail this Sunday, because of just such an occurence. But yes, I've been endeavouring to not miss them. It goes badly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 09:59:24 pm
Clearly. Reading post now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 10:01:26 pm
Hanslada, Urist is now with Terrahex underground, so he's been at the fortress for at least a year after Vanya disappeared. If you want to discuss anything, PM me
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 10:06:15 pm
We'll chalk it up to a time discrepency.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on November 23, 2012, 10:13:08 pm
We'll chalk it up to a time discrepency.


This. Travel time and suchlike. Plus, this is a universe in which the laws of Time are thoroughly violated quite often. Surely there will be some side effects.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 10:20:53 pm
Violated puts it mildly. We've decided to completly violate common sense and fist the laws of time and space with a spiky gauntlet made of spawn bone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 23, 2012, 10:53:50 pm
We've decided to completly violate common sense...
Plus, this is a universe in which the laws of Time are thoroughly violated quite often.
For all given possible interpretations of the word "violate," simultaneously, at that.

Now, who needs the brain bleach after the mental image that creates?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 23, 2012, 11:03:47 pm
I've been out for a bit (thanksgiving and family stuff), but I'm back. :) Very glad to see you back around, Hanslanda. I'd hated you were gone. lol

I have PMs I need to reply to, but I'm not sure I really have time. I spent far too much working on the PDF tonight. >.> And getting distracted with making a Vanya thread. And watching RTD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 11:09:40 pm
I saw the vanya thing. Guess we'll need to put the next world genned around the 500s PS. I'll be sure to include a way to have Spearbreakers references engraveable C:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 23, 2012, 11:12:22 pm
I saw the vanya thing. Guess we'll need to put the next world genned around the 500s PS. I'll be sure to include a way to have Spearbreakers references engraveable C:


This, I can do easily.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 11:19:46 pm
We do still need a composite Spearbreakers Mod.
And I am giving serious consideration to having stranded Ballpoint mercs as an antagonistic civ.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 11:30:53 pm
We do still need a composite Spearbreakers Mod.
And I am giving serious consideration to having stranded Ballpoint mercs as an antagonistic civ.

yes. just yes
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 23, 2012, 11:34:58 pm
only if Stone is a trading partner. for pulse weapons, food, drink, cloth and animals. and metal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 23, 2012, 11:40:06 pm
It'd give us a winter trading partner actually. We'd just need to find a way to represent the pule ammo that doesn't leave -pulse rounds- laying everywhere. Barring that they could still trade better armor and perhaps find a way to massproduce Terrahex's autocrossbow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 23, 2012, 11:55:42 pm
btw, autocrossbows are actaully real and were widely used for thousands of years. I'm just making up how mine works, though. I don't actually know much about them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:02:56 am
I know. But you made yous sound like it uses a drum magazine, no the top loading system that historical ones use.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 24, 2012, 12:10:05 am
If made with dwarven tech, the closest autocrossbow one could use is the 'cho-ko-nu', which has a rather low power, but the bolts are often dipped in poison. Effective range is sixty metres, max 120. It had 10-15 bolts in a top-loading magazine, that by pulling a lever back and forth could fire 10 bolts in fifteen seconds, a very fast rate for a crossbow.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 12:16:37 am
(http://imageshack.us/a/img267/983/screenshot11w.png) (http://imageshack.us/photo/my-images/267/screenshot11w.png/)
WHY!???!?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on November 24, 2012, 12:17:14 am
That is glorious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 24, 2012, 12:22:24 am
...What happened... Did you let Ugeth out? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 24, 2012, 12:23:00 am
Okay what is going on there I'm not all that versed in reading the ASCII...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:23:45 am
Fire. Evidently of the forest variety.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 24, 2012, 12:25:17 am
Okay what is going on there I'm not all that versed in reading the ASCII...

There's a sizable fire sweeping westward that seemed to have started on the ground level. There is absolutely no explanation for it besides

a. a flame titan
b. a dragon
c. the Master made a pumpstack for magma and made a FTW lever
d. Ugeth, our resident firedude
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:26:33 am
If he did I want the deployment lever ripped out on order of the rule against weaponized magma. AFTER he shuts it off.

My money is on trickery by Tomio though now that I think about it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 12:35:13 am
whatever it was, I can't find it! Oh, and ignore the Tantrum Spiral.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:35:51 am
Now I'm positive you killed people on purpose.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 12:38:12 am
nope, the tantrum spiral actually happened eight days later. It was the stupid diplomat! I had the military kill some goblin ambushers, but the diplomat ended up getting killed by one of the damn arrows!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:40:17 am
Wait what. Was the diplomat someones relative or something?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 12:48:56 am
Hell if I know. What I DO know is, I either have to savescum and rewrite my journal AGAIN, or I ride out the tantrum spiral and see what happens.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:56:07 am
Could always do both. Canon and non cannon. The more favorable outcome is the one we roll with as canon, the second is for our own amusment.

For example, the following year of my second reign in my own copy, I invaded hell with theonly deaths being from an architectural mishap that killed six people. Would have been less the but an ash devil scared the shit out of some of the medics and that ended in three bleed outs. Built half of the hell palace though :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:01:12 am
(http://i.imgur.com/lGkeP.png)
I think splint might have died.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:04:54 am
A fire with no source is a crying in the corner like a  bitch end and unacceptable for this place. I wouldn't care if I died if that damned bug didnt mean no replacement. Just put the damned fires out with DFHack the next time around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:07:53 am
sighs
Yes sir...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:11:18 am
Come on. You have to admit that is literally one of the most anticlimactic things that has ever happened to this fort to kill so many people. We've set to high a standard for organized violence to allow a forest fire to practically kill the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:13:39 am
it must have been some elf scouts who witness the routine murder of the elf traders! they started the fire!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:14:41 am
.... Actually I don't think we've done that, though we did bludgeon thier diplomat to death and meant to make elf murder the norm. Guess what you get to do to this year's elves! :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:17:06 am
Make them INTO FOOD! GREAT!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:20:01 am
... I'm torn between turn them into elf roasts and impaling them on wodden posts on our wall.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 24, 2012, 01:25:51 am
+prepared elf post+
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:29:27 am
+prepared elf post+

+Prepared elf roast on a post+
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:33:59 am
looking at my doomed save, Fischr survived. I should've guessed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:35:38 am
Corai's dwarf seems to also have survived just to spite him. :P

Think you can keep a copy of this tanked version? I wanna see if I can save it since I actually know the layout of the place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 24, 2012, 01:37:11 am
looking at my doomed save, Fischr survived. I should've guessed.

If you tossed her in the fire she'd survive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 01:51:23 am
http://dffd.wimbli.com/file.php?id=7166 Here you are splint.

Time to start all over again...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:53:11 am
Much appreciated my good man. SOrry to make you start over, but come on. That would have just been wrong to go out like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 02:21:21 am
Ok I know right now this was a loyalty cascade, not a tantrum spiral. What few reports I can see, indicate that the dwarves were activly turning on eachother. You accidently'd the diplomat in the crossfire and it fucked up everything if the fire wasn't the cause. I'm also going to draw any FBs I have on the list now I haven't drawn yet.

EDIT: There's no saving this. Anyone who isn't dead needs medical treatment besides Doctormonch, first squad's remains and Paintbrush. The statuegarden was a scene of absolutly horrible violence which is my basis for a loyalty cascade being at fault and there's a massive cloud of miasma coming up the central stiarwell. Whever happened was a fucking catastrophe that even with Fischer still alive we'd never have recovered from.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on November 24, 2012, 02:40:45 am
Fisher died in a loyalty cascade? Are you sure she didn't just go berserk and everyone tried to kill their loved ones so Fischer would eat their souls?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 24, 2012, 02:43:02 am
She'd make a fine Sapiocoatl Reaper, that one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 02:43:35 am
Fischer was alive and well. She was sleeping normall,y Dauros and Paintbrush were trianing and another 1st squadie was getting a drink. Mitch and several others were wounded, and Doctormonch was storing shit in a barrel. I abandoned and have embarked as a dwarf, with two mountain barbarians as help, to find Spearbreakers and determine just what the fuck happened by talking the the Commander Champion herself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 24, 2012, 02:46:59 am
Don't get accidentally'd like I did.
I should have said "Reaper Of Sapiocoatls".

Yay for modding modded worlds!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 02:52:29 am
After constant prodding of a glassmaker, I am told at least one forgotten beast has gotten lose from the bowels of the caverns. Where? in Spearbreakers, a place far to the northwest. This also give me a chance to learn more about the world I genned for the fortress. banditry seems to run amok in the areas southeast from the fortress.

EDIT: If anyone wants to join me in the journy in spirit on tinychat you're welcome to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 24, 2012, 07:17:32 am
Almost everybody died? Because of a fire?? That would've been a seriously messed-up way to go out. If that had remained official, I probably would've immediately taken the opportunity to split off Vanya's story permanently. I'd hate for it to end so quickly.

Also... The Master, I take back what I said about you not being capable of killing the fortress with Fischer around. You have my respect. When it comes to meaningless destruction, you have mad skillz, bro.

edit: nope, loyalty cascade. >.> wow. that would've been anti-climactic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 11:07:16 am
I realized it was that when he mentioned the diplomat. Like I said, there was no saving it from that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 24, 2012, 11:56:55 am
im amused that my dwarf survived. i thought he died around a month ago...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 12:02:43 pm
You were badly injured. Basically anyone listed with no job was on thier way out. Mr Frog bled to death shortly after I loaded up the save.

EDIT: Upon inspection of the image, Asea, Monom, Rith, Klikit, Awl who for some reason is a hammerdwarf now and Mr Frog died shortly after the save was loaded. Fischer, Draignean, Dauros, Skitara, Doctormonch and Paintbrush were the only functional survivors. Anyone else left over was dying waiting for help.

EDIT II: Please refrain from breaking up 1st squad unless you plan on raising more pikedwarf squads and want the veterans leading the noobs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 24, 2012, 12:25:46 pm
that MIGHT be a good idea...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 24, 2012, 12:30:12 pm
Wow, just wow.  I went to bed right after my last post, woke up maybe ten minutes ago, found that I missed out on so much.  Words fail to describe how I feel about all this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 01:03:07 pm
It's not canon if it makes you feel better. But the result was a loyalty cascade from a botched kill order.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 24, 2012, 02:15:23 pm
I would probably have continued with my dwarf as well if the fortress ended too soon.

Turn 2 is up on the RTD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Tiruin on November 24, 2012, 02:45:43 pm
Muuuust catch up to this page to see what happened and how I may or may not have died...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 02:48:32 pm
I think it's possible to salvage the doomed save. Not for canon of course, but somebody could have a spin off series about rebuilding the doomed spearbreakers!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on November 24, 2012, 03:27:35 pm
I'll note that I appear to have died again in the doomed version of Spearbreakers... assuming I was even alive at the time.

Wonder what managed to off me this time :P my bet is I wandered out into the fire, seeing as I drowned last time (was it even last time?).

I will admit, I laughed when I saw (half of, effing dialup) the picture of the forest fire. Man, a random forest fire and a loyalty cascade...

In a more normal fortress, that might've been considered at least a decently amusing end to the fort. But not Spearbreakers, not even close >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 06:01:04 pm
5 soldiers and one person, with miasma everywhere. Honestly the doomed save would have had them snap eventually and the sheer amount of death would have scared away any migrants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 24, 2012, 06:08:26 pm
I think it's possible to salvage the doomed save. Not for canon of course, but somebody could have a spin off series about rebuilding the doomed spearbreakers!
Really? Without Mr Frog, Splint, Draconik, Terrahex, Hans, Urist, Talvi, and all the rest of the gang? :P I can't imagine it. It wouldn't be Spearbreakers. Most forts are made with stone, but we built ours with dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 06:20:36 pm
Mr Frog means no new mechanisms.
Talvi means we lost our best armorer and cook.
Splint means political stagnation.

Everyone else was just awesome and it wouldn't be the same. However, We now know that in the event of a total catastrophe, Paintbrush, Fischer, Draignean, Skitara and Dauros are most likely to survive. And probably Corai because his in-game avatar seems to be activly spiteing him.

EDIT: DF Hack confirmed it with fix/loyaltycascade. The last remaining "traitors" Were Asea (gravely wounded) Corai (Found to be gravely wounded) Skitara (Just fine) And Marlin, who was bleeding out near the main stairwell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 24, 2012, 07:40:45 pm
Bahaha, I would've expected PBT to survive, yeah. He looks like he's the type to survive an apocalypse, anyway, what with that picture non-dwarf!PBT posted a while back. Come to think of it, it's been a while since I saw PBT around... I thought he was just lurking, but I think he might've left. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 09:42:30 pm
odd...a forest fire always starts on the eighth of felsite. What do you guys make of this...?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 09:44:01 pm
Put it out with DFHack. That's what i think of it. Or keep everyone inside and let it  run its course.

Question, if I begin writing an Alternate reality story based on the fort post loyalty cascade, would any of you read it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 24, 2012, 09:45:22 pm
Yes, I would love to see you write that!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 24, 2012, 09:56:35 pm
In that case, I'll start a seperate thread for it when I finish the first Chapter. I more or less disbanded the military save for 1st and  2nd squads and have adopted a zero discrimination clause with burial just to get the damned bodies cleaned up. it's mid summer so if we're lucky, well get a new batch of migrants to help things out. And Corai's dwarf is surviving desperately just to spite his owner.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 24, 2012, 09:59:15 pm
as long as a link is here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 25, 2012, 10:27:45 am
almost done with my next entry. I couldn't find a place to split it, so it's going to be a long one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 25, 2012, 10:29:41 am
Long is fine. I've written more than my share of long entries, and I don't mind a long read (actually, I think I prefer it).

odd...a forest fire always starts on the eighth of felsite. What do you guys make of this...?
Check for dragons. >.> And either get everybody underground, or put it out with DFhack, like Splint said. Sounds like a bug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 01:31:41 pm
Evidently the fire didn't get anyone regardless, it was all a botched kill order. Talvieno got killed by kanan, I got whacked by Lefton (My body was well within where the fire raged,) Paintbrush killed Terrahex, Mr Frog, and Solpyre in self-defense(He wasn't considered a traitor) Someone got kicked to death by water buffalo....  If it had been a minor incident that we could blame ona barfight I wouldn't have given a flying fuck (three or four idiots took a barfight a little too seriously and now we have a dozen dead dwarves and 10 injured *insert list*) Would have been enough for a minor disaster, but the fortress wouldn't have been crippled so badly and all the plot relavents probably would have been fine or only wounded. Also forgot to send you what I wrote For this The Master, I feel bad. It took fastdwarf application and deactivating or disbanding the surviving military (Paintbrush and Dauros saved most of those they could reach while Mitch and Wari kept them fed and watered after Dauros and Doctormonch got them on thier feet) To keep the fortress at a barely-functional level.

To thos I sent it to, Alternate reality thread a go or no?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 25, 2012, 02:00:25 pm
Who killed me, by the way? And yes, go go alternate thread!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 02:03:15 pm
I'll let you know when I find your body.I'm using the deathcause command to find out who killed who sine we have very little engravable space left. Speaking of which, whoever engraved Fischer's tomb is an idiot it was already at royal level worth (I had to use some of the most expensive shit I had on hand to keep my in-game dwarf from pitching a fit) And din't need piles of engravings  about the fortress being founded in it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 25, 2012, 03:49:52 pm
Alternate thread is a go!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 25, 2012, 04:33:18 pm
It's summer and we're in a warm biome, remember? I seem to remember it was at least Hot in SB. Hot or Scorching + summer + wood = fire sometimes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 04:56:20 pm
Nope, regular warm It was in case we needed to resort to pond water in the winter for wounded. I can confirm it's not overly hot because my adventurer has been finding many a perfectly fine pool near the site.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 25, 2012, 05:28:53 pm
Interesting... Still, the Curse of Felsite's Eighth can be dealt with easily.

Yes, alternate thread!

(LFTON whacked Splint? That is... slightly creepy. It happened in a dream IRL. I knew that dream was a weird one. I thought I'd just been lurking too long.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on November 25, 2012, 05:57:00 pm
Do I post that I want a dwarf named after me here? Please tell me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 25, 2012, 05:58:32 pm
Yes you do, and welcome to the thread. What would you like The Master to name him, and do you have a particular profession you'd like?

Looking forward to that next update, Reudh. *nudges*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on November 25, 2012, 06:05:27 pm
All I want is for the dwarf to be male.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 25, 2012, 06:06:11 pm
Easily done, assuming we get migrants that actually survive anytime soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 06:09:26 pm
Our migrants survive just fine. plus there's a small number of unclaimed and unnicked dwarves in the fortress proper already. I'll stick you on the dorfing list. And welcome to the mad house. Here's your commemorative box of mugs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 25, 2012, 06:30:24 pm
Our migrants survive just fine.
Whose turn is it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 06:33:30 pm
.... Good point. I meant RECENTLY they survive just fine. I'm sure they'll be ok though unless he goes out of his way to kill people. Or they happen to spawn on the same spot as an ambush.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 25, 2012, 09:21:37 pm
do you guys want me to put an update in this thread every time I do a turn in the RTD?

EDIT: btw turn 3 is up
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 25, 2012, 10:06:37 pm
DAMN IT I DID IT AGAIN! Okay, next time I won't attack the ambushers or the traders.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 25, 2012, 10:09:19 pm
"Through howling winds and raging fires, through pouring rain and heavy blizzards, the show must go on."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 25, 2012, 10:16:31 pm
So true.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on November 25, 2012, 10:22:03 pm
Nice profile picture The Master, I love Doctor Who!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 10:25:59 pm
Just station the soldiers where the enemy has to come and they'll deal with the rest. However you may need to reissue a station command to keep them fighting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 25, 2012, 11:03:34 pm
Nice profile picture The Master, I love Doctor Who!
Heh, thank you!  ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 25, 2012, 11:40:46 pm
Really long story time!


I think some parts got fuzzy, but overall, I'm happy with how it turned out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 25, 2012, 11:57:24 pm
Pretty good. And now we know how Ugeth got stuck on that towercap :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 26, 2012, 02:49:35 am
Heh, that was brilliant, Terrahex!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 26, 2012, 12:26:13 pm
Whoa, awesome! I'd say Terrahex is probably suffering from first to second degree burns at this point, unfortunately... Although I enjoyed how you incorporated all those stories into yours. Bravo!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 26, 2012, 12:33:05 pm
Brilliant story if any of SB's Untold Cameras caught that I think our Techno-Divison will be having !!FUN!! times watching it, followed by memos that tell others not to piss off Terrahex for unexplained reasons.

Also a Good insight into the limitations of Technology and Magical systems and how they can be used to assist one another.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 02:06:29 pm
Ask and ye shall recieve Tomio. I found your body on the herd level and it says you were beaten to death by Klikit, who died of his wounds shortly after I loaded the non-canon save the first time.

EDIT: Dr. Kannan seems to be non-canon spearbreaker's most prolific murderer. He killed Talvi with presumably her own axe, killed BFEL with a pike and beat another half dozen others to death with his bare hands. Of note, is Talvi and BFEL's bodies are nearly on opposite sides of the map so he fought through quite the mess before he was presumably killed by one of the soldiery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 26, 2012, 04:01:19 pm
0.0
The DEADLIEST thing about Spearbreakers is definitly it's Hospital.
For some reason I now picture saying "Hello Talvi" in a Hannibal Voice just moments before he axe's her.
Dr. Kannan Hannibal... now we just to ensure he's dead and not wearing the face of  his presumed killer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 26, 2012, 04:04:43 pm
...wow. I portrayed him as evil in canon, but nothing like this!

He's also from Ballpoint, being the only Ballpoint dude in Spearbreakers. I think that Mr Frog probably would've strung up some Portal Interference Generators (PIGs for short) to keep Ballpoint from porting in again, after the last invasion fiasco, so he's probably the last from Ballpoint, too.

Kannan is scary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 26, 2012, 04:11:56 pm
wow. just wow.


hey i have a modding question!
can a weapon use a dust attack, in other words, a crossbow that shoots dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 26, 2012, 04:12:51 pm
hey i have a modding question!
can a weapon use a dust attack, in other words, a crossbow that shoots dust.
No.

I apologize for the brevity, but right now, there's really nothing you can do to make it work, not even a workaround, unless you want the creatures themselves to shoot dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 26, 2012, 04:15:21 pm
pity. i think i remember reading something to that effect somewhere around here, but thats over 100 pages soooo.... ...

what was i thinking of?..........

we cant have dissolving ammo, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 04:18:06 pm
I'll begin the alternate reality thread late tonight. I forgot about the humans. At present only Dauros and Asea are awake to combat them (painbrush is as well but his rediculous uniform setting have his dwarf running all over hell gathering clothign and armor for battle.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 26, 2012, 04:22:11 pm
wait, im still alive? i thought i died! a second time!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 04:23:42 pm
found you alive and well under the main gate. Thought you were hurt but it turns out at the time you were sleeping and had run out of booze from your flask.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 26, 2012, 04:24:28 pm
oh... wheres the alt thread?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 04:27:08 pm
I'll begin the alternate reality thread late tonight. I forgot about the humans. At present only Dauros and Asea are awake to combat them (painbrush is as well but his rediculous uniform setting have his dwarf running all over hell gathering clothign and armor for battle.)

Doesn't exist yet and there will be three chapters to start. Dauros and Asea vs human hammer squad on bears, taking all bets!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 26, 2012, 04:28:29 pm
asea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 26, 2012, 04:43:36 pm
Dauros. Close, but he'll kick their asses. Unless he falls into a pond, then GG NO RE alternate SB.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 26, 2012, 04:54:08 pm
Depends on the material of the hammers.

PFFFFFFFFT, no it doesn't! Dauros and Asea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 26, 2012, 06:25:26 pm
Reudh? Updates? I'm getting antsy, and that worries me - I never use that word.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 26, 2012, 06:55:49 pm
Indeed Talvieno, indeed. It's been too long since that last actual update in which we were not all dying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 26, 2012, 07:35:11 pm
I've decided that in order to get things out faster, i'm going to monthly updates.

On the bloodstained table of Supreme Overlord Master lays a pike caked with the blood of many a dwarf/elf/goblin/anything else that's capable of leaking bodily fluids. Found inside the shaft of the pike lies a scroll. On that scroll is a doodle of a battlefield with bodies arranged to to spell out CARNAGE! Below that is a journal detailing the reign of the worst GREATEST leader ever to befall grace the world with his very presence!

6th of Granite
[lost the screenshot] A strange man came up to me, blathering something about how "you continue to impress" or some other bullshit I don't care about!

7th of Granite:
(http://img341.imageshack.us/img341/2619/screenshot1dnp.png) (http://imageshack.us/photo/my-images/341/screenshot1dnp.png/)
(http://imageshack.us/a/img543/4586/screenshot3rd.png)
If I have to hear from sapper one more time that he has created YET ANOTHER masterpiece, I will personally have him chopped up into little pieces and fed to the ewes!

12th of Granite:
(http://imageshack.us/a/img812/6646/screenshot2jko.png)
What is with these fuckers?! All I want is death and carnage, but all I get from these assholes are complaints about seeds and "undisturbed" thread! leave me alone bastards!

16th of Granite:
Is it wrong that I used to eat elves when I was ten? Is it? All the other kids were eating them, but then again, it was an asylum.

18th of Granite:
Mom used to always tell me, before I killed her for touching my precious, that there was a big dwarf up in the sky that stuck the bad dwarves in a giant juicer and that why it rains blood all the time.

25th of Granite:
sometimes I wonder, do goblins really taste like raw sewage? How would anyone know, it's not like we eat them too!

30th of Granite:
As this month draws to a close, I think to myself, maybe being overseer won't be so  bad after all. No monsters from the depths of hell have arisen yet. Now, where did I put that goblin head I've been waiting to try...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 26, 2012, 07:40:07 pm
...Don't hurt me...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 08:00:17 pm
He's.... Really out of it isn't he.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 26, 2012, 08:07:51 pm
Yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 26, 2012, 08:10:09 pm
who is our current medical dwarf... guy master thing? is the hospital still a death sentence? I hear the jokes about it still but I thought mitch fixed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 26, 2012, 08:56:46 pm
Yeah Mitch overhauled it, and by my turn it was pretty safe (besides the coffins piled in the room)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 26, 2012, 09:19:41 pm
also, whatever happened to that tour that Splint was going to do of spearbreakers?

EDIT: Turn 4 is up!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on November 26, 2012, 09:21:16 pm
He's.... Really out of it isn't he.

Hold me Splint. Hold me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 26, 2012, 10:41:42 pm
16th of Granite:
Is it wrong that I used to eat elves when I was ten? Is it? All the other kids were eating them, but then again, it was an asylum.

Welcome !!Home!!

Seriously I knew this place was BUILT by maddwarves, and Operated by one of the Sanest of the lot of them (kudos to Splint for having his Sanity meter even remaining positive over this timeframe)  However, Master you made both Sanity and Insanity run for the Hills at the appointment or your rule of overseer.

Congratulations, you're one of the few people on this forum who bring chaos, and fear everywhere you go... Now all we need is T.A.G and Lord Slowpoke to show up and Everoc will divide Time itself by zero and tear into reality.

That being said I really must prepare for the Worse.
*Draconik_Sankis Sane Mad Scientist Has Claimed a Parasol Mobile Laboratory*  *Draconik_Sankis Sane Mad Scientist Has Begun a Mysterious Construction*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 11:01:52 pm
also, whatever happened to that tour that Splint was going to do of spearbreakers?

EDIT: Turn 4 is up!

Burned out willpower. And go ahead and post turn updates. It gives us something to read between story posts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 26, 2012, 11:33:22 pm
I made a sketch-map of the important areas of Spearbreakers, but haven't uploaded it yet... probably won't until tomorrow. Dead tired, and you have no idea how hard it is to fit Spearbreakers onto a single sheet of printer paper.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 26, 2012, 11:34:46 pm
I would imagine quite. Alternate reality thread is up. Refrain from posting until chapter 3 is posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on November 27, 2012, 02:13:39 am
*skims*

Huh, looks like The Master's only managed to necessitate a savescum once so far? Froggie is disappoint.

(I no longer have the slightest clue what's going on anymore and am slightly sad about this.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 27, 2012, 05:17:19 am
Twice actually. 1st was a save corruption, 2nd was a botched kill order that resulted in a Loyalty Cascade.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 27, 2012, 06:42:15 am
Three times, actually. Third time was a botched kill order, too. Love those loyalty cascades.

Just posted a crude map in the RTD thread, thought I'd repost it here for lulz.
Spoiler: Quote from: Talvieno (click to show/hide)
I'll have to remake it at some point, as I forgot a staircase and one is currently floating over Talvi's room.  ::)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 27, 2012, 06:55:32 am
Forgot about that 3rd one. And that map actually put a smile on my face. Still can't wait to see the reaction to the giant metal middle finger I built.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 27, 2012, 07:37:13 am
I assumed the amazing part is that none of the savescums are actually his fault, given his reputation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 27, 2012, 11:28:53 am
Forgot about that 3rd one. And that map actually put a smile on my face. Still can't wait to see the reaction to the giant metal middle finger I built.
I couldn't remember where you built it, to tell you the truth. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 27, 2012, 02:54:09 pm
Along the road, southern half of the walls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 27, 2012, 03:15:47 pm
-snip-
OH HALE THE MIGHTY FROG! MAY HE CREATE MORE MODS!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 27, 2012, 05:22:10 pm
Talvieno, that map was awesome! Now, to make a graphics pack based on the marks of the pencil...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 27, 2012, 05:40:10 pm
Thanks, Lolfail. =)

I'm completely burned out from working on the PDF, so I'm going to get off for a while and attempt to recover.

edit: I misspelled "attempt" and missed it when I proofread. wow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 27, 2012, 09:34:52 pm
1st of Felsite:
(http://img28.imageshack.us/img28/3893/screenshot4ieu.png) (http://imageshack.us/photo/my-images/28/screenshot4ieu.png/)
HOLY SHIT! Literally as I write, a giant fucking skinless dinosaur with a armok-damned trunk with horrible bad breath is rampaging down in the mines!

3rd of Felsite:
I think it's safe to say that it's secure down there, but holy shit, if it wasn't for that impossible to find door, we'd all be dead!

4th of Felsite:
Catten Idathavuz has been taken by a fey mood! How do I know this? Because you fuckers keep telling me!

9th of Felsite: You know, I've been thinking. Why is Splint called Splint if he's not wearing a Splint? Could perhaps be because he's working in cohoots with the Elves and that's actually his codename and his real name is Vlad Vladicov and is planning to turn us all into tiny tree people who wash the elf overlord's feet every night and day because they never wear shoes or socks?! Or maybe his real name is something so absurd that the metagods themselves changed his name to spare him from a life of eternal shame and sorrowful widows and CARNAGE!

15th of Felsite:
I THINK PRECIOUS IS SICK! He keeps sneezing and telling me the most absurd things, like that we're all actually in a strange thing I've never heard of called a "Computer" and that we're just variables inside a "Program"! He also told me that a giant toad created the "Program"!  I think I'll take him to Mr. Frog to see what he has to say about this nonsense! Oh, maybe this Toad is Mr. Frog's brother or father or sister or dad or wife or mom or cousin or collage roommate from ten years ago!

20th of Felsite:
CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!
CARNAGE!CARNAGE!CARNAGE!CARNAGE!
CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!CARNAGE!
CARNAGE!CARNAGE!CARNAGE!CARNAGE!
CARNAGE!CARNAGE!CARNAGE!CARNAGE!

21st of Felsite:
I went for a walk recently with Fuffy, my magical flying panda butler, and told me a lovely story! He told me that "On the 15th of Felsite, in the jungle of Nool, that an elephant named Horton heard a small noise! He looked and he looked, but he could see nothing there but a small speck of dust blowing past through the air! He grabbed the dust speck and CLOBBERED IT AND TOLD IT TO NEVER FUCKING SPEAK EVER AGAIN BECAUSE DUST SPECKS DON'T HAVE MOUTHS! He then boiled it in peanut oil and jumped into a lava lake from ten thousand feet high in the sky!" What a beautiful story that was. It sounded so familiar too!

27th of Felsite:
a large amount blood, tears, and lots of mucus completely cover this entry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 27, 2012, 09:50:57 pm
...Hold me, anyone who's not the Master...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on November 27, 2012, 09:53:59 pm
...Hold me, anyone who's not the Master...

Mama? Is that you? Hold me mama...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 27, 2012, 09:58:56 pm
4th Felsite, 210. Intermittant Entry.

The Master has been... Getting worse lately. Granted I scrawl on the walls of my tomb to keep the voices away but he's been talking to himself, and claimed I'm an elf spy (The nerve of that.. I beat thier fucking diplomat to death and he calls me a spy? MY HAMMER IS MADE OF FUCKING ROCK.) Er... Calm down Splint.

I've nominated Fischer, as our champion, to deal with the monster roaming around the mines, or barring her, Paintbrush as most senior officer after her of comparable skill. Both have bested worse things than some entitled Pterosaur with an elephantine trunk for a face that spouts obscenities and halitosis. I may have been imagining the obscenities though.


-Following is an image of a hammer swinging at a skull with pointy ears and a burning tree-


And I believe we need a new entry  as this seems to be what the master's journals are.... (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThroughTheEyesOfMadness)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 27, 2012, 10:32:10 pm
The following was found scrawled on the door to Mr. Frog's bedroom.

Oakily dokily boys and girls, theres a toy, a toy for turls,
I widdle I tittle I put it in there, and guess what girls it's a giant bear! It came out one day and said hello!
I took my fist from my fistful of jello, I put inside it's little baby mouth, it looked at me and smiled aloud!
it said "That's great! This is tasty and fun! So look over here, I have my big crossbow! he grabbed it and grooped it and put it in me and I said "Oh great, now I die for thee"
it pulled the trigger and blew off my head, now I'm on the floor, I'm on the floor dead.

WAIT A MINUTE, THIS ISN'T MY POETRY DOOR!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 27, 2012, 10:38:35 pm
The Master makes me glad Reudh is currently away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 27, 2012, 10:41:54 pm
Lucky. I'm in his army.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 27, 2012, 11:06:28 pm
*Ensures his blast door is locked tight* *resumes his Mysterious Construction*

Master your scaring people, and Splint I Agree but add some of this http://tvtropes.org/pmwiki/pmwiki.php/Main/SuperpoweredEvilSide (http://tvtropes.org/pmwiki/pmwiki.php/Main/SuperpoweredEvilSide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 28, 2012, 03:28:46 am
I just realized something I forgot to say through all of this. I WAS RIGHT! The Master did kill everyone, several times at that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on November 28, 2012, 03:45:51 am
Spoiler: Journal of Mr Frog (click to show/hide)

Yes, this is silly. Also, I can't remember what journal entry I'm on. Eep.


E: Oh, so The Master's actually required a savescum 3-4 times already? *manly tear* Please forgive me my transgressive assertations, O Carnageous One. I... I was ignorant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 28, 2012, 06:54:51 am
"Roses are red,
Violets are blue,
I have two spears,
and one of them is going inside of you."
-"Wrong choice."
-Obscene poem found inscribed on a certain skulker's gravestone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 28, 2012, 07:11:50 am
The Master makes me glad Reudh is currently away.

Don't worry.  In keeping with the theme of hating you(r dwarf), I'm blaming you for this anyway.

I have my own song to add to the mad poetry slam going on here, but I don't have time to tell it now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 28, 2012, 07:27:25 am
Okay, so... The fourth wall has been broken. lol    I was going to have somebody from Parasol make references to Earth at some point, but this goes a lot farther... The Cuckoolander Was Right.

Tomio, not sure I get your poetry, but I do get that it's aimed at Vanya...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 28, 2012, 07:38:27 am
Egh, writing is tough. Hopefully this is good. And with that, I hand over control to Talvi! (Finally, sorry about the delays, Talvieno. You know the reason. :P)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 28, 2012, 09:30:19 am
Thanks, Reudh! I had to look a bit up (malleolus, lol), but the method Lord Reudh used to seal Lurit's leg wound is about what they would've done with that technology, yeah. Really liked reading that; it felt authentic. Your writing was also, as always, great. :) I'll write up the next portion of Vanya's story soon, and thanks for getting that up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 28, 2012, 04:59:22 pm
Reudh, you should write as a profession. That is how good your stories are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 28, 2012, 05:13:36 pm
Thats it. my dwarf requested permanent stationing on the fist untill the Master is not in power.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 28, 2012, 05:16:55 pm
When I get back I'll gladly write up the request for shits and giggles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 28, 2012, 05:18:15 pm
woo!


wait, where are you going? you are coming back, right? your not going to leave us with The Master, are you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 28, 2012, 05:19:44 pm
Hush, little Asea, don't you cry.
If he notices we'll surely die!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 28, 2012, 05:20:47 pm
between you people and TVtropes, i dont think im sleeping tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 28, 2012, 05:36:45 pm
The following was found attached to a corpse of a messenger dwarf outside what appeared to be the burnt remains of his bedroom

It has come to my attention recently that certain dwarves are complaining about me. That is unacceptable. I am the bestest ruler ever, just ask the fortress's loyal butler Fluffy! He will tell you that my mommy and daddy loved me very much and never sent me to the asylum! THE BAD PEOPLE TOOK ME AWAY! IT WAS THEM! NOT MOMMY! MOMMY HAD TO DIE! SHE WOULDN'T GIVE ME MY FUCKING COOKIES NO MATTER HOW MUCH I ASKED NICELY! THE KNIFE FLEW OUT OF MY HAND! IT WAS JACOB! HE KILLED HER! NOT ME, RIGHT FUFFY?! SEE? FLUFFY AGREES! FLUFFY NEVER LIES! I'LL FUCKING KILL YOU ALL!!!!!
signed your loving overseer,
The Master
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 28, 2012, 05:40:31 pm
WAIT FOR ME, REUDH!

It has come to my attention recently that certain dwarves are complaining about me.
Can I nominate this? For sheer understatement?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 28, 2012, 05:40:38 pm
*whimper*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 28, 2012, 05:44:57 pm
Hush, little Asea, don't you cry.
If he notices we'll surely die!
I am so sigging this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 28, 2012, 05:46:42 pm
Finally an overseer I like.

((How the heck did I not have to savescum during my turn?!))
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 28, 2012, 05:47:34 pm
oh my... you LIKE being evil, dont you?

if that quote turns up on TVtropes, can someone explain that this is a spawn-killing guard who is crying?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 29, 2012, 12:30:43 am
You realize now of everything that has gone down the main thing that will be remembered is any time Master has/will have had a turn....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 29, 2012, 12:44:09 am
The following is a tattered note, found tacked to the inside of one of the now deceased Fortress noble's accounting ledgers.

To: Duke Splint Lokumeshesh
From: Private Aseaheru the second

Subject: Station request

Please for the love of the gods, PLEASE assign me to permanent watch duty on the Fist until the end of Overseer Master's term of service. PLEASE. Because He scares me and I enjoy not being dead like my cousins.

Thank you.



Written on behalf of Aseaheru just because, no offense Asea, your spelling need work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on November 29, 2012, 12:47:16 am
Mommy... Help me... Please let me die already...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 29, 2012, 01:34:08 am
Don't say that while he's listening!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on November 29, 2012, 01:43:34 am
*Looks at Master* MOMMY! MOMMY! HELP! HELP ME MOMMY! MAKE THE BAD MAN GO AWAY! HEEEEELLLLLLLPPPPP!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on November 29, 2012, 08:03:51 am
*Frost's Report to Draconik Sankis*
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Security Conclusion:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 29, 2012, 02:55:14 pm
yes, my spelling is horrible. but so is the Master.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: FritzPL on November 29, 2012, 03:57:46 pm
Looking at this, I wonder how the bloody fuck is it still up and running killing innocent children to make capybara bone armor stands.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 29, 2012, 04:09:46 pm
Determination on our part to see our stories spawn from it through before the fort dies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 29, 2012, 04:35:51 pm
We're not gonna let a little thing like The Master stop us!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 29, 2012, 04:55:01 pm
We're not gonna let a little thing like The Master stop us!
Even I survived a year. Master, stop fucking up![/joke]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 29, 2012, 04:55:32 pm
Turn 5 is up. can't read right now
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 29, 2012, 05:44:59 pm
Guess what everybody? I get to start over again! Somehow, the save keeps corrupting! Isn't that lovely?! ISN'T IT! I do have something though, I have a few more insane entries that I left out to use for filler, so I guess i'll show them to you guys now.

EDIT: Okay, I guess that's gone too.

The Master has gone Berserk!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 29, 2012, 05:47:27 pm
fill up the disk? too much CARNAGE?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 29, 2012, 05:49:06 pm
You can revert to the save before Tomio's if needed, since that one seemed to work fine. It'd be a shame but hey, whatever works. Just repeat your actions so you don't need to write new entires.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 29, 2012, 05:55:41 pm
but...... nevermind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on November 29, 2012, 06:24:41 pm
Guess what everybody? I get to start over again! Somehow, the save keeps corrupting! Isn't that lovely?! ISN'T IT! I do have something though, I have a few more insane entries that I left out to use for filler, so I guess i'll show them to you guys now.

EDIT: Okay, I guess that's gone too.

The Master has gone Berserk!

Didn't you or Mego have this problem in Hellcannon? :X
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 29, 2012, 09:23:13 pm
You can revert to the save before Tomio's if needed, since that one seemed to work fine. It'd be a shame but hey, whatever works. Just repeat your actions so you don't need to write new entires.

I know that Splint has the final say, but this saddens me.

I couldn't get on today, but I'll hopefully have the next Vanya post (in three weeks!) up tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Scruffy on November 29, 2012, 09:23:34 pm
This thread both confuses and scares me, yet I can't stop reading.
I suppose that I will need to delve deeper in this den of deprived posts and insanity.

...

WHAT have you done to MY MIND??
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 29, 2012, 09:33:36 pm
@ Talvieno - Saddens me as well, because it'd negate Tomio's turn which would to me be horrific, but if it comes down to it we must press on. I'm sure it won't come to that though.

@ Scruffy - Evidently damaged your ability to spell "Depraved." (Nah I'm kidding. Welcome to the thread.)

EDIT: Stupid question time, should I make the barbarians playable?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 30, 2012, 12:22:26 am
This is The Master (http://www.youtube.com/watch?v=q7025BTXNuk)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 30, 2012, 12:27:24 am
Oh god it is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on November 30, 2012, 12:31:22 am
BTW Splint I haven't had time to check the alternate timeline yet, but I will soon hopefully
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 30, 2012, 12:33:34 am
Probably on page three now. I don't have anything tow ork with unless you guys decide to sugesst some conversations and such since there's NOTHING but hauling to do right now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 30, 2012, 01:44:02 am
Terrahex, thank you for the laugh. I needed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on November 30, 2012, 02:30:20 am
EDIT: Stupid question time, should I make the barbarians playable?

Well, when you've got everything else, you might as well throw in the kitchen sink too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on November 30, 2012, 05:15:44 am
Seriously how did one man cause this many problems for this fort not even all his own, but so many crashes among other things..... it's getting to the point where I'm convinced Armok is trolling him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 30, 2012, 11:08:53 am
Lol, we've already established in canon that The Master and Armok are somehow connected to each other, so that's not too much of a stretch.

Vanya's Journals, Entry 34
Spoiler (click to show/hide)

Next chapter will have the long-awaited meeting between her and Lord Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on November 30, 2012, 01:42:55 pm
Tomio's Journal: Leaving, for real this time.
Spoiler: Journal (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 30, 2012, 03:19:05 pm
yes splint. make the barbarians playable. ill try them out at least!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 30, 2012, 04:05:27 pm
Oh god it is.
holy crap you found my influence!!!!! That's actually where I got the idea for fluffy!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 30, 2012, 04:07:42 pm
fluffy?

do you mind horribly if i post a poem somewhere?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 30, 2012, 04:09:59 pm
Go right ahead :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 30, 2012, 04:16:46 pm
thank you.


who or what is Fluffy?


poem below.

"The first story of the Wall of All"
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 30, 2012, 05:42:56 pm
fluffy's the Zant/the master's imaginary(don't tell them that!) flying panda butler.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 30, 2012, 05:45:15 pm
That was pretty good Asea. And it looks like you ran spellcheck this time around :P

But seriously, that was actually a good poem.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on November 30, 2012, 05:53:13 pm
that was actually a good poem.
I agree, keep up the great work!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on November 30, 2012, 06:06:26 pm
Did I miss something? We defeated hell already?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 30, 2012, 06:17:58 pm
He's just looking forward.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on November 30, 2012, 06:23:44 pm
Onward and downward!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 30, 2012, 08:42:48 pm
i think i got confused...

i typed it in word.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on November 30, 2012, 10:26:25 pm
Ok, so I need some ideas for the alternate reality thing (filler between attacks since the only thing to do is deal with burial/ hauling.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on November 30, 2012, 10:29:45 pm
uh... even more paradoxes? like spawn created dwarves to create spawn? the badguys are the GOOD guys?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 01, 2012, 12:12:35 am
maybe one of the dwarves has multiple personalities and think's he/she's god and claims to have magical powers that everyone's humor's him/her about and plays along!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 12:13:47 am
You're a little on the dead side for that to be honest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 01, 2012, 12:48:31 am
shrugs
I tried.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 01, 2012, 01:06:08 am
Nice entry Talvieno. It was pleasant to read. I only say pleasant because my eyes sting from reading late into the night. the experience was lessened by lack of sleep.

Tomio, I'm sad to see you leave. do try to hurry back so that if your dwarf is killed in game, you'll have an explanation :P

Many people seem to be leaving Spearbreakers. I'm starting to get the sense that all the other authors don't want to be around me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 01:13:08 am
Reudh and Vanya may be back soon, but given Tomio's a paranoid technomancer/living battlesuit who knows the people who beat the shit out of his order have attacked the place twice, I'm not suprised by this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 01, 2012, 01:16:21 am
Asea... that was actually pretty cool. I don't really understand poetry, but I kind of liked the odd structure -- two rhyming lines, with a third that stood out on its own. It gave it a sense of rhythm. Was that intentional?
     The abrupt shift from two couplets at the very beginning to the 3-line structure used in the remainder was a bit jarring, though. Still, good work.


THEORY: The Master is Armok's agent on the physical plane, carrying out the wishes of his deity and channeling its power. However, interacting so closely with such an incomprehensibly-vast and chaotic being has damaged The Master's mind and left him highly-unstable as a result.

(Sorry if any of this has already been established; this abomination we've created has long since exceeded my meagre ability to keep track of things.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 01:18:48 am
I just assumed he'd slowly lost his mind because of the shreiking spawn which culminated in berserk fury.

I still have a fear of Blue Garnets because of that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 01, 2012, 01:23:42 am
Turn 6 is up.

Mr Frog, you are wrong. The Master has not been twisted by Armok. He acts exactly like an agent of the blood god would.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 01, 2012, 01:24:30 am
Mr Frog, you are wrong. The Master has not been twisted by Armok. He acts exactly like an agent of the blood god would.
Oh come on people, stop making so many sig worthy posts!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 01:27:13 am
How have things been going by the way? Save cooperating this time around?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 01, 2012, 07:47:30 am
Tomio, I'm sad to see you leave. do try to hurry back so that if your dwarf is killed in game, you'll have an explanation :P

Many people seem to be leaving Spearbreakers. I'm starting to get the sense that all the other authors don't want to be around me.
I'm pretty sure it has nothing to do with you, Terrahex. I actually think it's possibly more due to other things, either:

A. He really doesn't want to risk his character getting killed off
B. Tomio wants his character to potentially meet up with Vanya (this referencing how he said he sighted a camp (but this doesn't make sense because all that stuff in the last chapter I posted took place while Tomio was still in office, and by the time he's out, Vanya won't be there anymore))
C. Tomio wants to complete the plotline where he's a giant metal automaton
D. He doesn't want to mess with his character at the moment, and wants him out of harm's way (The Master)

Actually, now I'm curious. lol    Tomio, where are you going?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 08:01:07 am
Mostly A, C and D, actually. Tomio is long before finished, and I have a huge turn-around up my sleeve.
Edit: Which may or may not involve you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 08:04:50 am
Ok, so we're all in agreement: Even deathless metallic abominations are terrified of The Master.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 01, 2012, 08:07:12 am
yep... I think that might be why Armok considers him his pal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 08:08:52 am
Well, given that even in-game he defied all logic and reason by going insane despite having

A. Gathered all his needed mood crap and
B. Went bonkers and had to be put down anyway....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 08:25:33 am
I can give you a teaser, if you'd like...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 01, 2012, 11:10:46 am
Tomio, I'm sad to see you leave. do try to hurry back so that if your dwarf is killed in game, you'll have an explanation :P

Many people seem to be leaving Spearbreakers. I'm starting to get the sense that all the other authors don't want to be around me.
I'm pretty sure it has nothing to do with you, Terrahex. I actually think it's possibly more due to other things, either:

I was joking :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 11:53:29 am
Thank you Mr Frog. it was not intentional. i think.


this is even more confusing then the talk about HOW Spearbreakers exists.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 12:38:01 pm
Spoiler: Teaser (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 01:14:56 pm
Welp, I'm done with classes for now, and just found out it's my brithday.

I... I really need to payattention to the days more...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 02:23:39 pm
happy birthday.


tomio... what are you writing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 02:36:58 pm
happy birthday.


tomio... what are you writing?
it's a teaser for my next journal. Talvi was curious, and I probably made her more curious.
Anyway, happy bday splint!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on December 01, 2012, 02:39:26 pm
That's kinda similar to the reaction I had on my birthday. Then again, I'm too much of a geek for parties of any sort, so...

Happy birthday regardless, Splint :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 02:42:23 pm
ive never had a birthday party. all my sibling(but one) have...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 02:56:28 pm
So, I have done some testing, and barbarians would make ideal nonscythod shock troops.

Because they can't feel pain debilitating injuries that would fell even the mightiest dorf or scythod don't faze them unless it will instantly be lethal (Basically the same weaknesses as the spawn, but with the brain and bloodless added in and the heart not being shatterable.)
Their size allows them to use human equipment and knock around anything smaller than them.
They can also evidently survive even injuries that have killed many human and dwarf test subjects. Evidently so long as they still have one hand and enough blood to remain functional it's unlikely you'll put one out of a fight for longer than they need to reorient themself.
When enraged even a crippled barbarian can bludgeon multiple armed goblins to death with no armor two legs and a hand chopped off and one mace. As such I'm considering adding a caste of barbarians that are prone to rage to capitalize on this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 03:16:34 pm
wow. just wow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 03:31:40 pm
Tomio's Journal:
Spoiler: Journal (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 01, 2012, 04:39:16 pm
here's a teaser for my next update. http://www.youtube.com/watch?NR=1&v=fS1uDnIPTvo&feature=fvwp (this is the master's mind)
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 04:51:14 pm
So... Complete jumbled nonsense and a guy wanging a metal rod attached to his crotch against a bar?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 01, 2012, 04:52:52 pm
I found it nearly as disturbing as manamaids.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 04:56:31 pm
Barbarians are now playable in fort mode. Just going to add a few weapons and such. Barbarians don't believe in ranged combat, so I'm a little leery of giving them crossbows for hunting. Probably just won't.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 04:59:17 pm
Master... how do you think? that is.... odd.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 01, 2012, 05:17:05 pm
So... Complete jumbled nonsense and a guy wanging a metal rod attached to his crotch against a bar?
I found it nearly as disturbing as manamaids.

It seems I was right in assuming that it was better not to see whatever it was The Master linked to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 01, 2012, 06:58:06 pm
happy birthday.


tomio... what are you writing?
it's a teaser for my next journal. Talvi was curious, and I probably made her more curious.
Anyway, happy bday splint!
"Talvi" is a he.
Proof (or at least, as much proof as you're going to get) (http://www.youtube.com/watch?v=jIdeTZ5ZEHA)

I read your post - very nice, though (in my opinion) still rather overpowered. lol

And Happy Birthday, Splint. :)


And yes, SSJ, I really doubt you want to click that link.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 01, 2012, 07:02:12 pm
Overpowered? Probably. Life isn't fair anyway.

Anyway, typo because Vanya and Talvi are female.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 01, 2012, 07:02:47 pm
That is wierdly more or less what i envisioned you looking like.

And why the hell do you remind me of someone I knew in school. Maybe it's the beard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 01, 2012, 09:50:35 pm
@tomio:

I'm not really following any of this closely enough to make any sort of active judgment, but I'd like to point out that (in my opinion) it isn't just being OP by itself that makes a character annoying -- it's when they're OP in a way that makes no sense, such as learning complex weapon techniques in just a few days, having contradictory traits, or straight-up having superpowers (when it isn't typical for the setting). I have no idea if any of this applies to any of what's going on; it's just a piece of general advice.

Besides, I'd like to think I lost any right to complain about characters being hax the moment I introduced a certain planeshifting engineer-pharmacologist-inventor-secret agent-DJ.


@Talvi:

Nice beard. Sure beats my suspiciously-gingery goatee.


@Splint:

Happy (belated?) birthday.


E: Skimmed a bit of Vanya's recent journal... is it just me, or has Mr Frog softened a bit lately?

Also, though it's too late to do anything now, I kinda question the utility of putting Vanya's stories in a seperate thread...

EE: Okay, so Talvi's just copying the stories over and presumably will still post them here as well. Still not sure why there's a seperate thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 01, 2012, 10:06:12 pm
On for a sec, had to post this. Will reply to everything else later, when I can.

With this post, Lord Reudh's quest is complete.
Vanya's Journals, Entry 35
Spoiler (click to show/hide)

edit: I hate notepad's word-wrap's cut-and-paste issues.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 01, 2012, 10:29:57 pm
aaannnddd.... i cant see that page. i hate wireless.


Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 02, 2012, 01:17:45 am
@ Mr Frog - The utility is that it makes Vanya's journals easier to read and he can keep track of where he is without digging up the entire story archive.

@ Talvieno - Guess we may or may not have more humans amongst us if Reudh returns home. Good peice as always.

I feel like we're also starting to mix up Parasol and Ballpoint's vehicles. I wanna elaborate but I can't think of a way without sounding like a dick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 02, 2012, 02:36:19 am
@Splint:

By whatever authourity has been vested in me, I give you clearance to be a dick as long as nobody starts screaming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 02, 2012, 02:49:36 am
Ballpoint Tech: Mo' Dakka/ Zerg Rush or precision strikes (depending on needs of misson)
Run by dwarves, primarily manned by humans with lots of other races mixed in.
Vehicle pool: Moghopper (VTOL tranport-gunnship) Octavia (Light armor/APC) Attack buggies/cycles.
Favors rapid assaults with alot of troops or small squads of elites. Prefer automatic weapons and sheer brute force in general.

Parasol industries: Mo' Dakka/even mo' dakka than that; Quality over quanity
Run by and primarily staffed by dwarves, with larger humansoids generally only being found in the company security divison, and even then dwarves still lead these Operators as they call thier troops.
Vehicle pool: Presumably fixed wing aircraft are in the works, but typical dwarven idiocy is causing problems. They posses the battlesuits and favor relativly fast medium tanks and APC/IFVs with automatic chemical slugthrowers and semi-auto mag-cel weapons. Probably also working on mobile artillary. Names for thier stuff hasn't been figured out.

It just irked me that, while I'll admit they probably have armored hazard suits for fighting in shitholes like Piscyth (I hope I spelled that right) Ballpoint was never stated to have battlesuits and I was under the ipression we'd agreed those belonged to Parasol (Just as efficent airpower largly remained in the hands of ballpoint: For competitive reasons.) Though granted I'm sure Stone, being a major weapons fabricator itself is probably loaning research data to both and probably developing thier own fixed-wing craft (and trainers,) Battlesuits and other cool stuff to sell and liscense out, which would both net them substatial financial gain and reduce the competitive edge of Parasol and Ballpoint by allowing national armies to compete with the two megacorps. (that last bit about Stone would be Asea's call.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 02, 2012, 09:20:37 am
My update won't be up til late, due to the fact that i'm going to see the play adaptation of Murder on the Orient Express by Agatha Christie at around 2 pm.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 02, 2012, 10:03:55 am
Talvi, that was great. Tomorrow I'm going to write Reudh's journal. Expect exuberance now he's found Vanya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 02, 2012, 03:20:03 pm
Been waiting for three journals to do this.
Tomio's Journal.

Spoiler: Journal (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 02, 2012, 03:36:54 pm
Ok so Tomio's an abomination! Remeber civil defense:

Shoot to kill.

EDIT: You guys will love this. A kidnapper made off with an alpaca. And by kidnapper I mean a wagon with a barbarian merchant driving it.

Turns out snatcher races are considered to have kidnapped any creature they leave the map with, sapient or not. I thought someone had somehow kidnapped a caged alpaca. Got a good laugh when I realized what had happened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 02, 2012, 04:40:58 pm
can there be hobbits?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 02, 2012, 04:42:05 pm
They'd hate barbarians too so....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 02, 2012, 04:44:24 pm
I meant as a race. short non-alcohol requiring diggers. not as good as dwarves thou.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on December 02, 2012, 04:55:11 pm
Okay well I finally got back to reading and I have to ask. I just reached Reudh's turn. Should I be scared? Edit: Also why the hell does Reudh have so many Armok forsaken posts on his turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 02, 2012, 06:00:51 pm
He and Tomio both went for lots of short updates over a medium period.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 03, 2012, 01:29:03 am
Turn 7 is up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 01:30:47 am
I saw. I lol'd at Corai being bowled through the hospital.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 03, 2012, 07:55:06 am
I haven't been able to get on. Sorry for the delay in response. I'm kind of tight on time right now, too.

@Mr Frog: The Vanya story is in a separate thread for a few different reasons.
 - It's novel-length, and would be a pain for someone to dig around for, if they wanted to read it.
 - Eventually, Spearbreakers will go down. It likely won't go down the way I want it to. Vanya herself might get killed off too early, prematurely ending the whole thing. As you yourself once said, it's not just a series of journals anymore - it's an actual story. Keeping it in a separate thread leaves me the option of splitting off from canon at some point, if necessary.
 - I will likely on occasion direct people I know towards it.
 - PDFs and Docs are good, but if you're looking for one chapter in particular, they're horrible. A thread can have a handy list of links at the top for me to clicky-click.
 - When it's my own thread, I can feel guiltless about editing and re-editing as much as I please.

I put a lot of thought into making that thread. It wasn't a spur-of-the-moment decision, and the reasons you aren't too fond of the idea are likely the same reasons I still feel edgy about it myself, and some of the reasons I took so long in making up my mind. lol



@ Splint: I wasn't aware that I messed anything up... I haven't given Ballpoint any battlesuit tech, if you think I did... I did briefly mention air travel, and I realize that's a bit of a "Berserk Button" topic for you, but I was pretty careful about it. "John" is from Ballpoint, so that's not an issue, either... I'm confused as to what I did wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 03, 2012, 10:57:27 am
Next part of Vanya's journal. I'm a bit iffy about it, honestly.

Vanya's Journals: Infiltration
Spoiler (click to show/hide)

Thoughts?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 01:06:29 pm
between the TVT page and Tomio was more why I felt the need to point it out is all. Reading next chapter now.

EDIT: Yikes. Seems like someone's been getting thier ass kicked up and down that region. And it seems the spawn will be getting an overhaul for the continental inlands when this place goes belly up. Also seems like stranded Operators and Contractors may be a go as well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 03, 2012, 02:08:36 pm
@Talvi:

Fair enough. It's your decision anyways, really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 02:54:10 pm
TALVI.
i just saw the video. DONT SHAVE THE BEARD.


you look shockingly like Justin Timberlake... im going to hide now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 03:57:32 pm
sorry, the power went out last night, so I didn't finish writing up the journal, but I was nearly done, i'll have it up within the hour!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 03:57:55 pm
woo!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 04:01:13 pm
Woo indeed. And seriously, I need some subject matter for the alternate reality thing since there's not a damned thing to do besides cleanup.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 04:02:48 pm
uh... secret tunnel, Stone INC finds it, dwarves inside secret bunker?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 04:15:19 pm
1st of Hematite:

Today I went to the doctor, Doctor Dake by the lake, and asked him if he had anything that would help my one-feathered tail grow. He said, "NO, I HAVE NOTHING FOR YOU, DODEODODEDO!!!" So I threw such a fuss and raised such a din that Doctor Dake just HAD TO GIVE IN! So he brought out the pillberry bush, and told me to eat a few berries, and that would help. So, being the Red tailed Cowbird that I was, I ate five hundred Urists worth of them! I then exploded. The end.

4th of Hematite:
Ugh, were did I put my cotton candy blue statue I found in a mine-shaft? It's the only thing that lets me see fluffy for who she truly is! An Red Fanged Elepuskey!

10th of Hematite:
The jungle of Nool is so wonderful! Everyone here is so happy! SO HAPPY! HAPPY HAAPPPYYY HAAAAAPPPPPPPYYYYYY HAAAAAAAAAAAAAAAAAAAPPPPPPPPPYYYYYY....

15th of Hematite:
Joy to the world, Armok is here! He will, destroy, us all! He'll rain down fire upon the land, you fuckers are all gonna die, let heaven and Armok rejoice, let heaven and Armok rejoice, Let heaven and Armok rejoice! Joy to the CARNAGE, for it is good! May all perish, and die! LALALALALALAALALLA!!!!!

17th of Hematite:
Dear Diary,
I had a simply CARNAGE! marvelous conversation with Elfish CARNAGE! Presley recently! He told me that he was the king of rock CARNAGE back in his day! He says he's from a fCARNAGE!ar away land called...what was it...Ahmareihka? Anyway, CARNAGE! kittens are delicious, I herebCARNAGE!y change the day of the week to kitten! Everyone must eat at least kitCARNAGE!ten on that day of theCABBAGE! week or FUCKING DIE IN RED HOT STEAMING MAGMA!!!!!! CARNAGE!

20th of Hematite:
mmmm...children...so tasty!

23rd of Hematite:
I met a part human-part girl recently in a cave! She was very kind and loved to SLAUGHTER HELPLESS WILDLIFE!!!! and pigeons! She told me that I was to be one of her lovely bridesmaids, oh i'm just so excited I could just RIP APART A FUCKING CHILD AND EAT HIS TESTICLES!!! Hehe!

24th of Hematite:
I finally confronted splint about his elfish tendencies. I told him that if he turns in his fellow elves, I'll let him stay in the fortress as a double agent. But if he doesn't, I'LL CASTRATE THE FUCK OUT OF HIM THEN EAT HIS SOUL!!!!! He gladly accepted, and quite eagerly too! Almost...too eagerly...Oh, I must go, the wedding is tomorrow!!!

27th of Hematite:
I'VE BEEN TRICKED! There was no wedding, it was a trap by the elves! They tied me all And to think I got all dressed up in my lovely gown too! When I went back to the cave to confront the BITCH, the cave was gone! It's as if I imagined it all! Well, that's impossible, she just moved it so that I would feel stupid! WELL, FINE! BE THAT WAY! I DIDN'T WANT TO GO ANYWAY!! I guess I better give Mr. Frog's clothing back...

30th of Hematite:
Other than that stupid the pesky liar, Nothing really eventful has happened this month. Oh well, MAYBE NEXT TIME!!!!

(Seriously, NOTHING happened this month! How boring!)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 04:18:18 pm
Lets not make this X rated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 04:19:06 pm
Heh, Master is going deeper and deeper down the rabbit hole.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 04:21:25 pm
Boring is good because we got to see another glimpse into The Master's mental state.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 04:22:34 pm
But... but... the jaberwakie(or however you spell it. you know, the thing that died due to the Vopal blade going Snicker Snack!) is dead!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 03, 2012, 04:35:19 pm
I think it was Jabberwocky.

Anyway, don't say your month is boring or you'll get a Forgotten beast made out of diamond, a webbing attack and/or dust.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 04:41:55 pm
don't say your month is boring or you'll get a Forgotten beast made out of diamond, a webbing attack and/or dust.
SSSSSSSSHHHHHHHHHHHH!!!!!!!!!!!!! HUSH!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 04:50:42 pm
Well, our current FBs save Ugeth are all pitiful opponents overall.

Thili went down like a sack of bricks and only spewed knockout gas
Kob's a water glob
Stozu is made of easily destroyed coke
Ebra is likewise made of easily destroyed mud
Zospu is a giant lobser who's only advantage is his deadly blood, which can easily be countered with a hail of bolts
Rufithi who we've seen now, only has harmless gas he hasn't had the time to metabolize into more deadly forms. Paintbrush or Fischer can solo him if they're so inclined.

Basically I think this place has actually done nothing but spawn pussies for FBs in the eastern coasts of Everoc's western landmass.

Clearly the inlands will require far nastier things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 03, 2012, 04:52:58 pm
Guess who had to kill Ugeth? The person that claimed boredom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 03, 2012, 04:53:57 pm
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 04:54:49 pm
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?

Why do i feel like this is quotes section worthy.

Is it because it shows how little faith we have in the master to not kill us all?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 03, 2012, 05:12:50 pm
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?

Why do i feel like this is quotes section worthy.

Is it because it shows how little faith we have in the master to not kill us all?
I'd vote it into the quotes section. lol   It needs a quote at the front, though, so it's in context.

I feel for Talvi. She's still there.

(and yeah, Tomio, you're right - Jabberwocky. lol)


Also, where did Mr Frog get a wedding gown from? o.O
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 05:12:57 pm
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?

Why do i feel like this is quotes section worthy.

Is it because it shows how little faith we have in the master to not kill us all?
Oh please! I would NEVER kill any of you...intentionally...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 03, 2012, 05:13:51 pm
On the bright side, I don't have to live through this.  Who'd have thought death would have such benefits?

Why do i feel like this is quotes section worthy.

Is it because it shows how little faith we have in the master to not kill us all?
Oh please! I would NEVER kill any of you...intentionally...
Might you eat us, though? Or get Fluffy, or something else to kill us for you?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 05:15:41 pm
Most certainly! :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 06:19:34 pm
Welp, I've found another thing out about barbarians: A berserker with a claymore sword is very scary, as a herd of reptilian cow sized predators can and will be decimated in VERY short order by one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 08:04:04 pm
what are reptilian cow sized predators?

you can always nerf them by giving a requirement.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 08:13:20 pm
The requirement just seems to be pissing them off. The creature is a cerer, a random critter I got out of Talvieno's creature script. Two headed, cow sized predatory grazer if that makes sense (basically they greatly enjoy picking fights with everything and anything.) I also learned a leather shield makes a great bludgeon in a pinch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on December 03, 2012, 08:25:11 pm
Spearbreakers 2 will be awesome. Though with the amount of stuff that wants to kill everything you might want to change the amount of embark dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 03, 2012, 08:35:47 pm
No, just give dwarves [SPEED:850]

They'll move just a little faster, maybe fast enough to get away...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 03, 2012, 08:41:49 pm
will there be Hobbits?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 08:41:58 pm
Splint, how much would you say your dwarf enjoys life?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 08:49:59 pm
Why.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 03, 2012, 08:53:28 pm
Calling it now, he is dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 08:55:27 pm
Ummm...well...you see...Ummm...Zospu ordered take out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 08:57:45 pm
I want that monster dead. YOU HERE ME!? DEAD.

How the fuck did it even get in, and why was I were it could get near me? my shit is one the TOP FUCKING PART OF THE FORTRESS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 08:59:49 pm
Oh ho ho...he's dead alright...BECAUSE THE GAME CRASHED AGAIN! Oh well, it's gotta be my computer...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 09:01:11 pm
As for the reason why he was down there, I enlisted everyone into a bunch of temporary armies to deal with the beasts once and for all. DIDN'T work out...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 09:13:09 pm
There are no words for the rage in me right now. I will inform you, we have professional soldiers for a reason.

EDIT: Please humor me, because now I'm in a VERY foul mood and must vent my frustration. it is being spoilered to prevent you all from having to actually read it.

Spoiler (click to show/hide)

There. I feel a little better now, pardon the petty insults and cursing. i just needed to vent at the aquisition of such information.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 10:11:16 pm
When you're ready, I would like to explain why.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 03, 2012, 10:16:48 pm
Splint, please refrain from berating people when they experience what may have been an honest lapse in judgment. Trust me when I say it doesn't help.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 10:19:07 pm
As I said, I needed to vent. I' walking away from it now and not reading that response mostly so I won't fly off the handle like i've been known to do, largly to avoi freaking anyone out. I just needed to vent, I apologize. Just needed to vent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 10:45:31 pm
Splint, please refrain from berating people when they experience what may have been an honest lapse in judgment. Trust me when I say it doesn't help.
did I miss something? I didn't mean to piss him off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 10:53:26 pm
When gifted with bad news or (pardon me, but this one was in my opinion still) a stupid idea that backfired horribly I tend to lose my grip on just about everything and turn into a raging lunatic, at which point I become an angry frothing font of insults and rage, as well as my inner control freak having epileptic fits. I was already in a bad mood through no fult of anyone here and hearing that stupidly implemented disastersent me overboard. Still am a little bit, but at least right now it's more managable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 03, 2012, 11:00:14 pm
If it makes you feel any better, I had made a quicksave save before I did it. It doesn't matter now, as i'm starting back from square one.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 03, 2012, 11:01:41 pm
Why? if you saved before the disasrer/crash, you should be good to go from where you left off. Also, for reference the room is located I think on the living level where we have some food stored. Only really goof for 1 at a time danger rooming though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on December 04, 2012, 12:28:30 am
@ Talvi: Nice way to bring my character into the stories. Keep up the Excellent Work.

@ Master: Instead of trying to get everyone killed, why don't you join Fluffy in a dance... Instead of having Fluffy dancing solo all the time.

Log Of Draconik Sankis: Eye of the Storm

Spoiler (click to show/hide)


OOC: Sorry for adding a few new Parasol Toys however I intend to unlease one for Ballpoint soon that relevels the playing field.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 04, 2012, 12:56:38 am
I need to hurry up and finish my arc so that I'm back up to date.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 04, 2012, 04:13:47 pm
question: is it better to piss Splint off for one post or for 3 pages? (thats what happened last time)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 04, 2012, 04:51:11 pm
the number of posts/pages that you piss splint off for is not important, it's the amount of time that he's pissed that counts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 05, 2012, 11:18:57 am
Whoa, everything got quiet, fast.

Sorry I wasn't on yesterday, I couldn't get online. On the plus side, thanks to the delay, I have on chapter done, and another chapter almost done.

This is the entry where I allude to That-which-shall-not-be-named, also known as MLP. It's the messenger Silena sent. I am vague.

It's also the entry where I begin my gradual picking-up-from-where-Mr Frog-left-off.

Vanya's Journal, Entry 37: Parasol's Camp
Spoiler (click to show/hide)

Am I dumping too many characters into the story at one time?

edit: Oh, and Splint - thanks for testing out DFRandCreatures. :) What'd you think of it - too much? Not enough?
also, this is the funniest thing I've read in a while:
Splint, how much would you say your dwarf enjoys life?
Why.
Calling it now, he is dead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 05, 2012, 11:28:10 am
Corai seemed less than pleased when it genned something that amounted to a flying armless crundle :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 05, 2012, 12:03:38 pm
Corai seemed less than pleased when it genned something that amounted to a flying armless crundle :P
Oh, wow, I don't even want to think about how that would look. Wasn't my fault, though. It did that by itself. And the flying-without-arms comes from the cavern creatures. whoops.

Why was he "less than pleased"? Also, define "less than pleased"...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 05, 2012, 12:17:35 pm
Well, most people would cry 'WEAPONIZE! TAME AND USE TO KILL GOBLINS AND ELVES!' He cride, "KILL IT! KILL IT NOW!" And that's verbatim. Also this was on the surface, speaking of which I wlso got a wonderful grazing asshole called a cerer. Two heads, the size of a cow, likes to be annoying, and makes wonderful stews, roasts, and bone goods Also on the surface and plentiful in deserts for some reason. But yeah, if it isn't obvious Corai doesn't like crundles, much less ones that fly.

Also my first thought on 1 third elf, dorf, and human: Isn't making genetic abominations from random DNA samples wonderful?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 05, 2012, 03:06:28 pm
yep.


i have another poem. it has no mention of Spearbreakers, but if you replace Thrall with Spawn it works.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 05, 2012, 07:23:01 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 06, 2012, 03:05:36 pm
Sounds pretty good, Ethanland. Very distinct. A bit nasally, but not too bad... You seem to have a good mic.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 03:08:34 pm
That will lead to interesting names.

EDIT: THis is going to spound like an odd question, but I'm in need of voice actors for a project. Would any of you be willing to assist? I need VAs for various specialists (think upgraded spartan IIs from halo with weird abilites) and for redshirts on both sides, and a xenoarcheologist named Alistar Tangrave. Me and my capture guy have been struggling with finding voice actors and most of you seem reasonably competant so I figured I'd ask.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 03:11:11 pm
wheres the pulse rifle?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 03:17:32 pm
wheres the pulse rifle?

Depends on wether or not we can implement the ammo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 03:19:51 pm
awwwww.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 06, 2012, 03:23:00 pm
I should add "pulse", thanks.

What's the project? I might be able to help (though I can guarantee I won't sound professional).


edit: lulz. Railcannon AtomicPulse the TVTropes of Batman. I really want to see something like that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 03:27:40 pm
i have a lisp and (apparently) a accent. it is horrible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 03:41:46 pm
The project is a machinima using Halo 4 as the engine in my personal setting. I basically need all kinds of voices, and basically if you don't have a too high a pitched voice all comers are welcome, as the soldiers on all sides come from everywhere on the planet (or from across the galaxy) so accents or minor speech impeditments aren't a problem and help add a little character to the redshirts and specialists. Plus I can rub it in my capture guy's face that playing Dwarf Fortress WAS useful for once!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 06, 2012, 04:13:23 pm
I could help, if I could get on a pc for once...

Also, might quit writing journals for a while. Exams, etc. Gotta spend my time usefully.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 04:53:11 pm
Its not that little AND i dont have Halo 4.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 05:00:35 pm
Don't need it, I'm just looking for voice actors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 05:01:43 pm
and my mike sucks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 06, 2012, 05:39:10 pm
If you want a voice actor... *points at chest*

http://www.youtube.com/watch?v=9iRFyJAmH64 (http://www.youtube.com/watch?v=9iRFyJAmH64)

Apologies for heavy breathing, I have a small cold.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 05:56:59 pm
And now we can put another voice to a name! You'll do for an extra.

Gonna go with Operators vs zombie battle suit, may or may not post it tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 06, 2012, 05:58:19 pm
minecraft.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 06, 2012, 06:25:27 pm
That will lead to interesting names.

EDIT: THis is going to spound like an odd question, but I'm in need of voice actors for a project. Would any of you be willing to assist? I need VAs for various specialists (think upgraded spartan IIs from halo with weird abilites) and for redshirts on both sides, and a xenoarcheologist named Alistar Tangrave. Me and my capture guy have been struggling with finding voice actors and most of you seem reasonably competant so I figured I'd ask.

As long as the VAs aren't doing the actual animation, I'll sign up maybe. Got some time to kill, and a passable microphone. Like you guys heard, I have a slightly deeper voice than most (except Froggy.)

If you want a voice actor... *points at chest*

http://www.youtube.com/watch?v=9iRFyJAmH64 (http://www.youtube.com/watch?v=9iRFyJAmH64)

Apologies for heavy breathing, I have a small cold.

Your voice is well modulated, but you seemed nervous. Additionally, the cold is hampering you a bit. :P
Try putting emphasis on some words, make it seem like you're excited about something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 06, 2012, 06:47:42 pm
Thanks Reudh. I guess I was a little nervous  :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 06, 2012, 07:39:32 pm
http://www.youtube.com/watch?v=PQKdBKThajo

This makes me want to renew my hunt for dinosaurs for DF, and I keep droping hints this place's inlands are far nastier than the coasts.

The coastal regions like the one Spearbreakers occupies:
Giant animal variations of normal things, and the usual magic statues and dragons.
Regular ol' infectious spawn monsters
Tree humpers, goblins and such

Inland regions have:
Dinosaurs that have been domesticated for war!
And thier wild relatives....
And an even more mutated forms of spawn, though I'm not going to have that spawnitis affect nondwarves. Dwarves are their prey, not humans or what have you. They're just sort of innocent bystanders.
Likely to have the angry, homocidal, spawn-hating, invasive Spawn of Fischer...
Large numbers of frogmen, stranglers, ferric elves, and possibly badgerman nations.
Manamaids probably living along the coasts of vast inland seas.
Scythods battleing the native dwarves for dominence in the mountains...
Possibly even more entrenched barbarians who found the hostile land more to thier liking...
Modbolds...(<- THESE ARE NASTY SUMBITCHES. They have and will attack first year.)

Is there anything that DOESN"T get worse as you go inland?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 06, 2012, 07:42:47 pm
The price of fish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 06, 2012, 09:36:12 pm
minecraft.
what about it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 06, 2012, 09:49:16 pm
I assume he means my background. His tone seemed... disapproving.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 06, 2012, 10:24:58 pm
Minecraft must be too good for him
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 06, 2012, 11:24:03 pm
Thaumcraft. That's why it's too good for him.
Anyways, let's drop it before Minecraft becomes the next That-Which-Shall-Not-Be-Named.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 06, 2012, 11:25:40 pm
Yes, please. We don't need another shitstorm. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 07, 2012, 12:37:48 am
This has been bugging me:
Quote from: Reudh
well-modulated

What, exactly, do you mean by this? You said the same thing about my performance, and it's been niggling at me ever since.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 12:39:07 am
Probably that you can mor eor less keep it under control even when nervous or something to that effect.

Fuck if I know though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 07, 2012, 12:48:43 am
This has been bugging me:
Quote from: Reudh
well-modulated

What, exactly, do you mean by this? You said the same thing about my performance, and it's been niggling at me ever since.

Yes, Splint is right. You control your voice well, as does Lolfail. It's not quavery, hence it's well modulated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 07, 2012, 01:02:09 am
Thanks for clearing that up, it was eating at me as well.  :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 07, 2012, 03:04:34 pm
Minecraft is fun. i just felt the need to comment on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bukitodinos on December 07, 2012, 04:08:44 pm
hey guys, im back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 07, 2012, 04:09:42 pm
hey guys, im back.
Welcome, welcome! Much has changed, so I suggest reading up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 07, 2012, 04:13:48 pm
Wait, who are you? im confused...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 04:17:06 pm
One of our masons if I remember right.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 07, 2012, 04:36:06 pm
hey guys, im back.
Welcome, welcome! Much has changed, so I suggest reading up.

Let me summarize it for you.

It is now The Master's turn.  Panic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 07, 2012, 04:48:46 pm
hey guys, im back.
Welcome, welcome! Much has changed, so I suggest reading up.

Let me summarize it for you.

It is now The Master's turn.  Panic.
Please walk calmly toward the nearest exit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 04:52:44 pm
Or shank everyone between you and safety.

Although if he throws int he toel with how many problems he's been running into witht he save shitting the bed, I won't blame him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 07, 2012, 05:56:42 pm
I'm open to help pitch in if you need it. Just keep in mind that I've been having more and more trouble getting on, as of late.

As to dinosaurs... I made a set of realistic (as possible from wikipedia data) tyrannosaurus and brachiosaurus raws a few months ago, during one of my brief, occasional re-entries into dinosaur territory (it's sort of an on-and-off hobby of mine). I could see if I could dig them up if you'd like.

I'm only on briefly, so this will likely be the only thing you get out of me tonight. :( Hopefully tomorrow will be better. I apologize (profusely).

Annnndddd... here's the next part of the timewar, which vanya is FINALLY a part of. (I've been looking forwards to this for... 28 chapters or so, I think? Also, I discovered that my chapters here are labeled wrong. I counted chapter 23 twice. >.> Wouldn't have ever known if I hadn't made the vanya thread.

Vanya's Journal, Part 38 (not 37): A Plan
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 06:29:51 pm
Clearly this bedraggled mess of employees had more luck than the trained Operators. And again i find myself thinking "Ah, genetic engineering.... Is there no end to the wierdness you can create?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 07, 2012, 07:04:45 pm
Well, I just finished reading this... good god what am I getting into?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 07:16:36 pm
Well, I just finished reading this... good god what am I getting into?

Easily the most metaclusterfucked succession game in Bay 12's history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 07, 2012, 08:08:53 pm
Quote from: Talvi
dinosaurs
Quote from: Talvi
see if I could dig them up

GWAHAHAHA
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 07, 2012, 08:12:35 pm
Wait, what? we added dinos?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 08:22:47 pm
Quote from: Talvi
dinosaurs
Quote from: Talvi
see if I could dig them up

GWAHAHAHA

HOW THE HELL DID I MISS THAT.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 07, 2012, 08:35:11 pm
Quote from: Talvi
dinosaurs
Quote from: Talvi
see if I could dig them up

GWAHAHAHA

HOW THE HELL DID I MISS THAT.
i dont know. probably how people missed all those votes in 2000.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 07, 2012, 11:37:14 pm
I'll read your entry later, Talvieno, so for now this GOOD JOB!!! will have to do. I'll work on a payment plan that will eventually get you a GREAT JOB!!!

anyway...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 07, 2012, 11:52:53 pm
I love the writers this thread produced/drew out. I love them so. No homo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 08, 2012, 12:19:22 am
I love the writers this thread produced/drew out. I love them so. No homo.
We'll all take that as a compliment, but don't forget to take a bow yourself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 12:27:34 am
Ok I- Yeah no, I suck. The only intelligent thing i've done so far is start this thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 08, 2012, 01:11:32 am
don't be so harsh on yourself.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 01:17:39 am
You want a battle to br graphicly narrated with possibly worrying detail I'm your man. Anything else HAHAHAHANope. Just look at Limulid. The fights i do quite well at, anything else... not so much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 08, 2012, 01:32:35 am
Better than I. You are wonderful Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 08, 2012, 09:43:07 am
oh captain, my captain!

anyway, I'm pretty excited for my next arc, but I have to wait for migrants before it begins so... if it doesn't happen too soon, I'll go a bit into dorfhex's past a bit. It needs to happen before the bulk of my next arc anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 08, 2012, 11:41:46 am
The next chapter. Terrahex, great entry. Can't wait to see the next one! You're a great writer yourself. (And Splint, lol. You're not half as bad as you think, though as Mr Frog says, "tags". It's really the only issue I've seen in anything you've written.)

Vanya's Journals: An Evening Meal
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 08, 2012, 11:42:07 am
Double post! :D Ignore, if you would be so kind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 12:53:54 pm
Wonderful good sir just wonderful! Still puts me to shame.

Taking all bets on at least two fatalities, one shot, one blown up, any taker? any takers at all! Two platinum mugs says the funniest one dies first!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 08, 2012, 02:24:18 pm
Taking all bets on at least two fatalities, one shot, one blown up, any taker? any takers at all! Two platinum mugs says the funniest one dies first!
Lol, who's "the funniest one"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 02:28:07 pm
Fuck if I know, but usually if it isn't the black guy it's the funny guy who dies first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 08, 2012, 05:37:40 pm
UPDATE SOON! Still filler, gave up on the everyone-is-a-solder-to-a-degree plan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 05:49:11 pm
We do still need replacements for our devestaed army and dangerrooming for the sake of them being battleready has been aproved, so feel free to get some replacements trained and outfitted. I'm sure Lefton would like to have some subordinates besides Jack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lt_Alfred on December 08, 2012, 06:02:42 pm
I've downloaded and read the .pdf story of Spearbreakers and noticed something about Fischer's tomb, please don't tell me she/he died.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 06:06:24 pm
Nope. She's fine. The tomb was larfly a story reward. I mean a tombe in solid iron ores and gems? The only thing more dwarven than that would be one in hell itself made from adamantine and casted obsidian with steel everything inside. And seriously, whoever engraved everything I still don't like you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 08, 2012, 11:33:36 pm
Screw it, i'm doing a two month update, I'm going to have SOMETHING in this update that isn't complete boor!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 08, 2012, 11:37:03 pm
"Such boorish noise is what passes for subtlety among the [dwarves of Spearbreakers]"
~ Vraska the Unseen
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 08, 2012, 11:43:57 pm
I'd say the filler's probably more entertaining honestly. Besides, aren't you working on some pointless building? I'd consider anything interrupting the appeasement of your architectural boner  to be a distraction.

EDIT: Also in case you haven't noticed, the fun doesn't really start until summer/winter. You'll probably end up with a human seige at summer's end riding bears and a spawn seige in late obsidian.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 08, 2012, 11:58:29 pm
Throw dorf!Talvi's room to spawn!Ash
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 09, 2012, 03:59:39 am
Finally, after much procrastination:

Part 4: War Council
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 09, 2012, 05:01:34 pm
I want a turn, although the person before me would have to make the place idiot proof.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 09, 2012, 05:10:08 pm
Check out the OP, Ethanland. There's a looooooooooooong queue.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 09, 2012, 05:12:47 pm
And we managed to survive Tomio's turn, so you have plenty of time to practice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 09, 2012, 11:50:39 pm
Is the game surviving though? The Master has had numerous issues, as documented.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 10, 2012, 12:33:47 am
It is surviving, so much so it's boring! Ah well, I get to write more filler!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 12:43:22 am
Telling you man, winter should get you a spawn seige at least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on December 10, 2012, 01:30:28 am
Lets face it The Master was thrown into a place thats just barely maintaining its place in time and space.  the only thing we need is a blue box labeled police on it and we will tear through any sort of time/space barrier.  and thats actually close to how I intend on saving this loony bin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 10, 2012, 01:41:51 am
One does not simply save this loony bin.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 10, 2012, 01:42:21 am
I put off doing the next turn of the RTD so I could finish this. so yay for you guys! not so much for Lolfail who finally got in.


I also started watching Doctor Who. Doctor Who is proof that God exists and wants us to be happy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 10, 2012, 01:56:24 am
No, it's proof that statues of God's messengers are evil and feed off potential energy by sending you back in time and eating your experiences.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 10, 2012, 01:11:26 pm
Throw dorf!Talvi's room to spawn!Ash.
I resent that. >.>

Doctor Who is proof that God exists and wants us to be happy.
Also, this. I lol'd. Ain't it the truth.

Nice chapter, Terrahex. Your dwarf is nuts, but in a badass sort of way. lol   Guts spill everywhere: sew self back up. Third degree burns: consider medical attention.

I'm not sure what to think about Talvi already losing her power, but I'll trust you to it. It doesn't really hurt anything I'm planning. Talvi's not a bad girl, she's only jealous of Mr Frog (though I think that's faded now), and just smart enough to be dangerous (though largely to herself). She tries to be on the "good side" - she wouldn't have tried to kill Vanya if it hadn't been for her idea that Vanya was trying to bring down the fortress.
(see, I'm defending her now. Thanks a lot, Lolfail. :P )

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 10, 2012, 02:57:10 pm
Dr Who is good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 10, 2012, 03:07:01 pm
Vanya's Journals, Part 40: Urist
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 04:55:56 pm
Dawww, aint that nice. Good work as usual my good man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 10, 2012, 04:57:54 pm
dose that mean was bad?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 04:58:46 pm
No it was just a little sappy on Urist's part is all. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 10, 2012, 06:25:28 pm
I was trying to make it a little sappy. Vanya digs that sort of thing, and Urist knows it. Considering he killed her sister, I think he'd be pulling out all the stops, using whatever he had in his arsenal. Do you think I went overboard on it, though? Was it "too sappy"?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 10, 2012, 06:42:59 pm
I, at least, thought it was tastefully-executed. I have a very low tolerance for drama-mining, and this didn't bother me at all. Vanya's reaction to the package and its contents was more-or-less proportionate and in line with what I've come to expect of her character, and you didn't try to draw it out longer than it could go.

I liked the mess hall sequence. It was a bit rambly, but the strong characterisation carried it along.

E: Oh, we're talking about the letter? Derp derp >_<
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 10, 2012, 07:08:08 pm
Oh great, the mugs are spreading to my fort. I got an artifact mug made. Also, how do I take pictures of the game?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 10, 2012, 07:43:45 pm
the Alt+Printscreen combination generally works on Windows. You can then paste it into Paint or any other image software of choice, save, upload to Imgur.com and then link it. Voila.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 10, 2012, 08:28:44 pm
just printscreen works. also mugs seem to be one of the more common artifacts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 11:02:13 pm
I was trying to make it a little sappy. Vanya digs that sort of thing, and Urist knows it. Considering he killed her sister, I think he'd be pulling out all the stops, using whatever he had in his arsenal. Do you think I went overboard on it, though? Was it "too sappy"?

Nah you're good. I just noticed it was and felt the need to comment on it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 10, 2012, 11:16:04 pm
1st of Malachite:
Dawn of a new month. I think i'll go for a walk in the flower garden where the other children play!

1st of continued Malachite:
WHERE DO THEY GET ALL THE SLINGSHOTS FROM!? my back hurts like hell...

4th of Malachite:
Flippy just gave me the greatest idea ever! Children as a fuel source, it's genius! The only question remaining...is how to implement it.

5th of Malachite: I'VE GOT IT! We throw them into the a small pool of magma, then we give the melted remains to the parents and then, once they've finished celebrating, we tell them that we need their cows to fuel the ice cream machine of happiness and joy! Once the toads powers the toast extraction machine, then phase two will commence. Blood, gallons of the stuff, we'll pour it into the lava to appease the blood god Armok! Then, once he comes down to taste the soup, we shove him in and then melt him, and then we use the remains and sculpt it into small ducks which we'll use to lure the children into the lava and then we'll- where am I going with this?

6th of Malachite:
You know what this fortness needs more than anything else? Walruses. With their shiny pink goodness and their adorable high-pitched squeak, it's impossible not to enjoy their simply lovely company as they massage your feet and neck!

7th of Malachite:
Hey you! YES, YOU READER! In three days, Fluffy is going to kill me. I want you to shout, "Fuffy no killing" three times when he tries to! Think you can do it? ¡excelente!


8th of Malachite:
Of all the madness, Splint is a demon! I should've guessed, what, with those big red eyes and the small bushy tail coated in all sorts of blood and ichor! I saw him chanting a strange, horrifying song, a song ONLY A DEMON would dare sing! It went something like: "Grattis till dig, grattis till dig, du luktar som en apa, och du ser ut som en också!" It was truly terrifying!

9th of Malachite"
Sally the cowbird hopped onto my shoulder and stole my brembles! I CAN'T LIVE WITHOUT MY BREMBLES!!! THIS IS INSUFFERABLE, I'LL HAVE SPLINT'S HEAD FOR THIS!

10th of Malachite:
Fluffy tried to kill me today, but suddenly exploded into magnificent CARNAGE!! after the voices of hundreds of hundreds of thousands of small children from hell yelled out, "Fluffy no killing! Fluffy no killing! Fluffy no killing!" Whelp, i'm not complaining.

11th of Malachite:
Splint made eye contact with me again. I think he tried stealing my thoughts.

12th of Malachite:
Barral, the city gate keeper, just informed me that if conditions do not improve on the underground theme park's mine cart rides, then he'll have to call in the health inspector!

14th of Malachite:(a sudden fire and tantrum spiral killed everyone off, so I reloaded at the beginning of this month. WHAT IS WITH THESE FIRES?!) Wait, why do I get the sudden feeling that I just relived a month of my life...Oh well, pass the body Talvi!

15th of Malachite: I had a talk with Vanya today. He was thinking too loudly and it was causing a ruckess. Being the kind and considerate all powerful God of everything that I was, I told him that I hear so much as another peep from his noisy brain, that i'd have to give it other more needy dwarves that could use a brain like his!

pictures of dwarves being eaten by kittens cover the next few entries

20th of Malachite:
I LOVE DUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCKS!

nothing else is written for the rest of the month
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 11:21:08 pm
Taking all bets: He broke something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 10, 2012, 11:31:04 pm
Whatever do you mean Splint? Surely you trust that I would NEVER hurt a fly!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 10, 2012, 11:36:58 pm
Master.

TAKE YOUR PILLS.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 10, 2012, 11:37:26 pm
So evidently I'm some kind of scandinavian thought eating monster, Vanya is present and a man, and melted children can be recovered from magma. The Master certainly is out of it isn't he, what with being dead for what, 7 years?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 11, 2012, 03:01:38 am
And now the conclusion to Castor's team vs zombie Obok. It's not great but it gets the job done.

Spoiler (click to show/hide)

And yes, the SRA-BTSC counterattack is beginning in Sewaturet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 11, 2012, 04:36:15 am
I feel like writing again... but given Talvi now has control of Reudh/Lurit/Tedaz/Strohe (for now at least), I haven't a character. I might do a 'tour' of Spearbreakers if that fits in the future, or a piece for Fischer. What do you guys think?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 11, 2012, 04:41:12 am
Whatever strikes your fancy good sir. Also my editor for that machinima is amazed I was able to gather anyone for VAs thanks to you guys. For once I got to rub it in his face playing DF was useful!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 11, 2012, 07:07:23 am
... Let's keep the Master away from any pocket watches.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 11, 2012, 12:48:18 pm
I propose when his turn ends, we redorf him, stuff him back into 1st squad and let him work off his mental instability by directing it at nondwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 11, 2012, 03:01:05 pm
put him in his own squad. bonus if hes a vampire.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 11, 2012, 03:10:36 pm
Does nobody pay attention to the whole "We have no vampires ANYWHERE" thing? not trying to be a dick but I am going to ask that any time vampires are mentionedin a still living... sort of living capacity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 11, 2012, 03:19:49 pm
oh... right... please excuse me...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 11, 2012, 03:56:21 pm
No need to be all apologetic but come on, it's in colored type on the OP.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 11, 2012, 04:32:57 pm
Hopping on for a few minutes. Almost at the part where Vanya finally learns a bit of magic herself. Timewar should follow almost immediately after.

any time vampires are mentionedin a still living... sort of living capacity.
This made me lol.    Reading The Master's and Splint's new updates after I post this.

Vanya's journals, part 41: Biomech
Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 11, 2012, 04:41:09 pm
why did it go to italics halfway thru?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 11, 2012, 04:45:30 pm
Nice update. Mine might come too in a few days (exams and stuff).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 11, 2012, 04:49:43 pm
why did it go to italics halfway thru?
Thanks, Asea, you're a lifesaver. I didn't notice. I typed it up in notepad and copy-pasted. I just hoped I had all the italics right. Turned out I was wrong.
Code: [Select]
[i]human[i]made everything after it remain in italics... very annoying. Thanks for noticing.


At The Master's post... Didn't I request that Vanya be renamed temporarily? :-\ Or perhaps I didn't, and just thought I did.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 11, 2012, 04:52:47 pm
welcome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 12, 2012, 01:06:29 pm
Bump. >.>   I'd like for the thread to pick up a bit before I try posting another chapter...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 12, 2012, 01:11:48 pm
This is why I have things like Limulid. To ill time between slow points. Speaking of which, vote on the fat eof  the cave fish folk I fouund there! Sorry for the marketing of a seperate thread but I just want us to have something to kill time with.

A heads up though, four forgotten beast pics coming soon! i already finished Rufithi the FB Pterosaur! :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 12, 2012, 01:33:52 pm
I've been needing to read that; I guess I'll do it now.    I have a bit of spare time, so I might as well.

Also, awesome! I thought you'd stopped making pics altogether! I'm glad you started back. :)

edit: Finally, might I presend you a rough draft of the battle scenes, to get your opinions on everything? I'm adding a bit of new tech here and there, and I'd like your permission for it. Plus, you tend to be better at battle scenes than I am. >.> lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 12, 2012, 01:37:04 pm
I had to scrap my original Santa Draconik but I plan on doing that. I'm suprised the Sewaturet Overseer's daughter is in second actually. But yeah, i noticed I'm probably the most prolific drawer in the thread just like you've become easily the most prolific writer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 12, 2012, 04:41:09 pm
I felt like doing a rendition of a Spawn:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 12, 2012, 04:44:50 pm
very nice. the hands and the chest-mouth seem odd but very very nice.
you must make more!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 12, 2012, 04:56:00 pm
That actually got a bit of a shudder to look at just because of how the face looks. Fuckin' creepy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 12, 2012, 10:47:26 pm
Good news! We are now official inductees to the hall of legends thanks to you guys!

And much love and gem encrusted platinum mugs studded with aluminum, gold, and silver, with a steel handle were spread to you all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on December 13, 2012, 08:08:50 am
shameless bump.

mustn't let it fall off the front page (unless the fortress died? only up to page 250....)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 13, 2012, 08:13:02 am
It didn't, The Master's doing bimonthly updates and there's just not been much creative juice flowing it seems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on December 13, 2012, 09:20:57 am
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.


The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!

(I know i'm quoting something from a long time ago, sorry).

The new planetary terror:

In Pariunt Cuspide Praeuaricatores = The Spawn of Spearbreakers


EDIT: The Masters back? I hope he's being liberal with the CARNAGE. (sorry)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 13, 2012, 09:28:00 am
He is. Actually when you get to his proper updates you'll find that being dead for the better part of a decade has left his already flimsy grasp on reality quite weakened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 13, 2012, 10:12:58 am
Good news! We are now official inductees to the hall of legends thanks to you guys!

And much love and gem encrusted platinum mugs studded with aluminum, gold, and silver, with a steel handle were spread to you all.
Yes, I saw.    Twice the required votes, and I didn't even have to vote at all.   Congrats, Splint. lol   I'd like to say we all shared a little bit in it, but it was probably Fischer. Or Talvi's cavies. Or The Master's teeth. Or Count Splint hired Ballpoint troops to vote for us. Or... well, any number of things.

shameless bump.

mustn't let it fall off the front page (unless the fortress died? only up to page 250....)
Welcome! :) Glad to see you here, and I hope you enjoy your stay. lol

The Master is even scarier, now that he's back.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 13, 2012, 10:15:08 am
Shameless double post. Vanya finally learns magic. (I've been planning this for less than ten chapters. it feels abrupt and poorly written.)

Vanya's journals, chapter 42: Magic
Spoiler (click to show/hide)

The Diavallen language: http://dffd.wimbli.com/file.php?id=7217
I didn't want to make it impossible for anyone else to use light/good magic in canon, so here's the language it draws from. If anybody needs any words that aren't in there, shoot me a PM.

Also, if anyone hates the whole idea... now would probably be a good time to mention it...

Spoiler: edited out (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 13, 2012, 10:57:28 am
Quite a read good sir. Personally I liked it, having said creator god backing you certainly if a good asset. Better watch out though or she might be selected to become another of his favored playthings as a Jester of Armok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 13, 2012, 01:20:26 pm
Spoiler:  Journal (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 13, 2012, 01:22:38 pm
Somebody dun got fucked up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 13, 2012, 04:37:31 pm
Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on December 13, 2012, 11:07:24 pm
Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.

?That seems very weird I don't see what they have to dislike.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 13, 2012, 11:10:34 pm
Holes with the prayer magic system and overkill on the flourish of description. All I feel permissible to divulge.

EDIT: So, in Limulid guess what! My dwarf went funny upstiars (posession) and made a FUCKING METAL MUG. HE. KNOWS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 14, 2012, 12:50:10 am
Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.

?That seems very weird I don't see what they have to dislike.

Something something logic conflicts with magic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 14, 2012, 12:55:44 am
Someone played Painter's Servant and Grindstone while someone else played Wheel Of Sun And Moon. Infinity is the only logical explanation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 12:57:18 am
tome magic, Prayer magic. Take your pick, they're both hard to learn and in the latter's case you might get turned inside out by an annoyed deity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 14, 2012, 01:00:08 am
you might get turned inside out by an annoyed deity.

Trust me on this one guys; NOT FUN. Espescially when said deity is Cthulhu.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 14, 2012, 01:05:05 am
Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.

?That seems very weird I don't see what they have to dislike.

It was me, and I've since withdrawn my criticism. If it helps, I feel terrible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 01:08:59 am
Don't, every group needs the cynic/critic. Hell thanks to you i'm tempted to put together a comrehensive guide to magic in this world off the top of ym head and I've ready catagorized a magic A and b. Tome and Prayer, each of which may or may not completely fuck you up if you over do it.

I dunno, I'm just bored.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 14, 2012, 01:23:07 am
I'm not a good critic, though. I get fired up over pet peeves and angrily berate people who aren't doing what I want them to and don't immediately fall in line. That isn't helpful.

E: This seems more appropriate for PMs, if anywhere... my bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 01:27:15 am
Good sir Frog, have you seen met me before? Need I recall the great of the shitstorm of.... Whenever the hell I flipped my lid? *Dramatic voice* At you're more civil about it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 14, 2012, 01:30:44 am
Both of you can go completely off your respective nuts as well as each other. And it is brilliant when we look back and laugh at the old rants that no longer apply.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 14, 2012, 01:32:24 am
Good sir Frog, have you seen met me before? Need I recall the great of the shitstorm of.... Whenever the hell I flipped my lid? *Dramatic voice* At you're more civil about it.

Oh god I am now sorely tempted to compile an index of every single time you and I have flipped our respective shits over trivialities in this thread, just for comparison. Does that make me a bad person?

Incidentally, is the TinyChat ever active anymore, or have I just picked bad times to go on and check?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 01:34:14 am
Me and Corai are usually on the one on the OP. but that one was being uppity so I can provide a link on request.

Otherwise yes, just bad timing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 14, 2012, 08:44:54 am
Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.

?That seems very weird I don't see what they have to dislike.
Thanks, Zacen. :)

At Reudh's suggestion, I ran Katie and Vanya through The Universal Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm) because Mr Frog said Katie was a screaming Mary Sue. Katie got:
Spoiler (click to show/hide)
Giving her a total of 5: "Most likely Not-Sue. Characters at this level could probably take a little spicing up without hurting them any."

And Vanya's results:
Spoiler (click to show/hide)
This gives her a total of 7. Same thing: "Most likely Not-Sue. Characters at this level could probably take a little spicing up without hurting them any."

Note that I don't personally consider those tests complete... The magic systems themselves can be overpowered. I've tried to balance that out: Using only (or even primarily) magic in combat would be utterly pointless, as you'd definitely annoy your god. They don't want to do your job for you. lol  I've never heard of any Greek/Norse/Egyptian/Other god that did. I've also tried to keep the spells themselves from being overpowered: you'll note that the icy shards Katie sent at Vanya couldn't even pierce the dirt wall behind her.

NOW, IN RESPONSE TO WHAT I'VE BEEN ACCUSED OF:
    Yes, I think I did go a little overboard with the spell descriptions and made them too flashy. I was trying to express Vanya's fascination with it all, and I think I went a little too far. Not with the "magic arrow" spell, though. Glowing lights that hit stuff isn't that much. (to be completely fair, Mr Frog, you've spent multiple paragraphs describing alien species. :P (meant as a playful jest, not an accusation))
    The prayer magic does have well-defined rules. I just haven't written them down. I shall therefore spend the morning writing "A Treatise on Prayer Magic", as per Reudh's excellent PM'd suggestion.

Someone has stated a very strong dislike of my last post... I'd like to withdraw it until I get it sorted out in PM.

?That seems very weird I don't see what they have to dislike.

It was me, and I've since withdrawn my criticism. If it helps, I feel terrible.
Please don't feel terrible. You pointed out an issue I needed to address, and you know I love debates. I was actually more unhappy that you apologized and stopped the debate short, rather than at anything you said. It's just your opinion. If you don't like one or more of my characters, I don't feel offended by it - though I would like to address the issues you mention.

I took it all very seriously because my brother (Orodogoth) reads the chapters before I post them, and he didn't like the magic idea. He said something akin to "It sounds dumb."


[...] it is brilliant when we look back and laugh at the old rants that no longer apply.
I feel the strong need to say... THIS.

an edit: magic is difficult to visually describe. :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 14, 2012, 11:23:58 am
Okay, proposed Magic Treatise:
(open for improvement, and I may have forgotten a thing or two in my three-hour mad rush) (i.e. feedback, please)

Spoiler (click to show/hide)

I still feel iffy about it. But, people wanted magic, so... here's my best attempt. I actually won't be using magic much at all during the course of Vanya's story, honestly. lol   At least, I don't have plans to do so as of yet.

this will be edited if/when proposed changes are made and agreed upon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 11:47:26 am
Excellent indeed good sir. That seems to establish quite the set of rules there (And at least saved yourself on the extra showy descriptions in there :P)

Makes me want to do a guide to weapons and technology of the different factions (At least Ballpoint and Parasol, with touching on Sewaturet, Eris, and Stone)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on December 14, 2012, 01:55:57 pm
Oh and since the subject was on it if I ever catch up with both the turns and stories and if I decide to critique anything. I am going to warn you now I go a tad overboard when i critique its never anything personal I just make sure to be through or to put it better what I say is mostly the critic me talking not the Zacen you would normally see. The same thing happens when I teach people certain things. I have a tendency to go a bit crazy (but well meaning) when things like that pop up. Now that probably looks like a bunch of ranting and it is. Now I must wander off to get rid of this horrible headache.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 02:05:54 pm
Welp, my adventuerer and two barbarian companions made it to Spearbreakers. And were ambushed by a troll in the central armory. I have found the artifact blowgun someone made, a masterwork mug, a set of masterwork iron boots, mail shirt, breatplate, and helm, an -adamantine longsword-, corai's artifact leather armor, and I have yet to meet any of the survivors. The troll was named and geared, so there's at least three or so spawn roaming around as well, and Ashsaber and Softa may be loose as well. Wish the expedition luck!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 14, 2012, 02:20:20 pm
I didn't intend to express that Katie herself was a Sue; just that the wings were a huge, huge red flag to me. They're the exact combination of 'pointlessly-showy' and 'physically-inexplicable' (even for magic) that makes me reflexively want to SMAAAAASH. Katie as a whole isn't a Sue, but the wings were still annoyingly Sueish. Does that make sense?

If it makes anyone feel better, I remember running Mr Frog through my favourite such litmus test and I'm pretty sure it nearly exploded.


The rules for magic seem comprehensive, at least. There's a lot of things in there that irritate me, but I don't think pleasing me should be a priority, seeing as how it's pretty much impossible to do so anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 02:28:11 pm
Hey, at least dorf/gnome!Mr Frog was pulled off well compared to other horrible things I've read elsewhere in the cesspits of the internet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 14, 2012, 02:35:24 pm
I didn't intend to express that Katie herself was a Sue; just that the wings were a huge, huge red flag to me. They're the exact combination of 'pointlessly-showy' and 'physically-inexplicable' (even for magic) that makes me reflexively want to SMAAAAASH. Katie as a whole isn't a Sue, but the wings were still annoyingly Sueish. Does that make sense?
Yes it does, which is why I'll be toning I toned down the description.

If it makes anyone feel better, I remember running Mr Frog through my favourite such litmus test and I'm pretty sure it nearly exploded.
Yes, I did that too. >.> On the one Reudh gave me, it scored 23... after I took out all the stuff about the name, which had bumped it up to 41. (let's be realistic, this is a succession game. of course you're going to name a character after you.) Still, I considered Dorf!Frog acceptable, as his RL!counterpart had actually created the Holistic Spawn raws himself.


The rules for magic seem comprehensive, at least. There's a lot of things in there that irritate me, but I don't think pleasing me should be a priority, seeing as how it's pretty much impossible to do so anyway.
sigh... yeah. The whole thing irritates me. I'm of the opinion that the rules should fit the story, not the other way around, and that common sense should rule the day. (this is from experience. writing a story set with overly-defined rules can easily KILL the story before it even gets off the ground, and has done so to a number of mine.) From what you know of me, would I use the magic spells constantly, or twist the system to fit my purposes, or to make my characters more badass?
    What issues did you have, though? I'm writing it as much for you as anyone else. Though you do take issue with most of what I do, I feel compelled to resolve it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 14, 2012, 03:13:34 pm
@Talvi:

Quote
I'm writing it as much for you as anyone else.

You shouldn't. I stopped actively reading the story months ago.

Quote
I'm of the opinion that the rules should fit the story, not the other way around, and that common sense should rule the day.

If you feel that defining rules for a setting is a bad idea, then don't do it. I very strongly disagree with you, but I'm honestly probably wrong, and there are things I want to do besides browbeat everyone into thinking the exact same way I do.
     This is already getting way out of hand. I renew my request that we just drop this. For my part, I should've just not commented further regarding the treatise. If you want to try to continue this, please do so in PMs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 03:23:22 pm
I seem to be correct, in my assumption of loose prisoners. I'm missing one guy and my crossbowman is suddenly a wrestler. Also don't hesitate to call on a mediator you two.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 14, 2012, 06:13:27 pm
Talvi: If it's any help I made a couple posts on how I was assuming magic worked, should I go back and dig them up for you to reference?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 14, 2012, 06:31:33 pm
And the million dollar question is...

How can we apply this to everyday life?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 14, 2012, 07:53:54 pm
I love the treatise, Talvi.

Also, for shits and giggles I'm going to run Lord Reudh through that litmus test.

He scored 14. Not bad, not bad.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 14, 2012, 11:41:59 pm
I'm majorly falling behind on this and the RTD. I've got tons of homework and all my teachers seem to have given me a test this past week
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 14, 2012, 11:46:10 pm
Nothing major's happened besides soem more filler where The Master thinks I'm a scandinavian soul-thief, some other random accusations, and general wierd speech.

Is it wird I'm hoping his insanty makes him want to build something bigger than the fist of rage (Which is currently the tallest structure on the map) to ward off the soul stealing swedes and appease fluffy the panda butler.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 15, 2012, 07:37:17 am
If you feel that defining rules for a setting is a bad idea, then don't do it. I very strongly disagree with you, but I'm honestly probably wrong, and there are things I want to do besides browbeat everyone into thinking the exact same way I do.
Only for me. I have a hard time handling it, that's all. And I'll drop it.

Talvi: If it's any help I made a couple posts on how I was assuming magic worked, should I go back and dig them up for you to reference?
Yeah, I remember those posts... Those involved black/tome magic, though. This is prayer magic. I guess you might call one "Mage Spells" and the other "Priest Spells". Then again, it feels extremely odd to think of Vanya as a priest... almost laughable, even.
    If you want to add on to the Prayer Spells, be my guest. Plenty of room to improve. (Particularly in the area of the numbers, in my opinion. Mr Frog wanted exact laws, and I had trouble with those. It still doesn't feel right to me.)

And the million dollar question is...
How can we apply this to everyday life?
D&D: Spearbreakers Edition (RPG)
Warpike 40k: Dawn of Dusk (Tabletop game)
Everoc Horror (Board game)


@Reudh: Thanks. :) I'm surprised Lord Reudh got so high, though...

Is it wird I'm hoping his insanty makes him want to build something bigger than the fist of rage (Which is currently the tallest structure on the map) to ward off the soul stealing swedes and appease fluffy the panda butler.
... I love this fort.


edit: I want to add that I'm amused that the whole debate was mainly over the fact that I was a little "too descriptive".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 15, 2012, 09:04:07 am
can i be statoned there instead?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 15, 2012, 10:33:17 am
The last bit is officially canon again, and here's the next bit. This arc finally begins to come to a head.

Vanya's journals: The Battle Begins
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 15, 2012, 11:06:44 am
Well. That was actually unexpected.

And in regards to tabletop: Mughammer 40k :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 15, 2012, 04:12:41 pm
(im typing this on my xbox 360 web browser. cuz i can)
my computer is at the shop right now, so no updates for a bit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 15, 2012, 04:14:05 pm
Alright, thanks for the heads up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 15, 2012, 07:26:40 pm
Talvi: If it's any help I made a couple posts on how I was assuming magic worked, should I go back and dig them up for you to reference?
Yeah, I remember those posts... Those involved black/tome magic, though. This is prayer magic. I guess you might call one "Mage Spells" and the other "Priest Spells". Then again, it feels extremely odd to think of Vanya as a priest... almost laughable, even.

Actually I was trying to make an explanation for how magic as a whole would work without outright breaking basic laws of physics.  The main difference with prayer magic would likely be that magic energy would come straight from a god rather than the surrounding area.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 16, 2012, 11:18:45 am
I liked your bit about broken magical items releasing the magic into the surrounding area, in particular. I'd always thought of magic being explained by spirits, though, while the energy/physics stuff being explained with technology... It's just the way I always thought of things. In the Harry Potter universe it's obviously different, (and poorly explained, at least in the books I read), but in everything else, it's not. Tolkien's literature was a bit different, in that it was explained by being god-related, but was also explained as "just being there".

I have the next chapter ready, but I'm going to wait for this thread to scroll a bit more before I post it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 16, 2012, 01:09:09 pm
How dare you keep us waiting! Don't make me find chestnut and beat you with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on December 16, 2012, 02:54:37 pm
I personally call the Harry Potter books "J. K. Rowling's Compiled List of Fantasy Cliches".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 16, 2012, 04:46:14 pm
As opposed to, "Three Kids Break The Rules And Are Praised For It."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 05:14:06 pm
(sending this from my Xbox 360 again)
It'll take some time for my pc to be fixed, so if someone could provide filler, that'd be appreciated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 16, 2012, 05:20:38 pm
Take me down to Fort Spearbreakers,
Where the grass is bloody and the Overseer's a nutter!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 05:39:31 pm
http://www.youtube.com/watch?v=3tTHn2tHhcI This is another glimpse into the wonderful mind of The Master.
http://www.youtube.com/watch?v=FvILFVJMPvY is another good educational example.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 16, 2012, 05:56:35 pm
The next part. :D

Vanya's Journals, Chapter 44: Darkness Descends
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 16, 2012, 05:59:16 pm
Master... can i join you in your insanity?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 06:12:44 pm
Master... can i join you in your insanity?
Have you read every HP Lovecraft book cover to cover? If not, START READING, PRIVATE!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 16, 2012, 06:15:14 pm
wazza that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 16, 2012, 06:19:28 pm
Talvi, that was great. Felt like a real action movie, albeit a well done one!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 16, 2012, 06:23:26 pm
Master, I was turned into a fish by Lovecraft's Elder God. As I shrunk, my ribcage grew (damned 100) and I exploded. Can I join your insanity?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 06:29:26 pm
YOU ALL MAY JOIN, BUT WE WARNED, ATTORNEYS WITH BE SHOT WITH MUGS ON SIGHT!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 16, 2012, 06:30:25 pm
Well, I'll leave my +forgotten beast heart briefcase+ at the door.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 16, 2012, 06:40:20 pm
Quite a good read Talvieno. Things like that make me feel ashamed of anything I write.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 16, 2012, 06:42:02 pm
Well, I'll leave my +forgotten beast heart briefcase+ at the door.

That reminds me of the time I dfusion'd my copper battle axe into -forgotten beast pancreatic tissue battle axe-. It worked about as well as you'd think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 16, 2012, 06:47:58 pm
That... sounds like fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 16, 2012, 06:48:33 pm
It dissolved enemies on contact, except for raccoons because they got a [SYN_IMMUNE] in the algorithm?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 16, 2012, 07:46:12 pm
Well, I'll leave my +forgotten beast heart briefcase+ at the door.

That reminds me of the time I dfusion'd my copper battle axe into -forgotten beast pancreatic tissue battle axe-. It worked about as well as you'd think.

That... sounds like fun.

It dissolved enemies on contact, except for raccoons because they got a [SYN_IMMUNE] in the algorithm?

Nope, it was like trying to cut someone open using a mess of wet oversized pasta.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 16, 2012, 07:48:37 pm
That's hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 07:52:26 pm
That's hilarious.
That has got to be the biggest understatement in dwarven history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 16, 2012, 07:55:04 pm
That's hilarious.
That has got to be the biggest understatement in dwarven history.

No, this is.

MASTER. YOU ARE A INSANE, PYSCHO THREAT TO ALL OF DWARFKIND WHO, AS SAID EARLIER, IS A INSANE PYSCHO. EVEN ARMOK IS SCARED SHITLESS OF YOU.

THAT is the biggest understatement in dwarven history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 08:07:09 pm
That's hilarious.
That has got to be the biggest understatement in dwarven history.

No, this is.

MASTER. YOU ARE A INSANE, PYSCHO THREAT TO ALL OF DWARFKIND WHO, AS SAID EARLIER, IS A INSANE PYSCHO. EVEN ARMOK IS SCARED SHITLESS OF YOU.

THAT is the biggest understatement in dwarven history.
Nah. Armok died years ago. I replaced him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 16, 2012, 08:12:59 pm
BLASPHEMY! STUFF THE UNBELEIVER BACK IN HIS COFFIN!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 16, 2012, 08:16:58 pm
Oi, who you calling an unbeliever! You try to assassinate me all the time. Wait, I guess that sort of does make me one then...unless...UNLESS YOU DID IT! THAT'S RIGHT, YOU STOLE THE FLIPPER FLOPPER RECIPE TO THE CRAB CUSTODIAN MAD HOUSE!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 16, 2012, 08:59:04 pm
I thought that was the frog...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 16, 2012, 09:08:14 pm
   
Spoiler (click to show/hide)


[There, not great but hey, I felt like writing something relavant to the timewar. The battle of Sewaturet will be winding down soon now.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 17, 2012, 11:13:29 am
Thanks, Splint, Reudh. :) Glad you liked it. Here's a bit more (bottom of post). (the frequency with which I post chapters may slow down a bit after this one, just so you guys know.)

@ Splint - the mastodon reminds me of this. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AwesomeButImpractical)
    Also... I, too, find the mentioned quote hilarious.

Vanya's Journals, Chapter 45: Desperation
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 17, 2012, 01:58:10 pm
Heh, yeah, The mastodon may be impractical as a main battle tank but god damn does it have shit your pants factor doesn't it?

EDIT: Hot damn, everything went to hell ina handbasket there didn't it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 02:45:01 am
SHAAAAAME. SHAAAAAME.

A pair of FBs from Spearbreakers. i wanted to submit all four when they were done, but two now, two later is just as good. Ebra's taking more time than i was expecting.

(http://i45.tinypic.com/2zjgdoj.png)

Stozu, the coke quadruped with deadly spittle, with Ugeth making a cameo in the background.

(http://i49.tinypic.com/2n0k8io.png)

Rufithi, the gas spewing pterosaur who just recently made himself known during The Master's reign.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 18, 2012, 05:49:34 am
You are far better at creativity than me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 18, 2012, 01:24:49 pm
Heh, yeah, The mastodon may be impractical as a main battle tank but god damn does it have shit your pants factor doesn't it?
Yeah, no kidding.

EDIT: Hot damn, everything went to hell ina handbasket there didn't it.
Yep. I wanted a twist, and that was Tames... everything followed logically from there - Tames was a powerful twist. I have the next portion written out... but I'm not sure I like it at all. The whole "Parasol Trench" arc went really smoothly because I had most of it planned and written out in advance. Now I'm hitting a "writer's block" wall. I think I'm going to have to make the transition from detailed narrative to condensed narrative, at least for a little while... otherwise the story will drag itself out to unbearable lengths. I considered skipping a large portion of everything by blasting Vanya halfway to kingdom come (so she could wake up a few days later), but it seems too contrived to me.

Splint - very awesome FB pics. :) I especially like the amount of detail in the top one... and I laughed at the "armpit vapors" coming from Rufithi. Maybe it wasn't what you intended, but some juvenile part of me found it funny all the same.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 01:28:49 pm
Huh, didn't notice that. There are holes in the ribs and tail where the vapor is coming out actually. And if you've hit a wall I might be able to help. I might not be able to do much with my bit but I can certainly help others out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 18, 2012, 01:34:38 pm
Ahhhh, didn't notice the tail. I suppose I could make another juvenile statement regarding that, but I won't. lol

Thanks for the offer. :) I sent you a rough draft (very rough) of the next chapter. If you want to write out the battle from a Parasol/Ballpoint soldier's point of view, and Draconik doesn't object, that's perfectly fine with me. Thanks to Vanya's first-person narration, the final clash won't get much attention from her. (there are major drawbacks to first-person narration. I tried to sidestep it by saying she was pasting some sort of combat report (spoilers) in with her regular entries, but... not sure how well I pulled it off.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 01:48:37 pm
I'd say the doc's poetic flourish was a nice little detail. And I think I will, depending on how badly the fight went for which side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 18, 2012, 02:17:01 pm
All right, thanks. =) I'll fix it up and post it soon.

And, to clarify, in case I didn't make it clear:
Spoiler (click to show/hide)

edit: I need to get off for a while, but I'll post the next chapter when I get back on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 04:51:20 pm
A supplement of sorts. It needs work yes, but hey, I wanted to write something before I go to school. It's a tiny portion (and I mean tiny) of the battle from Ballpoint's end. It's sub-par for my usual scale of violence, but I'm not even feeling good physically so here you go.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 04:52:26 pm
Bah, damned connection. Thanks Asea. Wouldn't have noticed otherwise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 18, 2012, 04:59:20 pm
thats 2.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on December 18, 2012, 06:10:10 pm
Okay guys, this is a short one. I haven't been able to catch up lately on this or the RTD, which I hate about myself. I haven't any of the diaries past Talvieno's list of rules for magic and even that I haven't read, so it might be awhile. I still love writing these anyway, and I look forward to getting to the meat of the story with Terrahex.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 18, 2012, 11:05:44 pm
I sincerely hope that this joke hasn't been made...

"What's the weather like today, Mebzuth?"

"It's looking a bit muggy, I'm afraid."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 18, 2012, 11:13:29 pm
Awesome story posts, Splint, Terrahex. :) Splint, you posted your bit a little ahead of the next chapter I'm posting, but I guess that's fine. I doubt anybody really wondered whether Vanya was going to get the portal open or not, anyway.

Terrahex, I like how you did Talvi... except she's not quite 'childlike', in my opinion... lol   still, too bad you're ending the Terrahex series.

AND NOW, ART! Prominently displaying all my glorious skill!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 18, 2012, 11:24:32 pm
I posted it as before sunrise and after the battle; Ballpoint's troops decided to cut thier losses, and parasol now probably has dozens of prisoners.

I won't lie, some part of me wants to do a little more with Commander Hollowscourge, Dovash, and thier battered and troops, but I'm not sure what.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 19, 2012, 01:16:53 am
I sincerely hope that this joke hasn't been made...

"What's the weather like today, Mebzuth?"

"It's looking a bit muggy, I'm afraid."
Unfortunately, you're 2 days too late.  That joke was the answer to the 17th's daily jumble.

Also, is it me or is the game itself trying to prevent The Master's turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 01:21:58 am
His computer is in the shop right now, hence no updates. He plans on finishing his turn though, so I've granted an extention since we've all been dreading this. Ten mugs says he plans on trying to build a giant stone boner towering into the air.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 19, 2012, 01:30:09 am
His computer is in the shop right now, hence no updates.

That and the game continuously crashing on him is what I am referring to.

Also, no deal.  I am fully aware of all the things that happened during his turn with Hellcannon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 01:40:46 am
I meant constructed. From blocks. And probably overtaking The Fist of Rage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 19, 2012, 03:11:37 am
@Splint:

Spoiler: Unsolicited Art Advice (click to show/hide)

Incidentally, what program do you use for your drawings? (I actually used a homebrew program for my earlier Spawn drawing, mainly for shiggles (yes, this is a shameless plug to gauge interest).)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 03:31:04 am
The reason there's so much (even to me and I draw the things) jarring color variance at least with the FB drawings is that's how the caverns are, especially with the fiddled with trees that leave you with blood thorns and tower caps sharing the same real estate: Purple shrooms, wierd looking sugar plants, giant shroom trees, different types of stone that in-game are semi-colorcoded, and the carpet of multicolord fungi and lichen is where all the color comes from. I wanted to draw the FBs in thier habitat, as opposed to the almost always featureless backgrounds i put characters on usually unless I'm using them in a scene.

As far as programs before I got dumped my ex gave me a copy of a drawing program she used, PainttoolSAI. Has served me well for the better part of four years now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 19, 2012, 04:34:11 am
I thought I recognised the pastel-y drawing style!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 19, 2012, 10:26:17 am
[...] is it me or is the game itself trying to prevent The Master's turn?
The game has done worse.

And finally... the conclusion of the Parasol Trench battle... and the beginning of the next arc.

Vanya's Journals, Chapter 46: The Stench of Victory
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 10:31:10 am
Yeah, sorry I posted my take on that very battle ahead of time. I was ina hurry and I still don't feel good (If I end up sick on christmas again I'm gonna be pissed) so pardon that. Want me to yank it and move it further down here?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 19, 2012, 10:34:50 am
Lol, of course not. It's the same read either way. Don't worry about it, man, and I hope you start feeling better soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 10:37:27 am
I have a feeling it's my sleep schedule I don't think 5-6 hours of sleep after being up 24 hours is normal.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 19, 2012, 12:43:57 pm
Journal: One person's death is the other person's bread...
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 12:48:31 pm
Sounds like that guy got damn lucky. Better hope this isn't some clever rouse to draw him into a sniper's fire.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 19, 2012, 02:50:34 pm
I think so too. Sounds like they're trying to trick Catten.

Edit: For the lulz: I got in touch with the person who made Reudh's favorite Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm). She added #8, just for Rose:
8. Is your character strong enough to wield a huge weapon like a warhammer, giant gun, or huge sword, yet has a waifish figure instead of 'unattractive' bulging muscles?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 19, 2012, 04:01:59 pm
well, that is usefull.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 04:47:04 pm
For the lulz: I got in touch with the person who made Reudh's favorite Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm). She added #8, just for Rose:
8. Is your character strong enough to wield a huge weapon like a warhammer, giant gun, or huge sword, yet has a waifish figure instead of 'unattractive' bulging muscles?

I find this humerous, but the hammers can't be that big if dwarves can use them one handed. Though i will be fair, it is made out of pitchblende....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 19, 2012, 06:02:00 pm
Heh. Poor Rose.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 19, 2012, 06:30:50 pm
For the lulz: I got in touch with the person who made Reudh's favorite Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm). She added #8, just for Rose:
8. Is your character strong enough to wield a huge weapon like a warhammer, giant gun, or huge sword, yet has a waifish figure instead of 'unattractive' bulging muscles?

I find this humerous, but the hammers can't be that big if dwarves can use them one handed. Though i will be fair, it is made out of pitchblende....

Well, I'm pretty sure "warhammers" actually aren't that big -- the giant-ass kitten masher most people associate with the word is actually called a maul or something (NOTE: I AM NOT AN EXPERT, NOR DID I BOTHER GOOGLING THIS). I suppose it depends on what Xahnel was using the word to mean, though.

Which segues nicely to my next point, which is that discussing this without Xahnel here to defend his character seems a bit skeevy to me. (It seems to be over already, though, so whatever.)


I personally prefer this test (http://www.katfeete.net/writing/marysue.html), I think because it does a better job of diagnosing what exactly is wrong with the character.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 06:35:45 pm
I'd say she's been done justice. And yes, you were thinking of a maul or another form people know it as, the war gavel (Or raven's beak, sledge hammer.) Think the hammer a judge uses except meant for smashing heads instead of that wooden pad thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 19, 2012, 07:12:13 pm
For the lulz: I got in touch with the person who made Reudh's favorite Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm). She added #8, just for Rose:
8. Is your character strong enough to wield a huge weapon like a warhammer, giant gun, or huge sword, yet has a waifish figure instead of 'unattractive' bulging muscles?

I find this humerous, but the hammers can't be that big if dwarves can use them one handed. Though i will be fair, it is made out of pitchblende....

Well, I'm pretty sure "warhammers" actually aren't that big -- the giant-ass kitten masher most people associate with the word is actually called a maul or something (NOTE: I AM NOT AN EXPERT, NOR DID I BOTHER GOOGLING THIS). I suppose it depends on what Xahnel was using the word to mean, though.

Which segues nicely to my next point, which is that discussing this without Xahnel here to defend his character seems a bit skeevy to me. (It seems to be over already, though, so whatever.)


I personally prefer this test (http://www.katfeete.net/writing/marysue.html), I think because it does a better job of diagnosing what exactly is wrong with the character.

Heehee. I just ran Lord Reudh through that.

Spoiler (click to show/hide)
Score: 19.

Lurit on the other hand?

Spoiler (click to show/hide)

Hmm, true enough. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 19, 2012, 07:22:31 pm
Vanya got:
Spoiler (click to show/hide)
Score 19, just like Reudh... It's not really that different.

As for Rose's warhammer, Xahnel said it was big. Not one of those small, more-realistic warhammers. He's also said right out that Rose was a Mary Sue, so I don't think he'd mind. I think he'd actually think it a little cool. :)

Edit: Talvi:
Spoiler (click to show/hide)
Read the first line... >.> I don't think I like that test anymore. lol   (12 pts, btw)



I have to ask... I don't usually, but I'm a bit worried... What opinion do you guys have of how I did the parasol trench arc? (meeting everybody, learning stuff, everybody dying)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 19, 2012, 07:33:17 pm
So you'd like to be a gibbering mental patient who is only just beginning to regain thier grip on thier former sanity?

On Rose: She had a larger one but it has since been replaced by the one she was issued as part of her equipment when she was taken on as a bodyguard. I wouldn't doubt that she keeps her old one in her room though. I would have issued her a maul, but she wasn't big enough in game to use one (Only the biggest dwarves can anyway.)

EDIT: Ran the Sewaturet overseer through both: General consensus is I need to refine and detatch a little him a bit. Eh. Could have been worse, though I did factor in alot of crap that hasn't been brought up in this that I had written down for him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 19, 2012, 08:52:31 pm
wow. i just tried out a person of mine and got a 70. can i hit myself now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on December 20, 2012, 01:11:02 am
Urist is only a little like you. He isn't really very cool: he blends into crowds, he hangs out on the fringes at parties, and wearing shades after dark makes him run into things. There's never been anything special about him that he could see; boy, is he in for a surprise. He's come in for his share of hurt, but gotten off with minor damage. And he's gotten no slack from you.

In general, you've kept yourself a goodly distance from Urist and given him plenty of room - maybe a little too much. Don't distance yourself so far from Urist that you stop caring what happens to him.


Got a 13.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 22, 2012, 05:22:58 pm
Three days with no posting? Blimey!

Come on everyone!

Do I have to start writing again? (I'm not fussed, it'll be good.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 22, 2012, 05:24:46 pm
Probably, because I hit a wall. :\ I was wondering that myself though honestly. The Master said his computer is in the shop so we should be killing time here not sitting twidling our thumbs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 22, 2012, 05:38:26 pm
I demand another journal of Vanya. (Hopefully not written in italics, no offense, but I can't read italics very well. My brain has the tendency to skip a lot while reading italics...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 22, 2012, 06:40:24 pm
Who's the craziest non-Master dwarf in the fort?
Or rather, who wants an alter ego obtained by dreaming?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 22, 2012, 07:09:17 pm
Define crazy. Because if we're talking mental illness i'm guessing either Draignean or Splint. In terms of sheer violence, then Fischer or Dauros.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 22, 2012, 07:51:08 pm
It'll be quite a while guys. Learn from the foolish: DON'T MESS WITH SYSTEM32. EVER.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 22, 2012, 07:59:33 pm
Do you want us to skip over then?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 22, 2012, 08:02:54 pm
Furthermore, why where you System32-ing?

And Splint, I'm defining crazy by... average craziness of everyday actions.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 22, 2012, 09:25:07 pm
Do you want us to skip over then?
Unfortunately, I think it's the only way. at least acknowledge my meddling in whoever's journal that takes over though.
why where you System32-ing?
I was trying to use a custom theme on windows 7, and the only way to do that is to modify a lot of stuff. I sort of ruined the dll that makes explorer.exe(NOT INTERNET EXPLORER) work.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 22, 2012, 09:31:09 pm
Smooth. Alright, rolling back to Tomio's save it is. Who wants it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 22, 2012, 10:11:10 pm
Tomio's, Tomio's...
I suppose maybe I could give it a try, if nobody objects?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 22, 2012, 10:13:21 pm
Alright we'll give it a day. No objections then you can have the save and have a go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 22, 2012, 10:17:42 pm
Ok.
Beginning preparations for preparations for L.A.G!

...I need a better name than Lag Alleviation for Games...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 22, 2012, 11:44:14 pm
Lazy Al Gore L.A.G.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on December 23, 2012, 08:39:12 pm
Wow. My joke killed everyone! HOORAY, MORE BODIES BUILDING MATERIAL!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 23, 2012, 08:42:39 pm
More there was maintainence all freaking day and nobody could post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 23, 2012, 09:41:26 pm
I couldn't even join. I feared a DOS attack, to be honest. The last Database Error I'd come across was at eloraam.com, and she said Yep, it's a DOS attack.

But I'm paranoid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 23, 2012, 10:03:52 pm
I couldn't even join. I feared a DOS attack, to be honest. The last Database Error I'd come across was at eloraam.com, and she said Yep, it's a DOS attack.

But I'm paranoid.

DOS = Disk Operating System

DDOS = Distributed Denial of Service


While fear of a DDOS attack would be rational, I don't think we have to worry about DOS attacks. Yet.

☆☆ The More You Know ☆☆
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 23, 2012, 10:10:18 pm
DOS: Denial Of Service. Shortened from DDOS :P

☆☆ The More You Know But Don't Care About ☆☆
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 24, 2012, 01:12:07 am
OK guys, final call for objections before I begin?

EDIT: Also, before I bid goodnight to Christmas Eve, Merry Christmas to those who celebrate it, and Happy Holidays to those who don't!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 24, 2012, 04:44:07 pm
OK guys, final call for objections before I begin?

I object to the continued existence of whatever is preventing people from taking/completing their turns.  Does that count?

On an unrelated note, I think we need to find a way to harness the power of Christmas so we can do dwarvenly things with it.  Like kill more elves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 24, 2012, 04:55:16 pm
Deck the halls with +spawn bone holly+
Fa la la la la, la la la la!
'Tis the fortress run by folly
Fa la la la la, la la la la!


Either way, I'm going to start playing. Should have the first part up soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 24, 2012, 06:43:40 pm
1st Granite:
   By Armok and Clarity, this place is a mess! How am I ever going to clean it up!
   Oh right. Yes, I am Overseer, as I was in Angelbane. I don't know what happened, but Kyh said something about a "temporal bug", causing a "glitch in the timeline", resulting in the world resetting to the last known point of stability, which appears to be just before HE woke up, or so Kyh tells me. Apparently, Idyllia is not connected to this land's time, and so memories remain. I wonder if I can use this information...
   
   Either way, Count Splint called me to his office in late Obsidian, and informed me that I was to be the next overseer. I intend to make my Count and my Colonel proud!
   
4th Granite:
   It appears as though time really has gone all out of whack. I look away for three days and suddenly all the bones and teeth, and everything that we need dumped, ended up in the refuse pile! I hope the demon Spawn don't realise this time fracture. That would spell doom for us all...
   
6th Granite:
   A filty kobold has slipped pass our defences! It matters not, however. It was found by a Stonecrafter, and bolted.
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot1_zps971830bf.png)
   
10th Granite:
   Another venture into Idyllia reveals that the Voidspawn are getting reckless. Numerous kamikaze raids on our institutions signal that Skouro is getting desperate, as if he can't find something. But what could we have that the Hydragon wants?
   
16th Granite:
   How many Spawn have we knocked the teeth out of again? Give the number in hundreds.
   
18th Granite:
   Our Count is interested in his own defence, it seems. Good. A noble who can take care of himself is the only noble worth having.
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot2_zps178455e6.png)
   
1st Slate:
   And Granite comes to an end. Not much happened here in Spearbreakers, yet in Idyllia, I sense something is not right.
   Voltaren is gone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 24, 2012, 06:46:47 pm
Nice. I see you found a way to justify fastdwarf/mass dumping using DFhack.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on December 24, 2012, 06:56:51 pm
I've been in the Tinychat for the past several hours.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 24, 2012, 06:59:19 pm
Time fixes everything when it breaks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 24, 2012, 09:15:33 pm
I'll be updating the OP shortly. Been on a fallout 3 binge and trying to find that godsdamned GNR building is is driving me mad.

And Ethanland, I'm going to say it now, your behavior in the Tinychat last time there was any number of us in there with you was inexusable. You were rude and deliberatly acted in a manner that is unbecoming of a member of these forums, much less this fortress. As such your turn is being stripped as punishment. Sorry man, but you overstepped the bounds of not only my patience but Corai's and Reudh's as well (A feat that trolls would commend) in that incident.

EDIT: OP is now updated on turns. Lolfail, please let me know if the dwarfings are up to date.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Draconik_Sankis on December 25, 2012, 12:08:34 am
Tought I'd stop by and say:
Merry Christmas
Happy Holidays
MERRY MUGSMAS

Even though I work tomorrow (Duty Day) i'll try and bash up a semi-decent Story though i've been working on a few Projects (two of them related to SB)

Night all
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 25, 2012, 12:09:41 am
Likewise to the lot of you. Also: Who else thinks alot of people were pissed on the morning of the 22nd? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 25, 2012, 01:12:54 am
I dunno, I was rather happy that the world as we know it hadn't ended, and that I'd have a few weeks of peace while the loonies pulled the next doomsday theory out of their collective rectums.

E: Holy crap, is this really only Turn 11!? It feels like we've gone through at least 24 turns worth of WTF by this point.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 25, 2012, 03:49:29 pm
Yep, Turn 11.
Should be able to get through at least a month a day, so Slate'll be up later. Also, it's still Christmas in America, so Merry Christmas! (again)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 25, 2012, 07:57:48 pm
Doesn't help that we'e suffered skips and losses like other games.... Made it seem like more turns have passed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 26, 2012, 02:12:12 am
Random thought that occurred to me: Should Mr Frog be capable of wielding magic? Gnomes are generally magical creatures in most other contexts I've encountered them in, and he seems pragmatic enough to use any conceivable tool at his disposal. On the other hand, he'd probably find some of the details of the current magic system as irritating as I do, would probably have used magic earlier if he could do so, and is already ten kinds of hax anyways, so I'm not sure.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 26, 2012, 02:31:11 am
As a whole the gnomes of Everoc probably would be pragmatists and use whatever is at their disposal, if most share that sort of nature as Mr Frog (Guess who'll be showing up as a trading race in SB II!) but on an individual level Mr frog strikes me as more inclined to ignore magic in favor of using tools and weapons he knows will work (Or is at least pretty sure they will.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 26, 2012, 10:01:00 am
will there be hobbits?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 26, 2012, 11:08:31 am
Personally, I think magic should always be at least a little chaotic and unpredictable, and therefore somewhat unreliable.  Otherwise it isn't so much magic as it is science operating under different rules.

On an unrelated note, the new Draconik picture is now officially late, Splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 26, 2012, 12:52:31 pm
What if it is a form of science, and our view of science is wrong?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 26, 2012, 01:16:45 pm
What if it is a form of science, and our view of science is wrong?

Then, by how I define magic and science, it would merely be science instead of magic and our knowledge of science is faulty.  With magic, you preform an experiment where literally every variable is unchanged and get a completely different result each time, and there is no pattern to what any given change would do to a spell.  I.E. adding an extra frog eye to the mix of a potion at the very beginning of the recipe could make a water-breathing potion instead turn the drinker orange, a healing potion summon a swarm of frogs, or a strength-increasing potion growing an extra pair of arms out of your forehead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 26, 2012, 01:21:18 pm
I know it is but I'm somewhat of a perfectionist. I just cant seem to get it right and I refuse to post something I feel is that sub-par.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on December 27, 2012, 02:55:27 am
So. I don't particularly like my voice. But Reudh asked me to put one of these on here. So. Here it is.

https://soundcloud.com/hanspanda/hanslanda (https://soundcloud.com/hanspanda/hanslanda)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 27, 2012, 03:28:04 am
@Splint:

If Mr Frog!gnomes go into SB2, make sure you call them 'high gnomes' or something -- DF kinda already has gnomes (Talvi pointed it out to me after the fact), which don't seem to be civilised.

@Asea:

That comment made me smile. Magic Vs Science as a trope seems to be hardwired into modern culture for some reason, which is a shame, because I've yet to see an implementation that actually makes sense.


(Okay, so at some point this turned into a rant about one of my many pet peeves. I'm leaving it here, though, because hopefully someone will find it interesting. I'm not looking for a debate with this, though.
     This isn't directed at what anyone in-thread said; I saw an episode of Gargoyles the other night that touched my Raeg Button, and the discussion at hand indirectly reminded me of it.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 27, 2012, 10:08:04 am
That still exists?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 27, 2012, 01:15:16 pm
Mr Frog, I myself don't like the Magic Vs Science either, I am just trying to provide a clear-cut line defining whether any given thing is one or the other.  Clark's Third Law (and corollaries) leaves the only difference between the two as whether or not we understand how it works.  Therefore, I make the dividing line this:

Following this, magic can be far more powerful but science will always remain consistent, predictable, and reliable.  A mage could one day find none of his spells do what they originally did (like his fireball spell now summoning an orange instead) but you can always rely on a gun and predict what effects any change in the design will have.  (this would also serve as another good reason for why Dorf!Frog would not use magic.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 27, 2012, 11:12:40 pm
Random thought that occurred to me: Should Mr Frog be capable of wielding magic? Gnomes are generally magical creatures in most other contexts I've encountered them in, and he seems pragmatic enough to use any conceivable tool at his disposal. On the other hand, he'd probably find some of the details of the current magic system as irritating as I do, would probably have used magic earlier if he could do so, and is already ten kinds of hax anyways, so I'm not sure.
I think that if he could use magic, he would do so whenever it served his purposes, which would likely have been a lot more often than once in 11 years. If he saw that it could serve his purposes, he would endeavor to learn it, and wouldn't wait 11 years into the fort to start. Then again, it's not my character, and you can do with him as you please.

Personally, I think magic should always be at least a little chaotic and unpredictable, and therefore somewhat unreliable.  Otherwise it isn't so much magic as it is science operating under different rules.
The way I wrote it in is as science operating under different rules. If it must be said, I absolutely detest the "just because" genre of magic. Why do wands work? They just do. Why do potions work? They just do. Why do spells work? They just do. <--- I hate that, especially in a universe where we're actively trying to explain everything. In the Battlefailed series, if something didn't make sense, they poked fun at it and moved on, leaving the whole continuity very messy. Thus far in Spearbreakers, we've gone out of our way to explain how even the most minute details of everything work.

What if it is a form of science, and our view of science is wrong?

Then, by how I define magic and science, it would merely be science instead of magic and our knowledge of science is faulty.  With magic, you preform an experiment where literally every variable is unchanged and get a completely different result each time, and there is no pattern to what any given change would do to a spell.  I.E. adding an extra frog eye to the mix of a potion at the very beginning of the recipe could make a water-breathing potion instead turn the drinker orange, a healing potion summon a swarm of frogs, or a strength-increasing potion growing an extra pair of arms out of your forehead.
This is precisely the definition of magic that I hate (the Harry Potter style of magic). It changes to suit the author. While I like to write without constraints, this takes it too far for me. As I explained it, magic is "supernatural forces". Therefore, while it can definitely do the same thing every time, it's a bit beyond the reaches of normal experimentation, as you can't measure or quantify the energy behind what goes on. It is "magic", but it has laws behind it, and is in fact a form of science, exactly as Aseaheru said.
    In case you hadn't noticed, what you're suggesting undoes a huge portion of what I've already written... and is likely the prime source of my extreme displeasure. I didn't particularly want to write magic in myself, but it was the only thing that made sense in order for the Parasol arc to go smoothly.

Quote
Mr Frog's Rant on Science vs Magic
    I agree with you wholeheartedly, on every little thing you said. (Mr Frog has not been a buffoon of any sort in anything I've written, by the way.)

Mr Frog, I myself don't like the Magic Vs Science either, I am just trying to provide a clear-cut line defining whether any given thing is one or the other.  Clark's Third Law (and corollaries) leaves the only difference between the two as whether or not we understand how it works.  Therefore, I make the dividing line this:
  • If the underlying means of how something works can be deconstructed to provide consistent rules for how it works and/or follow follow pre-existing ones, then it is science.  Otherwise, it is magic.
  • All science in the same reality, universe, and dimension share the same set of rules, with no 2 rules being direct contradictions of each other. 
    • side-note: Magic powerful enough to change the rules science follows is the same as magic capable new realities/universes/dimensions, but these rules mean only with near omnipotence could expect to be able to control it enough to get the desired result, and even then it's all but guaranteed that some if not most minor details will be off.
  • It does not matter whether or not any has figured out the rules science follows, only that they (that is, the rules) are.

Following this, magic can be far more powerful but science will always remain consistent, predictable, and reliable.  A mage could one day find none of his spells do what they originally did (like his fireball spell now summoning an orange instead) but you can always rely on a gun and predict what effects any change in the design will have.  (this would also serve as another good reason for why Dorf!Frog would not use magic.)
    Aaaaannnndddd..... this pretty much contradicts everything I've done. At first I thought you were trying to classify what I've called "magic" as "science" - which I would've been completely fine with - I'm writing it from Vanya's point of view anyway, and she's supposed to be a particularly imaginative girl with a penchant for adoring anything she thinks of as "magical".
    As I kept reading further, it became more and more clear you're trying to make up new rules that contradict what I've written (and I think it might be worth noting at this point that you haven't really written anything yourself).
    However, I won't object, if everyone else thinks it's better that way... Instead, I will simply take my writing elsewhere. I'd been idly considering splitting Vanya's story off from the main continuity, and if the rules get rewritten to this extent (basically everything I wrote getting tossed in the can), then I think this would be about when I decide to do it. I'm not going to bend the rules for myself just because they go against what I'd like.

     I'm sorry if this came off as a bit hostile, but I think there isn't much that I would've less preferred to see when I came back.

Oh, and in other news, I'm back... and apparently with a vengeance. I lost access for a while.


edit:
I demand another journal of Vanya. (Hopefully not written in italics, no offense, but I can't read italics very well. My brain has the tendency to skip a lot while reading italics...)
Thanks, Tomio. :) That was encouraging to read. I think I needed that. If you still want it, I'll try to get the next chapter out soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 28, 2012, 12:36:32 am
Talvi, perhaps I should clarify: All of that is merely how I define whether something is magic or science.  I was only trying to clearly explain it, and am perfectly fine if anyone disagrees with it.  I will never force my views on others, and accept that how magic is defined in any given setting can be different from how I, personally, do so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 28, 2012, 02:35:40 am
I dearly wish for Vanya to remain part of the continuity; you're the strongest writer in the group for the reason that Vanya is the most popular character.

Please, please, PLEASE don't discharge yourself from SB!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 28, 2012, 02:39:45 am
And he's the most active out of all of us because he's able to scale the wall of writer's block better than the rest of us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 28, 2012, 03:47:06 am
Talvi's back! Woohoo!

@Talvi:

I personally think gnomes should be magical, and had been considering giving Mr Frog magic since long before I started the Eris thing, but hesitated because, let's face it, he's already a screaming Marty Stu and the last thing he needs is yet another superfluous skill to add to his already-overflowing portfolio. As it is, giving him magic now would raise the question of why the hell he didn't use it earlier, so I'm pretty firmly on 'no'. I was really just floating it for funsies.
     I'm not nearly involved enough with the canon to make definitive statements on any aspects of it, but here's my personal take on the matter (whether the Powers that Be (i.e. Splint, Talvi) will use it is up to them):

@ssj:

[to be read in a neutral, calm tone]
The problem is that, at the end of the post in question, you used your premises to make an argument with regards to SB canon, to wit whether Mr Frog would use magic, which at best implied a form of equivocation in which you were treating Talvi's use of the term 'magic' as representing the same concept as your usage of the same term, even though it didn't actually. Everything up to that last parenthetical sentence just struck me as harmless commentary, but after that point shit, as they say, got real.

@Asea:

Gargoyles lives on only in the form of reruns, sadly :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 28, 2012, 07:09:46 am
@ssj
I really did come off as too hostile, I think... It was late, I was tired, and I really should've cooled off a bit before I posted. I am sincerely sorry for how I responded. That said... If I might lend my ideas, perhaps anything involving supernatural forces could be termed "magic"? Anything not involving supernatural forces would be termed "science". It might throw a bit of trouble into working it into in-character canon, though, as a dwarf newly introduced to a mechoid battlesuit could go, "Huh, Urist, mus' be magic," as they obviously wouldn't understand how it worked straightaway. Then again, I've always imagined that dwarves have a somewhat medieval sense of science in the first place (such as rotting meat creates maggots, and bad smells creates flies), so if they got it wrong... lol    Maybe they'd point at a mechoid operator and yell, "Witch! Witch! Witch!"
    Or, a finer example:
Quote from: You should have heard this before
Witches burn. Wood burns too. Hence, witches are made of wood. Wood floats. Ducks float too. Therefore, if a person weighs the same as a duck, said person is a witch and burnable.

I dearly wish for Vanya to remain part of the continuity; you're the strongest writer in the group for the reason that Vanya is the most popular character.
Please, please, PLEASE don't discharge yourself from SB!
Lol, Thanks, Reudh. :) My main reasoning behind it was... well, honestly, I felt guilty that what I was doing had very little to do with actual Spearbreakers canon, as related to the happenings of the fort. I know I spent X chapters working my way up to getting her to Parasol, but now that she's just about there, it just felt wrong of me. The fact that Splint himself has been making out-of-fort canon all this time didn't really sway my thoughts, either. lol

And he's the most active out of all of us because he's able to scale the wall of writer's block better than the rest of us.
I like to think I'm just very bad at shutting up. lol

@ Mr Frog (not quoting because length)
    I do think that Mr Frog's species (as a whole) should be particularly magically-inclined, yes. It gives Mr Frog himself a little more backstory, too - a loner who separated himself from his race because he didn't like using magic at all. And the "earth and stone" thing doesn't clash at all with my rules, so no issue there. It's not too difficult to imagine that certain species are better at using certain orientations of magic - and that's in addition to how they would likely worship gods of earth/stone/etc. But now I have to ask, because I haven't thought about it before... Is dorf!Mr Frog an atheist?
Quote
    "However, as with any trait in any species, not every gnome has the same amount of magical ability; some are prodigies, while others actually have less power than humans."
    ... you are awesomer now.
Quote
Additionally, even highly-magically-talented gnomes do not innately know how to use magic; they must still be trained in its use by an expert.
    And awesomer still. These are a couple pet peeves of mine and you sidestepped both of them with ease. I think it's a great idea that gnomes be better at using magic. This also explains why Mr Frog briefly implied he had a fair amount of knowledge on the subject (when looking at the remains of Vanya's bracelet and informing her that it looked nothing like a magic-based system).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 28, 2012, 01:15:50 pm
@Talvi:

Hmmm... Well, Mr Frog being an atheist in the accepted sense of not believing in the existence of gods would be highly-stupid and out-of-character for him, as gods in this setting have a direct, visible impact on the environment that can be invoked at will, and are thus easily-demonstrable as existing. He may not involve himself in divine affairs, but I doubt he actually denies the existence of gods.

Mr Frog's knowledge of magical workings could indeed imply that he was once interested in that field of study, perhaps abandoning it after accepting that he was terrible at it. This could possibly lead to some degree of sour grapes on his part, depending on how badly he wanted to be a mage.

E: This also raises the possibility that Mr Frog does know some spells, but never uses them because he has so little magic power/mana/whatever that he can't produce effects on a practical scale without nearly killing himself from the exertion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 28, 2012, 01:33:06 pm
Quote
Hmmm... Well, Mr Frog being an atheist in the accepted sense of not believing in the existence of gods would be highly-stupid and out-of-character for him, as gods in this setting have a direct, visible impact on the environment that can be invoked at will, and are thus easily-demonstrable as existing. He may not involve himself in divine affairs, but I doubt he actually denies the existence of gods.
I misspoke. The existence of the gods is unquestionable, and one such as Mr Frog would consider it ridiculous to doubt that fact. I didn't mean "atheist" so much as "choosing not to bother with worshiping any of them".

Quote
Mr Frog's knowledge of magical workings could indeed imply that he was once interested in that field of study, perhaps abandoning it after accepting that he was terrible at it. This could possibly lead to some degree of sour grapes on his part, depending on how badly he wanted to be a mage.
Ahhh... I like that idea. Also, might he hold that against Vanya when she returns to Spearbreakers, seeing as she knows magic (albeit only one spell)? Although I suppose that would also depend on how badly he'd wanted to become a mage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on December 28, 2012, 01:38:23 pm
^I put a fairly-significant edit to the above prior to you posting. Just a heads-up.

I think Frog would only bother paying respect to gods if he actually stood to benefit from doing so or if there was some penalty for not doing so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 28, 2012, 01:59:16 pm
Yeah, I see the edit. It looks like I posted before you edited, though, but small difference. I think it's possible he knows some spells, yeah - but probably small ones, I would think. As he never really practices or prays or anything, while I bet he could cast them, it would probably tire him out, and he wouldn't be able to use them often anyway. At least with the magic pseudoscience I came up with.

Penalty to not praying? None whatsoever, I'd think... It seems laughable that a god would strike you down just for not worshiping them - at least with traditional pantheons. If he doesn't use spells, he doesn't stand to benefit from it, so I doubt he'd pray.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 28, 2012, 04:00:33 pm
Very few people in the fortress worship anything anyway. I think i've seen a few gods out of the 100+ dwarves, and above them in numbers are thise who worship two particular.... somethings that i can't identify. Everyone else except fro probably our human is an atheist.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 28, 2012, 05:24:19 pm
Well, It's nice that no-one feels attacked anymore.  As for the last line of my explanation post, I am at fault for having a bad habit of applying my theories and definitions to things even when they would not be the case and not thinking through what I might imply by stating what I'm led to by doing so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 28, 2012, 05:43:14 pm
Joke time: Penalty for not praying? Depends on the god.

War (And associated 'Virtues' such as courage, valor, and honor: Won't care so long as you keep up the violence.
Jewels: Who would have thought that prase could spontaneously combust and have effects like a hand grenade?
Minerals: S/He'll drop the ceiling on your ass.
Metal: Seems that magma smelter had a faulty pump.

Elements of all kinds
Fire (And things that cause it like magma and volcanos): Spontaneous combustion.
Ice: Frost bite in your vice box so you'll quit bugging them.
Wind: There just so happened to be a tornado while you were outside.
Water: Huh, how did your room suddenly fill with water?
Earth: Swallowed by a sinkhole filled with jagged rocks at the bottom.

A few misc. ones
Pestilence (And things like slime, pus and general diseasery): Hope you like magical space AIDS!
Death: The grim reaper will stop by for a brew, then beat you with a mug until you're dead (While wearing gloves so he doesn't kill you that way.)
Twilight/Night/Dusk: Night troll abduction of course.
Madness: Someone's mood somehow failed, prompting them to go  on a rampage with a wooden stick.
Treachery/Betrayl: Killed by your best friend/ a member of your family for your platinum mug collection.
Dawn/Day/Sun: Think ant in a magnifying glass.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 29, 2012, 12:28:34 am
Hello again!  :D
I know I said a month a day, but my network dadministrator changed the password on me. Still, onto Slate? And Felsite, because nothing happened in Slate.

4th Slate:
   Three migrants arrived, frightful but bloodthirsty nonetheless. They shall join the militia.
   
11th Slate:
   I have begun construction of imitations of the Angelbane Pods. These pods were a simple room constructed of fortifications, containing a drink, a meal, and a supply of bolts for one marksdwarf. These are excellent at whittling opponents before they reach the main gates.

28th Slate:
   I visited Idyllia again tonight. It appears as though the Voidspawn have receded. For now. I fear for the worlds' safety...
   
2nd Felsite:
   Wow, does time pass so quickly in this world? Either way, a Forgotten Beast has arrived! Some kind of firebreathing leech, I think.
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot3_zps6f08ac27.png)
   
8th Felsite:
   And not one week later, another beast! This one appears to be able to fly...
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot4_zps9a9f7512.png)
   
16th Felsite:
   Elves! Oh well, anything to break the monotony. Let's see if they have sun berries...
   
20th Felsite:
   Goblins... Is that all you can do, Armok or Skouro or Holistic or whoever? One goblin ambush? (No screenshot, but they were annihilated. I was kinda proud when I saw three cases of stabbing a head off.)

25th Felsite:
   Choppa seems to be a lot more reserved than usual... In Angelbane I saw numerous cases such as this, and I think we are going to see either some wonder of dwarven technology, or a glumprong splint.
   
5th Hematite:
   Wow, is it already Hematite?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 30, 2012, 11:08:28 am
Great updates, Lolfail. Glad to see you're doing such a great job with it.

I've started back with writing chapters - I spent the last few mornings working out the exact plot for the Parasol arc of Vanya's story, and I think I finally have it down. It's a bit easier than doing it at Spearbreakers, because I don't have to leave things open for cameos. I should have something up soon(ish).

On a side note, while researching PTSD, I was stricken with the sudden realization of just how cruel I am to my characters. I feel guilty about it now for some reason...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 30, 2012, 03:48:37 pm
On a side note, while researching PTSD, I was stricken with the sudden realization of just how cruel I am to my characters. I feel guilty about it now for some reason...

Just let them have a few meals in some really nice dining rooms.  Everyone knows there's no better way to get over things, whether your spouse turned into a spawn and you had to put them down yourself, to all your friends dying because some FB caused them to start rotting to death from the inside.

I know I said a month a day, but my network dadministrator changed the password on me. Still, onto Slate? And Felsite, because nothing happened in Slate.

You have my sympathies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 31, 2012, 12:46:17 am
@soulslicerjames It's ok now, I'm on a different network :P

Now, to Hematite and beyond!


9th Hematite:
   Choppa has begun his work! Using some wood, stone, bone and gems, he creates...
   
15th Hematite:
   ... an indestructible grate!
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot5_zpsce449959.png)
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot6_zps4132b79d.png)
   
24th Hematite:
   Yesss... It isss nearly done...
   
6th Malachite:
   More migrants! Yay! More military power!
   
1st Galena:
   And absolutely nothing else happened! Is it any wonder I go to Idyllia whenever I can?
   
19th Galena:
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot7_zpsf78963d7.png)
   "A siege! A siege! They cometh, mine liege!"
   So said Talvi, the slightly crazy woodcutter, as she fled inside. Thankfully, these are mere humans. We should be able to dispatch them quickly. Too bad that the only constructed pod is too far away...
   
25th Galena:
   Longland, this is NOT a good time to go fey!
   
1st Limestone:
   We broke the humans, we won! Alas, it was not without casualty. Simon Tam, Mekkia, Banai and Datan all met their ends at the hands of the humans. My heart and blades go to those who lost family this... week.



The rest of the year after I finish the siege chapter :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jbg97 on December 31, 2012, 02:39:23 am
wow, that seemed quite painless. Maybe things will be kinda nice this turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on December 31, 2012, 04:22:24 am
Simon Tam. :(


Simon was an early member of the fort, was the mayor and fort doctor for most of his life. Additionally, he was a broker.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 31, 2012, 05:48:47 am
He's bartering with Armok, that lad.

Rest in one piece, Simon Tam. And all you other blokes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 31, 2012, 12:32:46 pm
A shame to loose him. he's been mayor so long I'll bet everyone will still call the mayoral digs Simon's room.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on December 31, 2012, 12:57:15 pm
I'm in a relatively bad mood at the moment.

I finished the next Vanya chapter... And then I finished the one after that. Then, I accidentally saved over them. Now I have to write the whole thing all over again. It's going to be a while.

That said... I'm going to miss Simon Tam. And Mekkia, too, our LEGENDARY MECHANIC. >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on December 31, 2012, 01:02:04 pm
Mekkia isn't as big a loss, since Mr Frog should be one by now as well.

Also: That sucks, I've done that and it can put one in a very foul mood to put it mildly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 31, 2012, 01:40:02 pm
A) R.I.P. Simon Tam
B) Happy New Year's Eve, everyone.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on December 31, 2012, 04:10:28 pm
I finished the next Vanya chapter... And then I finished the one after that. Then, I accidentally saved over them. Now I have to write the whole thing all over again. It's going to be a while.

We've got enough mad scientists on this thread.  Surely at least one has a time machine you could borrow.

B) Happy New Year's Eve, everyone.

I'm seconding this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 31, 2012, 04:48:16 pm
BUHAHA!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on December 31, 2012, 07:38:29 pm
Happy New Years Day, those west of the International Date Line!

...When I post, I post from the future O.o
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on December 31, 2012, 08:14:14 pm
Happy New Year, everyone!

Same here!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on December 31, 2012, 08:21:38 pm
Happy New Year, everyone!

Same here!

Have a happy New Year.

Or I will hurt you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on December 31, 2012, 08:54:09 pm
can i have a happyish one in... 3 hours 6 min and change?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 02, 2013, 05:22:49 pm
Booyah.

Vanya's Journals, Chapter 47: Parasol

Spoiler (click to show/hide)

It feels somewhat sub-par, but I have a lot to introduce/establish all at once... which I don't like doing.

Also, did everyone die? I go offline for a couple days, come back, and practically nothing changed...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 02, 2013, 05:35:03 pm
No idea. i just haven't had anything to contribute due to a Fallout binge.

EDIT: Makes one think that entry does.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 02, 2013, 06:02:03 pm
I've been too busy with AC3 and I don't know where Lolfail got to.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 02, 2013, 07:05:14 pm
Well, I got Just Cause 2, LIMBO and Skyrim, and I'm already a Minecraft addict.

I'll get back to the siege chapter later today... maybe. If work doesn't cut in. OK, here's the first part of the siege!

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 03, 2013, 02:46:05 am
I am greatly greatly confused by that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 03, 2013, 02:58:34 am
Basically, LFTON's daydreaming in hardcore mode.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 03, 2013, 03:01:43 am
Also, Talvi seemed to be getting her grip on reality back slowly but surely (Though the cavy warriors comment was most definitely in character for her, so was the above average weird speech on purpose?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 03, 2013, 03:19:19 am
Time is screwed up around Spearbreakers, and
Spoiler (click to show/hide)

These things have consequences, if FFXIII-2 is anything to go by. Plus, I needed a crazy dwarf, and Talvi seemed to be the craziest IMO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 03, 2013, 09:53:11 am
It'll be quite a while guys. Learn from the foolish: DON'T MESS WITH SYSTEM32. EVER.

its taking them how long to fix system32?

couldn't you have just used an install disk and clicked the repair option? (it doenst wipe your data either).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on January 03, 2013, 04:44:00 pm
One of these days I'm going to get the time to write a new chapter and read everything, but I just haven't had the time right now. just wanted to let you guys know I haven't abandoned you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 03, 2013, 06:44:23 pm
It'll be quite a while guys. Learn from the foolish: DON'T MESS WITH SYSTEM32. EVER.

its taking them how long to fix system32?

couldn't you have just used an install disk and clicked the repair option? (it doenst wipe your data either).

His turn was reset because of constant crashes and corruption...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 03, 2013, 07:11:16 pm
Overexposure to !!CARNAGE!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Bot Hack on January 04, 2013, 12:12:20 am
SIGN ME UP FOR YEAR 28! Bot Hack
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 04, 2013, 12:16:01 am
Care for a dwarf as well?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 04, 2013, 11:02:15 am
It'll be quite a while guys. Learn from the foolish: DON'T MESS WITH SYSTEM32. EVER.

its taking them how long to fix system32?

couldn't you have just used an install disk and clicked the repair option? (it doenst wipe your data either).
A very valid point... I could've fixed his computer in a single afternoon, had I a computer with a similar operating system. Even if his computer couldn't start up, it's easy to link up an auxiliary hard drive.
    The Master, I'd be careful about whatever techies you sent your machine to. :-\


As to Talvi going off the deep end a second time, I guess that it's possible she's pretending. It's hard to get a jury to convict someone who is mentally incompetent, and she would know it. Considering she's clearly not in prison at the moment, it makes sense, I suppose.


In other news, I am faced with a rather unusual problem. My character, Katie, has a sense of fashion... and I don't. Cue unexpected research on clothing in general.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 04, 2013, 01:16:30 pm
Not really all that strange. Sometimes researching such things for a character can broaden one's horizons.

For example, I know far more about swords, axes and such than a 19 year old should, as I have many a character (Or just redshirt/mook type) who use such arms and I needed to know about them so when writing or drawing I could adequately represent actions while using such weapons. Kinda screwed the pooch on polearms for this thread though....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 04, 2013, 05:51:08 pm
I know far more than a normal 18 year old should know about Physics, Weapons (from a lot of different time periods.) Armor, Biology, History and many many other subjects than I should but hey I enjoy it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 04, 2013, 05:56:10 pm
Ohohoho yes, most definitely history. And a vast array of utterly, totally, completely useless things as well (At least most of your knowlege base seems semi-useful. :P)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 04, 2013, 06:49:56 pm
Lol, history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 04, 2013, 07:16:03 pm
I mainly know History to see how stupid people were and the Biology and Physics are just from sheer curiosity and the power of the internet. There are far more things I could list but I'm spectacularly lazy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 04, 2013, 07:46:23 pm
History is most certainly interesting, but in this progressive world of ours I don't find it particularly useful. Please, if you can, enlighten me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 04, 2013, 07:53:15 pm
Depends on what you want to know. if i don't know something about something though i can find out, just as anyone can.

Personally I like history in general, though I tend towards military history.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 04, 2013, 10:32:47 pm
wow. i get tired of DF for 3 days AND NOITHUING HAPPENS?!?!?!? WHAT HAS HAPPENED TO YOU BEINGS?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 05, 2013, 01:24:07 am
@Asea:

There has been a definite lull in activity lately, both with the fort and the sidestories. I know Tal's been having connection issues; not sure what Lolfail's excuse is, or why the number of people contributing sidestories suddenly pancaked.


History is interesting to me. Not much of the data is really relevant anymore, but it's still cool. Some of the greatest stories ever recorded are those that occurred in actual reality.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 02:24:12 am
I just kinda hit a wall with my section of the Timewar. I found a way to allow me to finish off my story bits without stepping on any toes AND as a mean to throw Ballpoint off of Joseph though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 05, 2013, 04:04:19 am
Talvi as you said has had connectivity issues. Also, my four characters are still in his control; though I could still do something with them. An origin story? Heh. I kinda hit a wall as well.

Hans has hit a wall with Urist, Splint hit a wall with the Timewar. That pretty much leaves you and Terrahex.

[EDIT: Fixed up poor Splint/Split's name.]

Also why the heck hasn't Corai/Cograi been in this thread for ages?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 04:05:44 am
Who is this Split you speak of. I am Splint, not Split.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 05:52:17 am
Maybe you just have a *Split* personality!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 05:54:27 am
Don't joke about that, when sufficiently irritated something to that effect occurred that cost me a job.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 05:56:29 am
My sincerest apologies, then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 05:57:57 am
@ Reudh - He lurks. And has been hoping endlessly for his dwarf to die.

He hasn't.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 05, 2013, 08:08:35 am
    I've done my share of research, too. I know ridiculous amounts about the workings of tanks and such, physics, weaponry, history, but only scattered bits - wherever I needed it for a story. The fashion thing is bizarre for me. That's not like me at all. Suddenly I'm looking up and consulting people on what clothes match what, what goes with white and black, what qualifies as "accessories" and why they're important, why you can't wear X with Y, etc. Then I get it all figured out and have a set of believably-fashionable and believably-realistic clothing for Katie. I figure I'll copy-paste it all onto Vanya, tell the person thank you, and she says something along the lines of, "WAIT! It's taboo for someone to be wearing the same thing you are unless it's a uniform, and that Katie would know that!" :-\ Back to the books.
    Seriously. All I ever wear is jeans and a t-shirt, black athletic shoes, and white socks - which, I am informed, isn't the best choice. I have never thought about matching clothes, and much less about whether my shoes go with my outfit.

@ Reudh - He lurks. And has been hoping endlessly for his dwarf to die.

He hasn't.
Hanslanda wants Urist to die? :-\ Are you serious?

edit: Wait, you're talking about Corai. *self-facepalm*


@ Mr Frog and Asea:
    I am having connection issues, yes, but that's nothing new. I'm working on fixing it.

@ Reudh:
    If you want, I have something Reudh could do... I'll PM you the details.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 09:10:24 am
You arent the only one. i just went with what looks good on me and happens to be clean. I lucked out with BDU pants actually looking good with what I usually wear I guess.

Ok gents, pick one:

- Parasol's removal from Sewaturet: A pincer attack concerning the necromancer and a militia assault crush the troops that are really only still fighting as a matter of honor before reason (and fear of "termination" by corporate for failing as bad as they have.)
- Removal of invading forces from the nations Joseph has manipulated.

Either way i may take a different route and simply draw the events out with a little bit of info (little however is sort of objective to the reader, i tend to go overboard) simply to hasten this along. I have a plan in mind to get Ballpoint both blissfully unaware of being manipulated into doing what Joseph wants and completely thrown off of him at least for a little while.

Either way I go though I need a little input of which to do first as both events are occurring at the same time.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 05, 2013, 04:10:58 pm
Catten's Journal II: Reinstatement

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 05, 2013, 04:17:14 pm
I don't know why but the mention of the coffee machine and snacks made me giggle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 05, 2013, 04:19:17 pm
Also, I'd suggest option number two for the choice thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 07:08:07 pm
- Parasol's removal from Sewaturet: A pincer attack concerning the necromancer and a militia assault crush the troops that are really only still fighting as a matter of honor before reason (and fear of "termination" by corporate for failing as bad as they have.)

^ That one ^
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Bot Hack on January 05, 2013, 08:06:46 pm
Care for a dwarf as well?

I just want a cat nicknamed Spot lol.

I'd appreciate it if he could spend most of his time in the caverns. Are all cavern layers yet connected?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 08:10:11 pm
No idea, to be honest. I'll work something out.
(Cats, cats... do we have any more cats...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Bot Hack on January 05, 2013, 08:39:36 pm
Thanks for the cat, but I have also been thinking about my own Dwarf, and I would appreciate it if you could take some unlucky male Dwarf and forge him into the ultimate martial arts master like that Jet Li movie where he was caged and forced to fight, though I'm thinking more along the lines of the first Conan movie with Governor Terminator.

If you could find a quiet fungus grove deep down underground to cultivate this Dwarf, I would highly appreciate it. Just do the old, one hole in the ceiling to keep him fed and provide little woodland badgers and such so he can practice.

Call him JC.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 05, 2013, 09:37:42 pm
@Bot Hack:

I don't think most of those demands are really feasible, or that anyone would want to expend the significant amount of resources (labour, planning time, etc.) needed to meet them. You're free to pretend that your dorf's some kind of reclusive martial-arts master, but I don't think it can be implemented in the fortress proper.

I'd urge extreme caution before proceeding to engage in any sort of RP with that character, as well (if that is your intent). It kind of sounds like a classic Marty Stu to me; there's a bunch of traits in there that, while cool, don't make logical sense. The people here are generally pretty chill (excepting myself, of course, but I don't contribute for precisely that reason) and probably won't get on your case if your character does turn out to be a Stu, but it's still very-infuriating to work with such a character and I don't think they should be subjected to that.
     (If you weren't actually planning on RPing with this character, feel free to disregard the above paragraph in its entirety.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 10:20:31 pm
@Bot Hack

Are you sure you want a Wrestler in THIS fortress?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 05, 2013, 10:28:07 pm
@Bot Hack

Are you sure you want a Wrestler in THIS fortress?

Wrestlers aren't the pankration experts they were in the days of old, punching mounts out from under enemies... These days they're not more than meatshields.

The best wrestler stands a poor chance vs. any armed foe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Bot Hack on January 05, 2013, 11:05:05 pm
Very well, could you simply block off a portion of the underground that is open to the borders of the map and leave him there to farm his own shit and drink his own booze? Just throw the guy an axe and he's good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 05, 2013, 11:19:55 pm
There is no guarantee that would ever work.
I'll let you into the army, if you want.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 06, 2013, 01:55:14 am
Ok, guys! The thrilling confusion conclusion!

Spoiler: Two-Body Dream (click to show/hide)

@Corai Splint said you wanted dorf!Corai to die. After a Skyrim marathon that was mostly Dark Brotherhood quests, I believe I can arrange that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on January 06, 2013, 01:58:08 am
DOO EET BIATCH. Uuuuh what are you talking about?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 06, 2013, 02:19:38 am
(Remain silent)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Bot Hack on January 06, 2013, 02:22:53 am
There is no guarantee that would ever work.
I'll let you into the army, if you want.

Give me an axe and plenty O' trees to piss off the Elves! Thanks!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 06, 2013, 02:24:31 am
There is no guarantee that would ever work.
I'll let you into the army, if you want.

Give me an axe and plenty O' trees to piss off the Elves! Thanks!
Can do! One question first...
Has anyone fixed the Elven diplomats? Anyone?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 06, 2013, 02:27:28 am
I did on my turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 06, 2013, 02:33:28 am
Excellent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 06, 2013, 04:46:20 am
I did on my turn.

He did on my turn too. With a hammer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 06, 2013, 05:19:06 am
What, no maces? When I get it to run above 20 FPS, I'm starting a mace squad! Solid steel encrusted WITH SLADE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 06, 2013, 06:30:02 am
Reudh Story Time

Gather round, young 'uns.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 07, 2013, 10:32:06 am
   Our laughter continues for hours
That's some seriously hardcore maniacal laughter you have there.

@ Reudh: I greatly enjoyed that. :P Sorry I didn't leave you a little more to work with. Here's the next part of V's journals. As I stated in PM, I'll be using Reudh for a little bit, but he'll have a lot of time free following, as long as you get him to the "ceremony" or whatever the following day. After that, he's all yours for the foreseeable future.

V's Journals, Entry 48: Shuttlecar Ride
Spoiler (click to show/hide)

I'm going to seriously spice stuff up in the next chapter, which is ready, but I'll post it after the thread advances a bit. (HINT HINT, MOAR ACTIVITY PL0X)
    Sorry if this one is a little boring. :-\ I'm trying to establish a lot of things... *rereads and counts on fingers* I lost count around fifty, because that's the extent of my fingers. This chapter may not be particularly exciting, but it's important. The next one will be better.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 07, 2013, 11:24:03 am
Both of you do well. And I am again reminded of what happens when genetic engineers get to do what ever they damn well please. :P

And we really do need more activity. Even some idle chit-chat regarding the fortress or other facets of it would be nice.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 07, 2013, 12:02:41 pm
@Talvieno: I nominated you as Master Bard in this topic (http://www.bay12forums.com/smf/index.php?topic=121140.0). Take it as a compliment for your work in writing stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 07, 2013, 07:15:23 pm
Our laughter continues for hours
That's some seriously hardcore maniacal laughter you have there.

In fairness, that was supposed to be a party, with jokes and stuff to instigate laughter, but the maniacal laughter thing is amusing in its own right :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 07, 2013, 10:01:00 pm
@Talvieno: I nominated you as Master Bard in this topic (http://www.bay12forums.com/smf/index.php?topic=121140.0). Take it as a compliment for your work in writing stories.
Thanks - I didn't expect anything like that, but I'm flattered. :) I'll go read through the thread at the nearest opportunity.

@ Lolfail - Yeah, I knew what you meant, but the "our laughter continues for hours" made me laugh, and I felt compelled to make a joke about it.

@Splint - Idle chit-chat? How about my uploading the scythod in all their alien glory?
    http://dffd.wimbli.com/file.php?id=7242 And here they are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 07, 2013, 11:40:21 pm
Quote from: Talvi on DFFD
Scythods are from a planet called Piscyth, which orbits around a brown dwarf.

"Guys... can someone help me? I've got a planet orbiting my head... it's freaking me out a little. I think I haven't drunk enough today."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 07, 2013, 11:46:25 pm
@ Reudh - HAH!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 12:15:50 am
Quote from: Talvi on DFFD
Scythods are from a planet called Piscyth, which orbits around a brown dwarf.

"Guys... can someone help me? I've got a planet orbiting my head... it's freaking me out a little. I think I haven't drunk enough today."

pffffffftHAHAHAHAHAHHA
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 08, 2013, 09:44:42 am
Hrm... :-\ Maybe that was the wrong thing to post.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 09:46:33 am
Wh- OhrightIgetit.

I thought it was a pretty good accidental (Or something) funny really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 08, 2013, 09:50:11 am
Lol, I thought it was funny too, but conversation didn't really last long. I wish Mr Frog, Hanslanda, Xahnel, Jack Magnus, etc. would show back up. That reminds me, I still need to reply to Mr Frog's PMs... >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 10:05:00 am
Xhanel only has access to a computer for a few hours a day if that. If you want someone to drum up random conversation though I can always text him and tell him to accost the thread again.
Jack's always been more of a lurker. Now he's a death-prone-cyborg-experiment-lurker.
Hans... Well, I'm pretty sure we know what's happening there.
Mr Frog has also  been more the lurker type, though less so than Jack.
Part of the problem is we've run out of things to talk about, have other obligations, or have hit walls with writing. Hell, part of the reason i haven't worked on the alt.reality story is because Fischer seems to be in a perma-coma because I tested out the siren feature on DFhack at the wrong time and there's nothing to do but clean up corpses and kit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 08, 2013, 10:13:10 am
Yeah, I know. I'm not saying they don't have good reasons. I just miss the way the thread used to advance several pages overnight, I guess. It was fun.

As to me, I'm hardly on more than 15-30 minutes per day, now, so I'm not exactly one to talk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 10:17:20 am
We need something to stimulate discussion without causing debates. That's what we need.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 08, 2013, 04:12:24 pm
I'd contribute more if I actually had anything useful to contribute. I've been having serious problems with writing in general for quite a while now. All of my plot ideas seem to just fizzle out without going anywhere, and I'm not sure what I'm doing wrong. I'd happily contribute in other ways, but my artistic talents are dubious at best and my voice acting talents can be safely dismissed as nonexistent.
     Perhaps most importantly, there's the fact that I always end up bullying everyone, starting fights, and generally making a spectacle of myself whenever I get involved in this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 04:36:16 pm
Well, you had a major hand in this fort's creation and as such I think all the fights that tend to spring up is a combination of being a pretentious douche like the rest of us are (We just don't like to admit it :P) and a little papa wolf for your creation manifesting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 05:57:06 pm
We do truly need a way for the thread to leap again.

Splint, was the game you designed the cover for as a college thing copywritten in any way?
And is anyone good at programming?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 08, 2013, 06:10:30 pm
I technically am capable of writing C++ programs, but I have no formal training and thus any source code left in my possession for longer than a week inevitably devolves into a swirling vortex of madness. Why do you ask?

Also, it's been over a week since the last fortress update.

E: Just to be clear, I'm not volunteering for anything until I know exactly how dumb your idea is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 08, 2013, 06:32:34 pm
IT JUMPED! YAYS!


Her, Sir Frog? can we see those programs?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 06:36:58 pm
Mr Frog, the reason the fortress update was a week ago is because I'm waiting for DF to run above 20FPS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 07:49:57 pm
We do truly need a way for the thread to leap again.

Splint, was the game you designed the cover for as a college thing copywritten in any way?
And is anyone good at programming?

As an original idea I own the copyright to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 08:08:50 pm
As an original idea I own the copyright to it.

Ok. So we have (rudimentary) programming knowledge, voice actors, legal copyright and research.

Anyone for making Spearbreakers into a game of its own?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 08:10:48 pm
Actually I wanted to make the project based on the timewar(I had ideas for both RTS and FPS/TPS,) but I couldn't concieve of a good enough name.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 08:15:46 pm
Excellent, the one thing I'm halfway decent at!

Names, names...

Ok, here are a few:

I'll think of more.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 08:30:39 pm
Here's a random string of different traits for an RTS.

SRA

Eris


You know, crap to that effect, with the antithesis being certain factions (Ballpoint's the one to Parasol, Eris to the SRA) and as such abilities and what not. (These weere randomly tossed together off the top of my head mind you.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 08, 2013, 08:32:08 pm
Mr Frog, the reason the fortress update was a week ago is because I'm waiting for DF to run above 20FPS.

It ran at about 20fps for me. 2.0ghz processor, 4GB ram
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 08:56:08 pm
@Splint Very nice, this could go places!

@Reudh OK then, those are about the specs of my computer, so I probably should just suck it up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 09:00:15 pm
DFHack has a few binary patches and tweaks that should improve performance a little. Also i recommend using its clear dead command. Most of it is just random goblins who don't matter anyway and just cluttering up the list (it keeps important things like dwarves though)

And thank you, thank you very much. if someone can doodle me up a rough outline of a cover I can try to make it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 08, 2013, 09:04:34 pm
@Lolfail, Splint:

Hold your horses, now. I specifically said I wasn't volunteering until I knew more, and now that I do I can pretty firmly say that this is looking to be very, very far beyond my present programming capabilities. A little while ago I started writing a very simple Pokémon clone -- ASCII graphics, no music -- and it took me 3 weeks just to get out a half-finished alpha. There is absolutely no way I can make a full-fledged RTS with all the bells and whistles on my own, let alone without being paid.

Feel free to plan it out all you like, but don't make plans beyond your current resources.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 09:06:19 pm
Hey, I'm just trying to stimulate discussion. And if I could pay you I would.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 08, 2013, 09:09:47 pm
This was just an idea to get the thread more active. Although if it could happen, I'd support it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on January 08, 2013, 10:47:51 pm
Suddenly, a wild Hans appears.
That is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 08, 2013, 11:09:13 pm
Suddenly, a wild Hans appears.
That is all.

Reudh uses Sweet Scent. A wild Urist Story appeared!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on January 08, 2013, 11:09:45 pm
Shit. Now I have to. One minute, let me re-read where I was at.

Edit: I may have to do this tomorrow. I'm off then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 08, 2013, 11:44:51 pm
Hanslanda used Teleport!

Hanslanda fled from battle!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 11:45:45 pm
And all I can say is: Hah.

I'm certain now i any of you knew what's been going on with my arts, you'd all be deeply disturbed and disappointed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on January 08, 2013, 11:48:52 pm
And all I can say is: Hah.

I'm certain now i any of you knew what's been going on with my arts, you'd all be deeply disturbed and disappointed.


Failed. To. Resist. Urge.

Pony awkwardness?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 08, 2013, 11:52:35 pm
Sure, let's go with that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 09, 2013, 12:06:00 am
And now, in an attempt to steer this conversation away from what can only be unpleasant places: I'm looking for something to do to get my mind off of my inability to write anything, so if anyone wants to see me attempt to draw something, ask and ye may possibly receive if I'm in an accommodating mood at the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 09, 2013, 12:16:26 am
Pick something out of a hat and draw. or wait until someone other than me has a request of the almighty frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Hanslanda on January 09, 2013, 12:33:20 am
And now, in an attempt to steer this conversation away from what can only be unpleasant places: I'm looking for something to do to get my mind off of my inability to write anything, so if anyone wants to see me attempt to draw something, ask and ye may possibly receive if I'm in an accommodating mood at the time.


I want you to draw yourself, as in IRL Mr Frog. Or your avatar. Or Dorf!Frog riding a skinless frog. Or your best rendition of that one painting by Van Goghe, Starry Night or whatever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 09, 2013, 12:39:53 am
Draw your impression of Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 09, 2013, 12:42:58 am
I'll draw mine, backed with my terrible, terrible drawing skills. (I am a goodish writer, but my drawings are of lackluster quality. barely more than scratchings).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 09, 2013, 12:54:26 am
Likewise, Lord Reudh of Reudhinghamshire.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 09, 2013, 02:09:07 am
Quote from: Hanslanda
Or your best rendition of that one painting by Van Goghe, Starry Night or whatever.

Or Spearbreaker Sparring night
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 09, 2013, 04:16:55 am
Draw your impression of Spearbreakers.

Heh. This one jumped out at me for some reason, so I decided to give it a try. I just finished the lineart; tomorrow I'll take a stab at colouring it, then post either that or the uncoloured lineart if I'm not satisfied with the colouring.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: SilentFall on January 09, 2013, 04:26:08 am
Shouldn't the name for the Spearbreakers game be more along the lines of 'Corporate Conquest', or such? Seems like it's suited for an RTS game...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 09, 2013, 04:29:31 am
Well, the game is still a thought-in-progress, but yeah. That's a pretty cool name.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 09, 2013, 04:47:08 am
@Silentfall:

I'm thinking we should keep a tally of people whose first post is in this thread :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 09, 2013, 06:05:11 am
@Silentfall:

I'm thinking we should keep a tally of people whose first post is in this thread :p

This topic totally deserves people coming out from lurking.
I don't remember if mine was there, but surely this is one of the few topic where I like to write something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: SilentFall on January 09, 2013, 06:32:12 am
@Silentfall:

I'm thinking we should keep a tally of people whose first post is in this thread :p

Are you volunteering to go back through nearly 500 pages looking for them? If so, then... I have no comments on the amount of time you have. None. At all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 09, 2013, 08:13:58 am
Woot! You guys did it again! Wishes come true sometimes, I guess. That's nice, I like that.

As to programming, I've done some programming work for Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=119625.0). I've also done a lot of game programming, but nothing on a professional level. 3D is a lot harder to manage than 2D, especially when you're working by yourself. I'm also severely hampered by the fact that I've never found a good IDE for a game-oriented single programmer. so... don't judge me too harshly. For me, programming is more of a hobby, I guess...

I figured there wasn't any harm in posting a number of pictures of old stuff I've done (all over a year old). Maybe harm to my image, I suppose, but enh. Therefore, the following spoiler is image-heavy and menaces with spikes of shameful shameless self-advertisement.
Spoiler: For your amusement (click to show/hide)
Actually, this is another one of those things I may end up quickly editing and taking down. I don't feel it's right to put these here, but you wanted to see Mr Frog's programs, so I figured it wouldn't be too bad to do an unrightable wrong and scare you all half to death with my awfulness. Which I may, of course, remove.


Finally, I like "Corporate Conquest"... Nice name, Silent. Also, welcome to the madness.

And welcome back, Hanslanda! Though you didn't say long, it was awesome to see you here again! Hopefully this won't be the last time you pop in...

Mr Frog, I'm going to start answering those PMs. I have 15-30 minutes left before I get kicked off, so I may be able to answer some of them. sorry for the delay. It's been a busy week in RL for me. (I got attacked by an angry bull on Monday, for example, and spent most of the day dodging it to try to get it out of a pasture it wasn't supposed to be in. I can no longer say my life isn't exciting.)


Edit: while I'm thinking about it, you all know I can't draw worth carp. Mr Frog is far, far better than I am, (Splint even more so), and I'm looking forwards to seeing the picture.

reedit: changed my mind again, pics are back. may change my mind a second time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 09, 2013, 10:05:17 am
Trippy pictures are trippy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 09, 2013, 10:56:37 am
Trippy? Aye, they are. I can't remember whether it was you or Mr Frog, but one of you called one of the pics "an epileptic's worst nightmare".

Back on for just a second. Wanted to post this. (Take two - the first time I somehow managed to post this in the wrong thread. No idea how.)

Chapter 49 - In Which We Witness Just How Sadistic I Am

Vanya's Journals, Entry 49: A Disaster
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 09, 2013, 11:21:44 am
Hey, Reudh being a creepy bastard was helpful! That was actually a little surprising, but then these things were probably made by dwarves and for them "almost never" is probably more akin to "One, maybe two fatal accidents a year."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 09, 2013, 04:37:36 pm
Okiedokie, here's my impression of Spearbreakers:


Does anyone have any recommendations for image hosts besides ImageShack? IS seems to like to quietly 404 random images without any notification, which is Not Cool. I tried img.ie, but the interface was butt-awful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 09, 2013, 04:42:35 pm
Ok, we can all laugh at the accuracy on 3. Because that probably described the majority of the fort's life perfectly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 09, 2013, 04:44:03 pm
@MrFrog, Flickr, or Google Images. Although Imageshack is the easiest, IMHO.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 09, 2013, 09:03:48 pm
Mr Frog, that picture was amazing :3
Also, I use Photobucket to host my images, maybe you could try that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 09, 2013, 09:52:48 pm
I use Imgur. That's all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 01:56:51 am
Due to an epiphany I've had disregard anything I've written pertaining directly to the timewar that didn't take place in the fortress proper. i apologize for the many headaches and ruptured cranial blood vessels.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 01:59:01 am
Due to an epiphany I've had disregard the entire fucking universe.

Now it's in Dwarven :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 02:01:31 am
What I've been writing for the side plot contributes nothing and I realized I was writing to write and kill time for the thread. it's pointless to even keep it properly archived or considered canon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 02:02:35 am
It could be considered canon... maybe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 02:04:47 am
It doesn't deserve to be. I need to throw myself onto the pointy bits of the spike-walk's pits in penance for forcing you guys to read the unmitigated crap.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 02:07:01 am
No human being alive deserves that torture. D:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 02:10:17 am
it's not torture if I land headfirst. Or if a spawn is stuck down there to finish me off.

I'm not writing any more things for the timewar though. I'll discuss things, but I'm not writing for it anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 02:14:09 am
...Is it bad that I have a mental image of you taking a swan dive into the jaws of a Spawn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 02:15:18 am
It'd probably be the preferable fate to reading anything I've written.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 02:18:13 am
Now that's just being hard on yourself. You want terrible writing? Look at my pieces!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 02:19:54 am
Yours seems deliberately designed to elicit mindfuckery. I reread a bunch of what I wrote. I fucking hate me. How Limulid came from the same writer is beyond me, and probably only functional because I limited the conversation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 03:56:54 am
Yours seems deliberately designed to elicit mindfuckery.

Thanks..?

Anyways, any and all writing can be good. Like music.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 10, 2013, 05:14:46 am
I was writing to write

Ask Talvi, me and just about anyone on the thread why they were writing and I'm pretty sure they will give more-or-less this exact answer.

The timewar thing was pretty off-the-cuff and it honestly suffered for it quite a bit, but I've also seen that when you actually take a few moments to think you can come up with brilliant stuff. I don't think the timewar should be declared noncanon, because I think you're more than capable of reconciling whatever issues there may be.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 10, 2013, 05:19:44 am
@Splint If I can turn a Minecraft WIP mod into Spearbreakers canon, you can make a Spearbreakers timewar into Spearbreakers canon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 10, 2013, 05:34:47 am
Also: If Splint's going into a spike pit for the timewar, than I should probably go in as well for (a) that terrible Eris tangent that sort of wandered around without going anywhere before finally imploding in a puff of logic and (b) that godforsaken audiolog in which I sound like I have some kind of terrible respiratory infection and have been heavily-sedated to dull the pain.

E: Changed the last part a bit for optimum humour.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bp920091 on January 10, 2013, 06:28:17 am
I dont know if you are still taking new overseers, but ill join up if you are. (perhaps the fort ended, i haven't seen a post resembling an update for a good 10 pages, i gave up at that point.)

If not, awesome read, i am steadily making my way through the gargantuan thread of this fort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 10, 2013, 07:39:38 am
The thread isn't over yet. We're just experiencing framerate issues and typical Spearbreakers slowness - good for stories, but bad for the main flow of events. I'm sure Splint won't mind adding you to the list - and if you stay active enough he may bump you up a few places, like he did with Lolfail.


Splint, as Mr Frog said, if you're getting spiked on the spikebridge, I am too. The past X chapters have been about Vanya's adventures away from Spearbreakers, and right now, she's not even in the same basic universe. The main reason I haven't kicked myself out of the thread is because of your timewar, and the fact that it doesn't take place at Spearbreakers, either. That and Eris. I suppose I should craft a secondary copy of the PDF, sticking to only the main canon, for a faster read... but I don't want our stuff to be taken out altogether.
    Tomio's later stuff doesn't take place at Spearbreakers, either, come to think of it.

I'm not sure... but I'm guessing your main issue is that I pointed out that your stuff indicates that Eris is still around, far in the future, and Mr Frog and I were trying to wrap up the whole Eris tangent by the end of Spearbreakers... How accurate is that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 10, 2013, 08:01:37 am
The thread isn't over yet. We're just experiencing framerate issues and typical Spearbreakers slowness - good for stories, but bad for the main flow of events. I'm sure Splint won't mind adding you to the list - and if you stay active enough he may bump you up a few places, like he did with Lolfail.


Splint, as Mr Frog said, if you're getting spiked on the spikebridge, I am too. The past X chapters have been about Vanya's adventures away from Spearbreakers, and right now, she's not even in the same basic universe. The main reason I haven't kicked myself out of the thread is because of your timewar, and the fact that it doesn't take place at Spearbreakers, either. That and Eris. I suppose I should craft a secondary copy of the PDF, sticking to only the main canon, for a faster read... but I don't want our stuff to be taken out altogether.
    Tomio's later stuff doesn't take place at Spearbreakers, either, come to think of it.

I'm not sure... but I'm guessing your main issue is that I pointed out that your stuff indicates that Eris is still around, far in the future, and Mr Frog and I were trying to wrap up the whole Eris tangent by the end of Spearbreakers... How accurate is that?

dont stop the fan-fiction!

we dont care if is takes place in Spearbreakers or not. things will get confusing if we don t get the whole story.

At least, dont stop Vanya's Journals. they're the most interesting for me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 12:13:57 pm
The time war in general is all well and good, but my contributions were meaningless and because I kept hitting walls and gave myself a headache rereading my own bits in it, I'd rather those be disregarded. At least you guys were working towards actually getting rid of a major enemy, mine would have just ended in a  Pyrrhic victory killing a body double and that would have been the end of it on my part. And no, it wasn't that Eris was still around. I was using the future aspect to allow Eris to not need to hide as much, and recruit from among the local population to help alleviate thier issues with numbers. I've gone with at a certain point they didn't need to hide anymore and could set up 'In-Dimension' fronts to sell weapons, armor, and mercenary/scientific services, with the  majority (including ballpoint who just sees Eris as unwanted competition in the arms market) looking at Eris as just some second rate arms/armor manufacturer who has very little resembling an ethics code for who they sell to. My own part in it would have ended in Eris' In-dimension HQ being attacked by Ballpoint and Sewaturet and ultimately result in Joseph's "face" (Either a behaviorally modified clone or a body double intended to bring in recruits and run things on the ground for him) being killed. With this death, Ballpoint would be completely thrown off of his trail believing his company to be a headless shell (despite they were working for him without their even knowing through use of a seemingly unrelated client) that would implode in on itself.

Sewaturet would be left economically and militarily crippled and unable to do anything else aside from pack up and leave because of the manipulation of two small countries and rebel factions around the city by Joseph. In the end yes, these forces failed miserably, but he still gets the city and its resources after the inhabitants abandon its ruins, which if he can disguise the intent of the reclamation forces he sends, gives him a massive edge in-dimension of having a massive recruitment ground with all the bells and whistles (Extensive research facilities, factories, mines and such.) Whether or not this plan would be able to be used in the end to lash out and at least drive Ballpoint and Parasol from the world by trashing thier own in-dimension HQs before the actual Joseph's death (Be he killed by OG!Mr Frog or Vanya, or even a portal malfunction cutting him in half while fleeing from the two) is sort of up in the air.

Either way, I've hit a roadblock with my stuff I can't bring myself to get around it and after giving myself a monstrous headache, I came to the conclusion how I haven't driven some of you to throw yourself off the fist of rage is beyond me. I have also learned I can't stand breaking paragraphs into units smaller than 3 sentences if the sentances are really short because any smaller groupings look too much like a script to me.

And no, the fort isn't dead. Lolfail's just having performance issues which is making the stupid place uncooperative.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 10, 2013, 12:38:35 pm
At least, dont stop Vanya's Journals. they're the most interesting for me.
:) Thanks, Kahn. I've been having doubts myself, and I think I needed that.

The time war in general is all well and good, but my contributions were meaningless and because I kept hitting walls and gave myself a headache rereading my own bits in it, I'd rather those be disregarded. At least you guys were working towards actually getting rid of a major enemy, mine would have just ended in a  Pyrrhic victory killing a body double and that would have been the end of it on my part.

And no, the fort isn't dead. Lolfail's just having performance issues which is making the stupid place uncooperative.
Could it not be Joseph's successor, who took the title of Joseph himself? Perhaps, it's the same person in the sense that a king is like to a past king of the same country - "Mr. President" could refer to any number of people, for example.

As to a pyrrhic victory, I've never given Vanya a flawless victory anyway. I think I even named one of my chapters "Pyrrhic Victory". lol


Either way, I don't want you to drop your writing (even despite our frequent clashes over what makes sense technology-wise). I've kept up with it the whole way (though I did get confused at a few places, as you know), and a lot of what I've done has roots in your work. Regardless of what you think of it, I've always enjoyed reading your stuff. I know I don't really have any say in what you choose to do, but I hope my opinion counts for something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 12:42:32 pm
Been a bit of a modification of what I typed above. I basically laid out everything that would have happened in my shit and saved you the trouble of reading another eyesore because:
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 10, 2013, 02:37:25 pm
It's not per se a bad thing.
Yes, it do help if the OS (Opening Speaker) start a new paragraph, but only because in that way you can understand that a new conversation is started.
I hate dialogues like
Quote
A: Hi
B: Hi
A: How are you?
B: Fine
C: And you?
A: Very well.
and so on
it's a waste of space, both on the screen and in the memory (each new line is a bit)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 10, 2013, 05:06:48 pm
it's a waste of space, both on the screen

It expends space, yes, but this raises the question of what benefit having more lines on the screen provides and whether this outweighs the benefits provided by paragraphing. I'm not sure what having a few more lines on the screen is supposed to do for the reader, but I think that paragraphing conversations makes it easier to quickly identify who's saying what.

Quote
and in the memory (each new line is a bit)

Unless you speak some exotic language consisting only of a single character and line breaks, I'm very sure you mean 'byte'.

I ran one of my short stories through a hastily-written C++ program that compares the total number of characters in a file to the amount of said characters that are line breaks (the '\n' character). Of the 69,949 characters making up the story, 296 were line breaks, which comes to about 0.42% of the total filesize (less than 1/200). This number takes into account all line breaks, regardless of context. I'll leave it to personal judgement whether this would represent a significant amount of disk space that could potentially be conserved.

I can't grasp writing a conversation properly because I can't stand anything resembling a script when I write that isn't a script. because fuck you, I don't need a new paragraph per character. if you other people can't tell who's talking you can suck it and reread it because I'm not changing my format.

If you intend your stories to be read by other people, it is in your interests to make it as easy-to-read as possible. Nobody's obligated to read your stories if they aren't worth the effort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 10, 2013, 05:13:30 pm
Hence why I'm not writing for the time war anymore. It isn't worth effort on my part to write anything that's going to confuse and otherwise cause headaches for the rest of you.

EDIT: I've taken a bit to think it over, and while I stand by cessation of writing if you want to consider what is still there to be canon that's fine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: SilentFall on January 11, 2013, 04:28:30 am
Well, if anyone likes it enough, they could pick up the story themselves, so I see no problem with Splint stopping.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mitchewawa on January 11, 2013, 06:25:54 am
Pick up a book and see how the author does conversations.

Oh, we've gone a bit off topic since I left haven't we?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 11, 2013, 08:02:59 am
Mitch! Welcome back!

The fort thrives, though the Golden Age of Mitchewawa And Splint ended with my reign. You've a lot to catch up on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 11, 2013, 05:27:55 pm
The timewar is sadly being discarded, Mitch, according to Splint. You don't need to catch up on that.  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 11, 2013, 05:32:39 pm
Oh no, not the time war as a whole. No nononononono. Just my own parts, and I've reconsidered on marking them noncanon. I'm just not going to write for it anymore.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 11, 2013, 05:33:05 pm
Oh, ok.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 12, 2013, 08:17:19 pm
i now want to steal a copy of the breaking of spears (hows that for a name?) to see if my comp can run it sanely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 12, 2013, 08:19:14 pm
Probably not, for various reasons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 12, 2013, 08:20:32 pm
still.

I think we are missing a few quotes. mostly around where the Master was being, well, The Master.

well, its not running at 20 FPS for me.
and i just noticed that i killed a Troll called Tode. i find that amusing.

I have just found something that all of you must join.
http://www.bay12forums.com/smf/index.php?topic=121407.0
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 14, 2013, 03:28:01 am
shameless bumpiness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 14, 2013, 03:29:33 am
More like shameful lack of activity. COME ON YOU LUMPS! DO SOMETHING!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 14, 2013, 03:51:20 am
*Cossack-dances while playing music like a viola by rubbing twin blades together*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 14, 2013, 03:53:14 am
The image in my head.... There are no words to the confusion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 14, 2013, 05:26:13 am
When you've been me as long as I have, nothing you think of is confusing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 14, 2013, 05:28:20 am
Well, my imagination generally goes for violently psychotic and/or generally bloodbath...y.

Funny crazy stuff would be a refreshing change of pace really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 14, 2013, 05:31:20 am
Most of mine isn't actually funny. It's more... death without dying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 14, 2013, 05:53:21 am
*Cossack-dances while playing music like a viola by rubbing twin blades together*

Sounds pretty funny to  me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 14, 2013, 05:54:37 am
That one was.

That one was...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 15, 2013, 08:50:55 am
More like shameful lack of activity. COME ON YOU LUMPS! DO SOMETHING!
Sorry... I've been sick. I haven't felt like getting up, much less like doing anything on the computer. Story post incoming.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 15, 2013, 09:48:05 am
What the hell, is everyone getting sick?Seems like half the people I now are getting sick at the same time.

.... Clearly there is some form of conspiracy in progress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 15, 2013, 10:33:08 am
Possibly the flu? I have no idea, really. I'm just glad I'm feeling better. I have a lot to do today, but I wanted to start with a Spearbreakers post. PMs will be answered soon.

Vanya's Journals, Entry 50: Kenzon
Spoiler (click to show/hide)
There are a couple minor things in there that have the potential to annoy you, Splint... If you want me to fix it, say the word.

As a side note, I'm surprised non-dorf!Reudh didn't comment on dorf!Reudh's rescuing Vanya... I suppose it could be disapproval. After all, the stalkerish habits were caused by the drugs in his booze... But he didn't really know where he was going in the first place, and was following Vanya because he said he'd stay with her and keep her safe (which he did).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 15, 2013, 03:47:54 pm
Saw nothing of note that'd annoy me. Although now I can't help but think Parasol has popped into earth from time to time, not that it's obvious :P.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 15, 2013, 06:36:13 pm
I just enjoyed it a lot, Talvi. I default to pleased, rather than annoyed, when it comes to your writing.

Just had a lot on me plate recently :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 16, 2013, 02:58:04 am
Wow, a default emotion?

Teach me, Master.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 16, 2013, 04:05:09 am
Perhaps y'all should just intentionally kill this fortress and start the next? If the FPS is really so bad that you'll have to wait over two weeks between each update, I think it'd be best to just start fresh. At this rate, it'll take something like 6 IRL months for Lolfail to finish his turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 16, 2013, 04:24:46 am
personally I think 15-20 is acceptable FPS. And we really shouldn't, it wouldn't be very sporting to do that so soon. Well, that and i don't really want the next fort's roster to be filled up because we fucked ourselves on purpose jsut because the FPS was intolerable for one player.

If it's really that much of a problem for him we can always revert or he can hand it off early. But he is pushing it now with the lack of updates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 16, 2013, 04:37:45 am
I'll get back to it after my birthday. Less than a week or so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 16, 2013, 04:42:50 am
Alright. if you'd told us something that would have been nice, just saying. Last thing regarding it you said was FPS related.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 16, 2013, 05:02:16 am
Yeah, sorry. I decided to get off my arse to do it, then the Australian Open happened, and I need to work there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 16, 2013, 05:11:36 am
That's fine man, so long as we know what's going on we won't skip over unless you tell us. Extension granted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 16, 2013, 05:14:36 am
Thanks a bunch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 17, 2013, 03:40:58 am
Why do i get the feeling that Vanya is going to turn out to be related to Katie.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 17, 2013, 04:09:44 am
I believe Katie's surname is Okablokum if I read right, so  that's impossible. If anything Katie's a descendant of Urist's (I am lead to believe on her mother's side honestly,) which would explain the bad habit of insisting upon military duties. One must honor the ancestors somehow after all.

It'd also explain wanting to keep her from such a role. After all, would you want your daughter doing the jobs that have a history of almost killing the person you were given the surname of? (in the form of such things as fighting zombies, wrestling spawn with only a knife, and trudging through snowy mountains during blizzard like an idiot) :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 17, 2013, 06:49:44 am
I believe Katie's surname is Okablokum if I read right, so  that's impossible. If anything Katie's a descendant of Urist's (I am lead to believe on her mother's side honestly,) which would explain the bad habit of insisting upon military duties. One must honor the ancestors somehow after all.

It'd also explain wanting to keep her from such a role. After all, would you want your daughter doing the jobs that have a history of almost killing the person you were given the surname of? (in the form of such things as fighting zombies, wrestling spawn with only a knife, and trudging through snowy mountains during blizzard like an idiot) :P

Katie is 1/3 Elf, 1/3 Dwarf and 1/3 human. And if Urist and Vanya married and had kids......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 17, 2013, 07:01:13 am
That'd only account for 2/3 of that. Plus Urist has made it pretty clear he's a follower of tradition and probably would need to get Crusher level drunk to even actually consider doing anything with Vanya. Plus if I remember right he already had two kids.

Personally I'm not a fan of the 1/3 each thing because it seems like a touch odd even for what we're doing here, so I just chalk her up to being a test tube baby.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 17, 2013, 07:08:58 am
1/3rd is possible with mitochondrial DNA inserts. Theoretically, Katie could be half dwarf, half elf, with mitochondrial human DNA.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 17, 2013, 07:15:00 am
So either way she's still a genetic abomination. (I'm being funny, but that is my view on her. :P)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 17, 2013, 09:05:35 am
why would you want to give an Elf-Dwarf hybrid human mitochondrial DNA?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 17, 2013, 10:31:58 am
Katie's surname being Okablokum was actually an accident. I try to invent at least half of my names (Saemin Lo Diel, Eltsha, Almory Mallarkus, Trebor, Hylcelon, Scylk, Vanya, Salaia, to name a few), and as we saw with Vanya's name, sometimes there are outside influences... When I realized I'd used the same name for Katie as Urist's, I did a mental self-facepalm, but it was too late to do anything about it.

Katie's exact human-to-dwarf-to-elf ratios aren't concrete yet, but her biological father is Mr. Kenzon (though he didn't marry her mother, thus keeping a different last name, and giving Katie a dwarven, elven, and human name). She's an odd person, given to mood swings, unreasonable optimism, and seemingly-conflicting personality traits, and that's supposed to reflect on her biology. She was basically a "what if". "What if elves, dwarves and humans could cross species somehow?" I figured that Parasol would probably do it if they could - for science, if nothing else.

why would you want to give an Elf-Dwarf hybrid human mitochondrial DNA?
For science! which is probably the Parasol motto, or something close to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 17, 2013, 04:01:05 pm
As far as names go if Urist is considered a hero among dwarves, why not name her partially after him. Sort of a prestige thing.

An example would be for particularly militaristic cultures having Fischer as a common first name (because Fischer,) or families whose family trade is leatherworking or general engineering tending to favor Corai or Mr Frog for a given name (since Corai made one of the most immaculate suits of leather armor in the world, and due to Mr Frog's sheer ability with making even the most intricate mechanisms.)

I'm not exactly at the top of my game so that's just pointless rambling though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on January 17, 2013, 10:40:51 pm
wow, this has gone nowhere whatsoever....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 17, 2013, 10:46:58 pm
Lolfail needed an extension. The master's conputer decided to shit the bed on him. So.... yeah, been rather uneventful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 18, 2013, 12:15:22 am
Lolfail needed an extension.

Honestly, I think this is BS. He's been stalling with no progress for well over two weeks now. Yes, I understand that he currently can't do it because he supposedly doesn't have time, but he was also dragging his heels when (I'm pretty sure) he did have the time. I'm having trouble feeling sympathy as a result; it seems less like an unfortunate delay and more like irresponsible use of time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 18, 2013, 12:24:59 am
Fine, we'll resolve this democratically. poll will close in two days.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 18, 2013, 12:26:04 am
Tomorrow and Sunday. I have plenty of time then.
And thank you for the democratic approach.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 18, 2013, 12:29:38 am
Poll is staying open until we see an update, if only to quiet the dissenters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 18, 2013, 12:32:01 am
If people are REALLY desperate, I can get Limestone done tonight maybe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 18, 2013, 12:33:04 am
Honestly I'm just too lazy to mess with the poll again. Yes i'm that much of a lazy bastard with polls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 18, 2013, 07:32:41 am
At risk of getting meta, all I can say is that the lack of updates giving me something to comment on is driving me SANE!!!!!

Side note: The number of exclamation points is a reference to something said in Prachett's Discworld series (in both "Reaper Man" and "Masquerade"), not for redundant extra emphasis.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 18, 2013, 10:21:36 am
I would've posted a Vanya entry this morning, but I was working on my creature generator... sorry about that. I'll do what I can to get one out soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 18, 2013, 02:57:08 pm
IN OTHER NEWS!
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 18, 2013, 11:59:08 pm
Lack of test subjects, Asea?

Guys, I'll get an update out either tonight or tomorrow. Promise. Coatl's honour, or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 19, 2013, 10:29:10 am
In the meantime:

Vanya's Journals: An Ignored Heroine
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 19, 2013, 11:33:51 am
wait, what?
test subjects?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 19, 2013, 11:52:05 am
Second post is updated. Story archive to be updated shortly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 19, 2013, 12:04:23 pm
[/i]weakest link.[/i]

Probably a typo, but you might want to fix it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 19, 2013, 12:32:34 pm
Thanks a million, Tomio - I can't believe I missed that. o.o

I've also hit a bit of a wall. I've reached the 40k word limit a second time. Stretching the "other quotes" into this next post now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 19, 2013, 12:37:53 pm
Second Post (http://www.bay12forums.com/smf/index.php?topic=102730.msg3036724#msg3036724) | Story Archives (http://www.bay12forums.com/smf/index.php?topic=102730.msg3487575#msg3487575)

Other Quotes:
Other quotes that were nominated, but only received one nomination.
All are alive, all were injured. Except for Fischer, I accidentally locked him in the armory.
Then it begins... The beginning of the end. The last of the great champions of the Spawn Wars have fallen from the throne - it is now up to their successors, as brilliant as they may be, to pick up the torch, and continue onwards in the bold name of Spearbreakers! Undaunted by the devilry that the demons disseminate dwarfwards, the daring dissidents of danger dare not to die, daintily dodging darts, deliberately digging downwards desperately towards death's door, distracting death itself with double doses of delicate devices, daring not to dreamily doze, distraught by dementia's deeds!

This is Spearbreakers, which the dastardly devils shall not, from dawn to dusk, destroy.
Actual achievements to date,
1. ...
2. ...
3. Managed not to kill us all.
3. PIX OR DIDN'T HAPPEN
for once, i actually deem that phrase as necessary.
Spearbreakers Lesson 1: Everything is trying to kill you. Including the cute water rodents, apparently.
If losing is fun, Spearbreakers is fucking Disney World.
I've seen forts with occasional neglect killing wounded. I don't think I've seen a succession fort where the leading cause of death was the medical staff.
I've noticed one riding a bear; are the bears in league with the Spawn? We have a bear. Is it feeding them intelligence?

Oh gods.
You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
Army full of pikes
Our Enemies are [NO_PAIN]
Splint is a moron
Urist McKillsThings has been happy to talk to someone lately. He has admired a tastefully disassembled necromancer lately. He is happy to have saved a caravan lately. He has taken joy in repeated and continuous slaughter lately. He has admired a fine wagon lately.
If a bunch of rabid, insane beavers built a giant dam, it would make more sense than this.
I am now picturing all Spearbreakers staff with johnny bravo hair, and I gotta say that Draignean pulls it off best.
..... Do we have one extremely disposable dwarf.
Migrants.... S-survived?
WHAT FUCKING HERESY IS THIS!?
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.
gotta love it when 'hey migrants made it in' isn't a common occurence, and in fact is a tremendous accomplishment achieved with blood, sweat and war.
Spearbreakers: Where every dwarf is a soldier, and no soldier ever dies to the enemy.*
*Warning: Hospital may cause side effects such as heavy bleeding, faintness, decapitation and death. If you have died while attending Spearbreakers Hospital, call 1555DWARF, you may have a case.
That's why I was freaked out a little it; three of them actually turned tail and tried to flee the field. They didn't get far. Paintbrush and James ran them down.
The Spawn ran away from our dwarves. What unholy circle of hell have we descended to? What have we become?!
We're so epic we'll make a blue hole when the fort divides by zero instead of a black one. Badass.
We apologize for the technical difficulties and now return you to your regularly-scheduled meta-clusterfuck.
This place makes Sparta look like preschool, and we had World War I and II for breakfast.
I have realized that, because mitch and Paintbrush didn't really add much, it only took rough 4-5 years for this place to become a veritable bedlam house, with doors leading nowhere, impossibly vertical well shafts in the hopital, rooms with no discernable purpose and is trying to literally warp and implode itself with its own utter hatred of sanity out of sheer spite because we're trying to keep this clusterfuck orderly.

When I sit and think about it, I can only think "This must've been what ThatAussieGuy felt like when he realized just how fucked up Swordthunders was...." And that feeling is both complete joy, tremendous pride, and utter existential terror.
at least we don't have husks or thralls. A Fischer Thrall would be literally unstoppable. Actually, that's a plausible apocalypse scenario, ranked up there with tidal waves and comet collisions.
Strange how few megabeasts have made an appearance, though. I wonder if the spawn managed to kill most of them off in worldgen or something.

They look at us and think "this fort slaughters Spawn for sport.  I don't even want to know what they'll do to ME."
Considering we don't know how intelligent mega and forgotten beasts are, they might do just that.
.
Bronze colossus: i'm not going over there, haven't you heard what they did to those zombie dwarf things?
Hydra: i heard those dwarves are so strong, the zombie dwarves ran away.
Dragon: i heard their champion isn't even from this world. She was set from the stars so she could kill things here.
Random non-invader goblin: AAAAAAHHH! THE SHEDEMON! PLEASE DON'T SPITROAST ME!
Fischer: okay.
Goblin: wait, I though dwarves hated us.
Fischer: at this point, I don't give a crap what you are, long as you aren't The enemy.
Goblin: ... I'm not the enemy?
Fischer: then welcome to Spearbreakers.
Also once we successfully take hell, if the enmy ever said "Go to hell dwarf!" Then that soldier could say "I will after I kill you. There's a party in the queen's dining hall down there."
"Used to be I could say, 'Go to Hell', but we've brightened the place up, and honestly, Hell's too nice for you. Instead of that... Go to Fischer."
Canon!Fischer's cells ALL function as killer T lymphocytes.
It has come to my attention recently that certain dwarves are complaining about me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 19, 2013, 12:41:28 pm
missed some.
around the masters last reign.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 19, 2013, 01:27:15 pm
Amazing as usual.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 19, 2013, 04:49:26 pm
Well done, Talvieno.

Ok, I've looked at the results for the poll, and if people really want to skip my turn, then thank DF for corrupting the save :(
I'll write a canon thing up with something to do with time and breaking things and good morning and twenty-seven and gluperschtatz.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 19, 2013, 07:29:36 pm
Alright then. At present the result is tied to let you finish or not, but so long as there's a salvagable copy of the save somewhere we shall press on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 19, 2013, 07:52:08 pm
3rd Limestone:
   Klikit has not been seen since the siege started, and I know he is no traitor. I fear the worst...
   
7th Limestone:
   Klikit was found dead, alas. Other than that, another temporal break happened, and I looked into it. Once again, it was a mass moving of items, thankfully weapons and armour we can use, to a respective stockpile. It seems that these fractures occur only when nearly every dwarf is moving an item to a similar location... or when there is a large concentration of death.
   
12th Limestone:
   Rifling through the garbage dump when nobody was looking yielded a surprising amount of usable weapons, sheilds and armour. Longland took some wood and cloth and got to work.
   
14th Limestone:
   Splint was elected mayor, another sad reminder of the deaths of Galena's siege.
   
18th Limestone:
   Longland created a statue of Ashsaber II... dying. Ashsaber I will love this gift, I'm sure. Might shut him up too, with any luck.
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot8_zps4b2418f8.png)
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot9_zpsf7de0f28.png)
   
22nd Limestone:
   Dicer has started to say that he "resonates with his hammer, that he is an extension of the hammer". Dafuq, as the humans say.
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot10_zpsf8b646bf.png)
   
1st Sandstone:
   I am the bored.
   
11th Sandstone:
   Poor Anri II was found dead. There are too many that have passed in my reign...
(http://i882.photobucket.com/albums/ac21/Lolfail0009/shot11_zps4a338352.png)
   
14th Sandstone:
   Started work on a buffer room for furniture and other goods. The clutter in the workshops was driving me mad.
   
19th Sandstone:
   I don't knowwwwwwwwwwwwwwwww what date it is, but the 111111111111111111119th was the day that we lossssssssssssssssssssssssssssstt to the time brrrrreaks and they rippeeeeeeeeeeeeeeeeed the world apppppppppartttttt and it wasssssssssssss Sk-- [The rest of the page is spattered with pink goo in the shapes of Idyllian runes and Void markings]
   
ждчЭЦ шйТчЬўЮТ [date unknown]:
   So, this is what kept the Darklight Ishoujitha sane. It truly is a pity that it could not continue.
   I suppose that I should explain myself. This is not the one who calls himself Nine, LFTON or Zedo writing. My name is ethereal, but you may call me... Clarity. I am the ultimate cause of these "temporal breaks" as Nine refers to them as, due to a... debate between myself and the Ishoujithadaslastar against... 'Skouro' and the legion of Voidspawn it commands. The Voidspawn won, but I... reset... the plane that Lokumokab, Spearbreakers in the Dwarven tongue, inhabits.
   
   As an... experiment... I got ςДЩЖЋЫФЯ... Spektalara... to influence the minds of the dwarves of Lokumokab to elect Nine their... Overseer. However, the residual energy became... corrupt, and time began to desintegrate. With the help of a dragon from another plane, I was able to turn the desintegration to Nine's advantage, but even his expertise wasn't enough when... well, when Skouro ripped his heart out, and ate it. As the heart was compressed by the Hydragon's jaws, time beat with it. It was... horrible.
   
   As everything was ripped apart, I reset everything. Even now, a machine in the shape of a dwarf stands to select his next Overseer. Skouro played his hand, then I played mine. Let us see how Armok draws...




Splint, the game crashed my computer upon reload.
Let the next turn begin, at the end of Tomio's reign unfortunately.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 19, 2013, 07:56:55 pm
Alright, who wants this turn? otherwise I'll notify the next on the list.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 19, 2013, 08:05:18 pm
someone might want to dig a by-pass for the marksdwarf training room.
apparently Spawn are scary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 19, 2013, 08:07:20 pm
And dead, if memory serves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 19, 2013, 08:14:22 pm
As long as the bridge is up, those spawn are completely safe to be potshotted at.

Also, Lolfail, is this what a Hydragon looks like?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 19, 2013, 08:22:34 pm
No, although I did recognise the similarities between Hydragon and Hydreigon when I though of the name. Think of (assuming you actually know about Pokemon and didn't just find Hydreigon's art on the interwebs) a Giratina-esque body with seven heads. And it looks like it's made of ice but it's actually frozen venom of death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 19, 2013, 09:19:11 pm
@Talvi:

Everything's all sorted now! Yay! *applause*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 20, 2013, 03:52:55 am
Don't want the turn, but have I been dorfed?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 20, 2013, 04:08:22 am
No. Sorry, but the save done blowed to bitses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 20, 2013, 05:11:42 am
No. Sorry, but the save done blowed to bitses.

Tomio, The Master and now you have save corruption? Oh, this doesn't bode well...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 20, 2013, 05:13:50 am
Armok has drawn the wrong card, and the deck shuffles against him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 20, 2013, 05:15:33 am
Armok has drawn the wrong card, and the deck shuffles against him.

BLASPHEMER. ARMOK IS INFALLIBLE.





In all serious, I had mild issues with the save too. Nothing I couldn't work out though, during my turn. Weird stability issues occasionally happened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 20, 2013, 05:21:09 am
Armok has drawn the wrong card, and the deck shuffles against him.

BLASPHEMER. ARMOK IS INFALLIBLE.

Never dance with Fate, Reudh. Armok chose to dance.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 20, 2013, 05:22:27 am
This will be the worst anticlimax fort fall in DF history then if the save breaks completely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 20, 2013, 05:26:49 am
Indeed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 20, 2013, 07:54:44 am
No. Sorry, but the save done blowed to bitses.

Tomio, The Master and now you have save corruption? Oh, this doesn't bode well...
I didn't have save corruption, fyi.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 20, 2013, 05:14:59 pm
Amazing as usual.
Which part, the quotes or the story bit?


Random non-canon: I downloaded Tomio's save and wanted to see if I could get it to run to the next year without crashing, to confirm whether the "IT MUST CRASH" bug was in fact universal. As it turns out, Vanya is living in a room that is like a personal palace.  :o No, seriously:  :o  How did that happen? I won't deny that I'm somewhat pleased, but how? lol   Was it chance?
    Also, human siege in summer, and mountain barbarian siege in late autumn. Have we had any of those before?
    Oh, and the game has been running for the past ten hours. Almost to winter. Miller, Crusher, Sapper, Anri, Zombi, Rose, and Frying Doby are all dead... I'm not sure if they died before or after my "reign of terror" or not, though. Oh, and Soulslicerjames, Aira and Skitara are dead, too. Skitara in particular died at the bottom of a pool. ...idiot.
    I also think Corai died. And the next reincarnation of Jack Magnus. And Choppa, Mitchewawa, and Gemblade. Seriously, the spacebar is a shitty overseer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 20, 2013, 05:18:27 pm
Everyone in the fortress has a grand bedroom because engraving is a must apparently. I'm still upset with whoever did that because most of the damned rooms are in silver-level value stone (Kaolitinite/magnetite, with some shale.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 20, 2013, 05:25:48 pm
No, no. I mean Vanya has the room directly across from Fischer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 20, 2013, 05:26:12 pm
Seriously, the spacebar is a shitty overseer.

This made me giggle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 20, 2013, 11:23:32 pm
Seriously, the spacebar is a shitty overseer.

I have to nominate this. This was truly hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 21, 2013, 12:42:31 am
Alright, as we've no takers it's time to alert the next poor bastard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 21, 2013, 12:54:29 am
NCommander, from memory.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 21, 2013, 01:28:46 am
I kept the turn list for a reason. I'll make the relevant edits tomorrow afternoon/night.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 21, 2013, 05:35:21 am
I know this is WAAAAAAAAAY off topic, but is it bad that I can see the main dwarves of Spearbreakers (Fischer, Draignean, Splint, Talvi, ect) doing the Caramelldansen?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 21, 2013, 12:55:33 pm
wazza that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 21, 2013, 01:51:53 pm
I know this is WAAAAAAAAAY off topic, but is it bad that I can see the main dwarves of Spearbreakers (Fischer, Draignean, Splint, Talvi, ect) doing the Caramelldansen?
OH GOD NO
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 21, 2013, 01:58:00 pm
I know this is WAAAAAAAAAY off topic, but is it bad that I can see the main dwarves of Spearbreakers (Fischer, Draignean, Splint, Talvi, ect) doing the Caramelldansen?

I have no clue on what the Caramelldansen but, given the feddback from the other, I don't dare to ask. And don't want to know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 21, 2013, 02:02:06 pm
It's an earworm from hell or just simply something that will mindfuck you more than the more of the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 21, 2013, 06:15:15 pm
And send you giggling to your grave.
(Wow, people know what the Caramelldansen is?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 21, 2013, 06:52:37 pm
'Caramelldansen' is a funny/annoying song with a fast tempo and peppy, upbeat vocals. Its highly-repetitive structure allows it to easily lodge in one's brain. There is a long-running Internet fad which consists of (typically-amateur) animations of characters from various series performing an idiosyncratic dance in time with the song's beat; said dance consists of squatting up and down rapidly while swaying one's hips, with both hands held just above one's ears with the palms facing forward.

Can we stop talking about it now?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 21, 2013, 06:54:54 pm
We can stop, but you've overanalysed it. Now I don't like it anymore... as much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 21, 2013, 06:57:34 pm
Mindfuck is mindfuck no matter how you see it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on January 21, 2013, 07:04:04 pm
After having both read the OP and the PDF, I'm ready to take a turn. If you want to see how I might do, check out Greenloots, Gateivory, and whatever the Underhive fort was called. Splint, do you remember that one?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 21, 2013, 08:45:50 pm
Has anything happened while I was gone? My computer has been in the shop for ages but it's mine again :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 21, 2013, 09:31:43 pm
I had a turn, it broke, back to Tomio's save.

And everyone just got mindfucked.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 22, 2013, 02:53:23 am
And everyone just got mindfucked.

That is, a very normal condition for this topic
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 22, 2013, 03:10:53 am
And everyone just got mindfucked.

That is, a very normal condition for this topic

I would like to take credit for this mindfuckery, but I'd be murdered, with the Caramelldansen being played at my funeral as a final 'Fuck you, Connor, and fuck this song!'
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aerie on January 22, 2013, 08:20:36 am
If this is still going, can I be dorfed? Preferrably female.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 22, 2013, 10:33:20 am
Caramelldansen is a song that once got stuck in my head and annoyed me half to death. I heard the original version (which was in a different language) and couldn't find the video I'd heard it from. To get songs out of my head, I generally go back and listen to them a few times (with the exception of Deceptacon, which resisted everything I threw at it for three freaking weeks). Unfortunately, I couldn't remember where the video I'd heard it on was, nor did I have any idea of the name. Eventually, after a few days of AAARRRRGGGGHHHHHHHHHHH I got onto google translate and started typing out what sounded like what I remembered. After a good hour of experimentation, I had just enough to get the song in a google search by loose association. I was proud of myself. Seriously, seriously proud. I'd tracked down a song in another language, just from the lyrics.
    And then I found out it was related to a meme. And that it actually included the name in the song. And that the one word I remembered best WAS the name, and that if I'd just thought to put that into google search, instead of trying to get it to translate, I would've gotten the song right away.
    I hold a grudge against it now.


And everyone just got mindfucked.

That is a very normal condition for this topic
This.


After having both read the OP and the PDF, I'm ready to take a turn. If you want to see how I might do, check out Greenloots, Gateivory, and whatever the Underhive fort was called. Splint, do you remember that one?
I remember that one, and I actually enjoyed it quite a bit, despite how it died from disinterest. Adcessusspagina, if I'm right... though I might be spelling it wrong. I just remember the layout and the drama between Talvieno and Specula. That was fun. I had to do a lot of Warhammer 40k research, though.'

Also, I need to update the PDF... I'm feeling horribly guilty about it now, so I guess I'll get on that. Might as well, right? I'll need a different file hosting site, though - almost everything is blocked.
    Actually, I could just upload it to dffd, couldn't I? I hadn't thought about that before.
edit: actually, I need to respond to PMs and do another few things first. I have a lot on my plate already, and the PDF isn't absolutely essential - it was just something I did to make Spearbreakers a little more accessible. I don't think I have 20+ hours just yet, at least not without some serious schedule rearranging like before.

If this is still going, can I be dorfed? Preferrably female.
It is most certainly still going, and welcome to the madness. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 22, 2013, 10:40:16 am

And everyone just got mindfucked.

That is a very normal condition for this topic
can we get this on the quotes list?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 22, 2013, 10:41:57 am
@Talvieno: Or you could set up a public dropbox folder, so each time you'll update it you wont'have to upload it anywhere because it would already be updated.

@Aseaheru: I was waiting for this  :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 22, 2013, 10:44:37 am
i see alot of things that should get put on but dont. so i said that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 22, 2013, 10:46:38 am
@Talvieno: Or you could set up a public dropbox folder, so each time you'll update it you wont'have to upload it anywhere because it would already be updated.
I can't access dropbox, actually... I have a way to get around OpenDNS to a few different sites, but it makes me look like a bot. A lot of sites block anything that looks like a bot. (Not Bay12Forums, sadly, or we'd never see ad spam.)

@ Aseaheru: I was hoping someone would suggest it. Being the archiver, and possessing a trigger-happy nomination finger, I avoid nominating things myself... But this makes two votes. Congrats on making the front page, TheKaspa.



Ninjaaaaaaa'd.   Me, too, Aseaheru. Lots of things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 22, 2013, 03:12:56 pm

And everyone just got mindfucked.

That is a very normal condition for this topic
can we get this on the quotes list?

@ Aseaheru: I was hoping someone would suggest it. Being the archiver, and possessing a trigger-happy nomination finger, I avoid nominating things myself... But this makes two votes. Congrats on making the front page, TheKaspa.

Make that three, if it's not too late too add mine.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 22, 2013, 03:26:38 pm
Never too late. If there are enough votes, I put them up on our TVTropes page. (which I seriously need to update at some point...  ::) ) I also throw them up there if they get enough mentions elsewhere in the thread - for example, Mitch's "Holy shit."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 22, 2013, 04:21:06 pm
@ Aerie - It is, but we're waiting another day for NCommander before moving on to the next player.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 22, 2013, 05:42:47 pm
Oh gosh, I read this until somewhere in pages 300~ and stopped a long while ago. Now I have to read through over 100 pages. D:

Edit: You know what, let's start from the top, the thread can't move that fast... Right? ???

Another bloody edit: How about I get a dwarf? I seek a male Crossbowman named "Lennox" please.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 22, 2013, 07:03:46 pm
We aren't really big on marksmen unless we need them to back our regulars and even then they're all part-timers. But we can still hook you up with a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 22, 2013, 07:08:21 pm
Squad Three, Second Company, are all training archers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 22, 2013, 07:34:53 pm
They're listed as hammerdwarves thogh and armed accordingly. Just happen to have a crossbow on them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 23, 2013, 01:40:25 am
I just played around with Gizoogle and Spearbreakers.

Quote from: Gangsta Reudh, yo'
Uh... Lokum, remember dat you can go ta any of our asses up in Spearbreakers if you need some muthafucka ta rap to. Fischer may look scary-" n' here Fischer nodded, "but her ass be a funky-ass big-ass softie straight-up

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 23, 2013, 01:48:20 am
I just played around with Gizoogle and Spearbreakers.

Quote from: Gangsta Reudh, yo'
Uh... Lokum, remember dat you can go ta any of our asses up in Spearbreakers if you need some muthafucka ta rap to. Fischer may look scary-" n' here Fischer nodded, "but her ass be a funky-ass big-ass softie straight-up



Dafuq did I just read.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 23, 2013, 04:39:59 am
And everyone just got mindfucked.

That is, a very normal condition for this topic

N-N-N-NOMINATION!

(said in the voice of the announcer from unreal tournament)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 23, 2013, 04:56:47 am
I realize I should have said forum board game, not topic.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 23, 2013, 05:51:59 am
We aren't really big on marksmen unless we need them to back our regulars and even then they're all part-timers. But we can still hook you up with a dwarf.

Alright, just sign me up for infantry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 23, 2013, 07:21:27 am
I just played around with Gizoogle and Spearbreakers.

Quote from: Gangsta Reudh, yo'
Uh... Lokum, remember dat you can go ta any of our asses up in Spearbreakers if you need some muthafucka ta rap to. Fischer may look scary-" n' here Fischer nodded, "but her ass be a funky-ass big-ass softie straight-up

I lol'd. This reminds me strongly of my Memphis childhood. There are a few notable differences, but still.

Because I had to:
Quote
Welcome ta Spearbreakers, muthafucka! Da hopeful epic fo' DF2012! WARNING: TEXT BLOCKS TA FOLLOW.

With a cold-ass lil combination of moddin n' decent involvement on tha part of overseers n' tha hood at large, I hope ta forge tha straight-up original gangsta epic of tha freshly smoked up version, ta hopefully be surpassed up in insanitizzle by pimped outer talez fo' tha freshly smoked up version spawned from this. I encourage everyone ta git involved up in some way, muthafucka! Stories, doodles, loco ramblin n' speculation, come on board fo' tha awaitin insanity, muthafucka! Hell, our crazy-ass asses managed ta start a timewar before one overseer gots his wild lil' first proper update up.

There is a fuckin shitload of overseers already lined up, so dat a stable base is up in place fo' mo' ta join on. I aint talkin' bout chicken n' gravy biatch. Credits ta tha Spearbreakers moddin crew: Mista Muthafuckin Frog (mystery race, testing,) Myself (Splint; Mountain Barbarians, testing) n' Talvieno (Straight-up involved up in testin n' idea contribution) fo' most of what tha fuck was done, n' Hugo_The_Dwarf fo' providin tha stone warhammer n' anvil castin erections.

Before anythang, I'll list specifically what tha fuck was done.
Mista. Muthafuckin. Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: NCommander on January 23, 2013, 07:24:27 am
Wooo, this is lucky. RL just freed up enough time to do DF. Downside? I've totally not read this thread for like the last 300 pages so I have no idea what the current story or shit is. Anyway, downloading now to see if I can get an idea of what this madhouse is really like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 23, 2013, 07:37:14 am
Wooo, this is lucky. RL just freed up enough time to do DF. Downside? I've totally not read this thread for like the last 300 pages so I have no idea what the current story or shit is. Anyway, downloading now to see if I can get an idea of what this madhouse is really like.

RUN! RUN YOU FOOL!

Don't get dragged into the madness! SAVE YOURSELF!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 23, 2013, 07:41:43 am
Well, any questions you have I won't hesitate to answer. Don't use phoebus or anything though, as the spikewalk's controls are color coded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 23, 2013, 07:46:47 am
Things are... different. Likely a lot different. Spearbreakers is almost completely canon now. It started pretty simply: Holy shit, Holistic Spawn! The hospital is the devil! Look, Urist, zombies!

    Now we have three multidimensional companies (a scientific corporation, a mercenary coalition, and an idealistic cult) fighting over control of the universe in a cataclysmic timewar, the gods themselves are fighting a battle through portal-induced interdimensional rifts, battlemechs stomp through the woods just out of view, the booze may or may not be spiked, and everyone is heavily medicated to help block out background noise. We've had tender moments involving the enemy, discovered that Spawn retain the souls and conscious minds of their victims, and slowly worked til all of Spearbreakers was above the prejudice of the surrounding world. We've had elven skulkers, human refugees, lords of questionable rank, living automatons made of adamantine, and nightmarish creatures that seem to be at least partially composed of nightmares.
    A small portion of the fort actually belongs to one of the timewar companies, Parasol, while the fortress itself is under frequent attack by hired thugs from Ballpoint, which itself was hired (unknowingly) by Eris, home of Joseph, that Magnificent, Manipulative Bastard/Chessmaster/Big Bad Behind All Big Bads. We've delved into the future and studied the wars that occur in Spearbreaker's (as yet unknown) aftermath, built gigantic cities overnight and torn them down in a day, slaughtering soldiers by the thousands. It's small wonder the past two overseers fled the fortress at the end of their reign.

Also, ninja'd twice, but small surprise. Spearbreakers has ninja'd the Internet itself.

What Splint said. If you have any questions, ask. Also, unlike the Battlefailed series is fond of, try your best not to kill anyone off, if possible. One or two deaths is fine. Jack Magnus has been resurrected twice, and is currently of questionable gender. If a girl, you may call him Maggie.

Oh, and... If you decide to take this on, don't mention Vanya until at least halfway through the year. Or Reudh, if he's still around. Or Tomio. They're all currently away from the fortress, in canon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 23, 2013, 08:00:10 am
Hey, it took 2 weeks for Sewaturet to get bombed into a glorified pile of rubble thank you very much.
And that's probably the best summary I've seen yet.


I've also kind of pulled out of a big ol' pile of self doubt and if I can figure out how to move along with my own subplot to throw ballpoint off Eris for a while, i may attempt to finish it.

EDIT: OFF-TOPIC - I am learning how to make maps in Fallout 3. And I'm seriously giving consideration to  making a place with inhabitants themed off of Spearbreakers characters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Wafflelordling on January 23, 2013, 09:31:35 am
Do it

oh and can i be dorfed into the mil?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 23, 2013, 11:22:12 am
Thanks, Splint. If you decide to make that map with the Spearbreakers characters, I think that'd probably be sufficient motivation for me to get the game, honestly. I've heard of it, but don't know much about it - how good is it?

And now the next Vanya chapter.

Vanya's Journals, part 52: One Small Truth
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 23, 2013, 02:34:16 pm
Wooo, this is lucky. RL just freed up enough time to do DF. Downside? I've totally not read this thread for like the last 300 pages so I have no idea what the current story or shit is. Anyway, downloading now to see if I can get an idea of what this madhouse is really like.

RUN! RUN YOU FOOL!

Don't get dragged into the madness! SAVE YOURSELF!
quotes page pls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 23, 2013, 04:07:42 pm
@Talvi:

'Mista Muthafuckin' Frog' made my entire day for some reason. (But shouldn't it be 'Mista Muthafuckin. Frog'?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 23, 2013, 04:58:43 pm
@ Talvi - Pretty damned good. Plus I found a 40k mod that is wonderful once everything is installed.

Pro: Flak armor is incredibly durable, lasguns everywhere.
Con: Turns out, before you find a suit of IG armor, those lasguns the raiders have kind of hurt.

On the upside overall, with those weapons being so common and hitting so hard (harder than their base damage will lead you to believe) you'll be hard pressed to find anything better besides bolters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 23, 2013, 05:52:05 pm
Maybe I should take a look at this game...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 24, 2013, 09:52:19 am
@Talvi:

'Mista Muthafuckin' Frog' made my entire day for some reason. (But shouldn't it be 'Mista Muthafuckin. Frog'?)
No... I said it as "Mista. Muthafuckin. Frog." because I was putting a pause after each part. "Mista" is actually "Mister", and you don't usually put a period behind that, and in the same way, "Muthafuckin'" doesn't really get a period either. Maybe there's some grammatical rule I'm neglecting somewhere?
    I think it made your day because it just sounds undeniably awesome. Just a guess, though.


@Aseaheru: You've been nominating quite a few quotes recently. lol    I haven't really put up any rules as to how often you can nominate a quote, though, so, consider it added.

Spoiler: random (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 24, 2013, 09:54:23 am
Ah dun get it. "Because science" means....?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 24, 2013, 09:58:38 am
It means "because I was experimenting and spent an hour messing around with that picture you made, which happens to be one I particularly like, trying to make it look 'old' for no reason other than I wanted to see if I could, and I wanted to see how it would look if I could, in addition to the fact that the Dr. Urist Jones portions of her story are supposed to be written long after she's gone." "Because science" was just a lot simpler to write.

edit: to sum up: I was just experimenting with photoshop and wanted to see if I could make it look like an old, faded photograph.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 24, 2013, 10:06:12 am
Ah. Alright then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 24, 2013, 10:27:59 am
You seem vaguely displeased... :( Maybe it's just my overactive imagination, but I don't know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheKaspa on January 24, 2013, 11:03:59 am
Ah. Alright then.

After all, he wrote science, not !!Science!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 24, 2013, 11:13:40 am
Ah. Alright then.

After all, he wrote science, not !!Science!!
Lol, very true. I somehow managed to forget. You can't really call it SCIENCE if it isn't !!ON FIRE!!, after all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 24, 2013, 05:25:56 pm
I can't decide on just starting my character's story with an odd back story, or just starting out with his adventures in Spearbreakers. I'm new to this whole writing stories business. I guess all I can do is wait till I get a good look at my character.  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 24, 2013, 05:45:12 pm
I can't decide on just starting my character's story with an odd back story, or just starting out with his adventures in Spearbreakers. I'm new to this whole writing stories business. I guess all I can do is wait till I get a good look at my character.  :-\

Backstory. Backstory first. Always. Even if you don't post it, it helps to have it written down -- the more detailed the better. It'll help make sure everything about your character meshes together properly, and allows you to develop your character organically instead of smashing together a bunch of traits ex nihilo.

It might be best to post a quick summary of your character's backstory, though, so that everyone knows what you're working with and/or can point out problems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 24, 2013, 07:20:29 pm
I can't decide on just starting my character's story with an odd back story, or just starting out with his adventures in Spearbreakers. I'm new to this whole writing stories business. I guess all I can do is wait till I get a good look at my character.  :-\

If you have any other characters floating through your mind, why not adapt them? Using ideas in a variety of settings and scenarios helps develop and refine them more than simple thinking.

Spoiler: Pondering (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 24, 2013, 08:39:08 pm
I can't decide on just starting my character's story with an odd back story, or just starting out with his adventures in Spearbreakers. I'm new to this whole writing stories business. I guess all I can do is wait till I get a good look at my character.  :-\

Backstory. Backstory first. Always. Even if you don't post it, it helps to have it written down -- the more detailed the better. It'll help make sure everything about your character meshes together properly, and allows you to develop your character organically instead of smashing together a bunch of traits ex nihilo.

It might be best to post a quick summary of your character's backstory, though, so that everyone knows what you're working with and/or can point out problems.
Well, my idea was that he was a young dwarf who was originally in a necromancer's tower who was apart of a group of novice necromancers, however he only learned a little when he causes an accident killing his mentor. The tower's denizens learned too late of his deed when he fled, seeking to forget his necromantic skill and live like a normal person, he learned basic survival skills and fighting skills as he set off for search of a town that knew nothing of him, through this he gained the love for battle and warfare. However, the people back at the tower decided that while he had very little knowledge known of necromancy, he could teach people that one small part and they could easily learn the full secrets of Life and Death with enough careful study and research. So, they send Ark'ensi (Funny name, I know.) to hunt him down or keep him under surveillance if killing wasn't likely. Yet, already Lennox had entered a society to exist normally, and Ark could to nothing except watch from the shadows, where Lennox hardly noticed. The little charade went on when Lennox realized that he could not forget his necromantic knowledge, no matter how small and soon enough the people caught wind of him being a neophyte necromancer, the realization tore him down to severe paranoia of all nearby. At that point, they sent him to an odd fortress called Spearbreakers among other normal people, presumably to die. As he traveled he nearly lost his mind to his paranoia, leaving him with thoughts of fear bouncing in his head for the rest of his days, with his skills of survival barely keeping him alive and well. In the end, he decided he could deny his necromantic fate no longer and embraced it, though without a book about the secrets of Life and Death he is at an impasse. Where Ark remains right now however, remains a mystery.

AND... That's it, its pretty bad. :-[ If I am not allowed to produce a secondary character then feel free to say.

EDIT: I am taking forever to read this thread, and I read the summary posted a few posts ago, yet I still don't know much about the inner workings. So do tell me of my contradictions and impossibilities if needed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 24, 2013, 08:55:38 pm
Well, my idea was that he was a young dwarf who was originally in a necromancer's tower who was apart of a group of novice necromancers, however he only learned a little when he causes an accident killing his mentor. The tower's denizens learned too late of his deed when he fled, seeking to forget his necromantic skill and live like a normal person, he learned basic survival skills and fighting skills as he set off for search of a town that knew nothing of him, through this he gained the love for battle and warfare. However, the people back at the tower decided that while he had very little knowledge known of necromancy, he could teach people that one small part and they could easily learn the full secrets of Life and Death with enough careful study and research. So, they send Ark'ensi (Funny name, I know.) to hunt him down or keep him under surveillance if killing wasn't likely. Yet, already Lennox had entered a society to exist normally, and Ark could to nothing except watch from the shadows, where Lennox hardly noticed. The little charade went on when Lennox realized that he could not forget his necromantic knowledge, no matter how small and soon enough the people caught wind of him being a neophyte necromancer, the realization tore him down to severe paranoia of all nearby. At that point, they sent him to an odd fortress called Spearbreakers among other normal people, presumably to die. As he traveled he nearly lost his mind to his paranoia, leaving him with thoughts of fear bouncing in his head for the rest of his days, with his skills of survival barely keeping him alive and well. Where Ark remains right now however, remains a mystery.

AND... That's it, its pretty bad. :-[ If I am not allowed to produce a secondary character then feel free to say.

EDIT: I am taking forever to read this thread, and I read the summary posted a few posts ago, yet I still don't know much about the inner workings. So do tell me of my contradictions and impossibilities if needed.

That is a really good backstory, actually. Most certainly defeats LFTON's.


That last bit most likely won't make it into canon until the end of Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 25, 2013, 01:11:27 am
@Lennox:

WARNING: If you've read even 50 pages of this thread, you'll know that I am extremely tactless and cruel when critiquing. Do not click the following spoiler unless you're prepared to handle its contents calmly.

Spoiler: Enter if you dare (click to show/hide)

As far as stepping on toes goes... I did have a necromancer-related plot that I was writing behind the scenes and have recently been giving serious consideration towards resuming, but even that looks more-or-less compatible with this (provided you don't go into too much detail regarding the tower's operations). As far as its interactions with actual canon... I dunno, wait for Talvi to get on tomorrow; he has a better idea of what's going on.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 25, 2013, 02:04:00 am
Is it just me or is this fort starting to attract way more potential necromancers as residents than can written off as coincidence?  Splint, are you sure that when you chose to have Spearbreakers partially situated in an evil biome that the constant rain of blood was the only thing to show for it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 25, 2013, 02:16:03 am
Is it just me or is this fort starting to attract way more potential necromancers as residents than can written off as coincidence?  Splint, are you sure that when you chose to have Spearbreakers partially situated in an evil biome that the constant rain of blood was the only thing to show for it?

(For the record, my necromancer plot was to take place at the tower itself, not at Spearbreakers)

I kind of blame myself for this. It feels like Mr Frog started an arms race of PCs with 'kewl' superpowers or skills. Can't let one's Stu/Sue be less special than the rest, amirite? (No offense to Lennox, who took a different route and made his necro not a full necro.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 25, 2013, 02:36:54 am
I take inordinate pride in that Lord Reudh wasn't very Stuish except the whole 'hurriedly learning skills from Fischer so he could flee', though that was over the course of two months or so. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 25, 2013, 03:00:31 am
I take inordinate pride in that Lord Reudh wasn't very Stuish except the whole 'hurriedly learning skills from Fischer so he could flee', though that was over the course of two months or so. :D

Dorf!Reudh is what happens when shit (namely, characterisation) gets done right IMO :)

E: Erm, I don't mean to say that ridiculously-powerful characters can't be well-written, just that they often aren't, the extraneous talents being an attempt at compensating for an inability to develop a character properly a character doesn't have to be OP in order to be interesting, and dorf!Reudh demonstrated that. I think. My memory's hazy. If it turns out dorf!Reudh actually sucked and I'm remembering it differently, then congratulations Reudh on your awesome Jedi mind powers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 25, 2013, 04:38:03 am
@Lennox:

WARNING: If you've read even 50 pages of this thread, you'll know that I am extremely tactless and cruel when critiquing. Do not click the following spoiler unless you're prepared to handle its contents calmly.

Spoiler: Enter if you dare (click to show/hide)

As far as stepping on toes goes... I did have a necromancer-related plot that I was writing behind the scenes and have recently been giving serious consideration towards resuming, but even that looks more-or-less compatible with this (provided you don't go into too much detail regarding the tower's operations). As far as its interactions with actual canon... I dunno, wait for Talvi to get on tomorrow; he has a better idea of what's going on.

Thanks for the critique, I appreciate it. Anyways:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 25, 2013, 04:47:25 am
In regards to the tower: turns out it's less than a day's march from Spearbreakers. How I didn't notice this is beyond me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 25, 2013, 05:18:16 am
@Lennox:

Most of that more-or-less checks out for me now. A big sticking point for me that still remains, though, is Lennox's insistence on forgetting his necromancy. He learned it voluntarily, because he wanted to, yes? Why does he now want to unlearn it? Simply knowing it isn't inherently a problem for him; it's using it or revealing it that he'd have to avoid. (I'm assuming Len got to the point where he lost his mortality, so that'd also start to weird people out after a bit -- 'why isn't this guy aging?')
     I also couldn't quite parse your statement on the cause of his paranoia; becoming paranoid because he can't forget his necromancy makes little sense by itself, though being paranoid because he's worried this'll result in him being discovered (which I assume is what you meant) is sensible.

Also, it may be best to figure out exactly what Lennox's accident was if you haven't already, so you're not caught with your pants down later.

Finally, there's a rather troubling blank spot in your backstory: the period before Lennox became a necromancer. What was he before then? What motivated him to seek out such a stigmatised power? These aren't hard questions to answer, and it'd definitely be a good idea to do so.

You can tell when I'm in a good mood, because the thread suddenly turns into Writer's Workshop. Oopsies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 25, 2013, 05:26:31 am
Hey, it gets something productive done so that's what matters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 25, 2013, 05:40:28 am
Productivity is certainly a commodity on this thread at times.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: BFEL on January 25, 2013, 07:33:14 am
Damn...I am SOOO disappointed that my turn isn't for another....um probably months, years(?) real life time.....I just got an AMAZING idea of what to do story-wise and if I even get to do it, it will probably be totally irrelevant by then.  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 25, 2013, 01:47:21 pm
@Lennox:

Most of that more-or-less checks out for me now. A big sticking point for me that still remains, though, is Lennox's insistence on forgetting his necromancy. He learned it voluntarily, because he wanted to, yes? Why does he now want to unlearn it? Simply knowing it isn't inherently a problem for him; it's using it or revealing it that he'd have to avoid. (I'm assuming Len got to the point where he lost his mortality, so that'd also start to weird people out after a bit -- 'why isn't this guy aging?')
     I also couldn't quite parse your statement on the cause of his paranoia; becoming paranoid because he can't forget his necromancy makes little sense by itself, though being paranoid because he's worried this'll result in him being discovered (which I assume is what you meant) is sensible.

Also, it may be best to figure out exactly what Lennox's accident was if you haven't already, so you're not caught with your pants down later.

Finally, there's a rather troubling blank spot in your backstory: the period before Lennox became a necromancer. What was he before then? What motivated him to seek out such a stigmatised power? These aren't hard questions to answer, and it'd definitely be a good idea to do so.

You can tell when I'm in a good mood, because the thread suddenly turns into Writer's Workshop. Oopsies.

Well, to answer those...
Spoiler (click to show/hide)
...Besides being a Dabbling Writer with his character's backstory, I'll just wait for my dwarf to appear so I can begin his story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 25, 2013, 09:30:42 pm
And the million dollar question is: Where is Terrahex?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 27, 2013, 05:34:35 am
Wooo, this is lucky. RL just freed up enough time to do DF. Downside? I've totally not read this thread for like the last 300 pages so I have no idea what the current story or shit is. Anyway, downloading now to see if I can get an idea of what this madhouse is really like.

Um, guys? I'm starting to think the madhouse ate NCommander.

E: Oh, dear. He also seems to have a turn at Swordthunders coming up, and we know what that means... Meep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on January 27, 2013, 05:50:40 am
Doing this now before I forget again.

Long story short (mainly because I'm tired, and I can't remember if I actually posted about it before), my internet went out (again) near the end of November. Was out for two weeks or so, but we managed to get internet from a new provider - a highspeed one, in fact. See, turns out that we were able to get highspeed internet back here all along (hell, most of the few neighbors we had already had it), we were always told we couldn't because our house was missing a certain wire or something. I don't really know, but hey, highspeed internet.

I've basically been on a Youtube binge ever since. Growing up on dialup and suddenly being able to watch videos (in HD!) is a huge change.

I more or less forgot to keep checking this topic due to the lack of internet in November, and the subsequent gain of highspeed internet in early December. But hopefully now, my brain will allow me to remember to keep checking in on here. I'm slowly making my way through the pages that have come and gone since the last time I've been on (only 40~ pages, so not too bad), but I am more or less back, although still lurker mode is still probably going to be active unless I have something constructive to say.

Not much else to say. Feels bad that I let myself forget about this topic (again), but glad to be back. And hopefully I won't forget again.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 27, 2013, 06:07:43 am
@Maggie:

Geez, what is with this topic and hardware malfunctions? >.>;  It seems just posting here exponentially increases the rate of one's internet/computer failing.

Wait... come to think of it, Splint himself hasn't had any issues. HMMMMMM :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aerie on January 27, 2013, 06:33:39 am
I'm actually doing just fiD̷̛̙͈͚̼̻̣̪̹̞̂͆ͣ̎͑̃̃̄̆̀́͟Ȩ̵̷̵̦̟͉͔̺͕̖̞̞̺͔͕̝̗͇̣̥̘ͭ̍ͮͧͯ̆͗͗̈́ͭͭ̾̚͠H̛͚͓̗̙͈̘̲̘̥͎͈̙͈̹͍͎͊ͣ́ͬ͐̍̑̓ͭ̊̍͛͌̃̒̑́ͬ̃̀Ų̠̩̰͈̭̩͚̲̲̘̦̳ͥ͌ͥ͐ͪ͗̍̿ͪM̡̲̖̻̫̠̫̫̗̯̦͇̱̻̼̅̔ͤͯ̆ͯ͗ͤ̌̽́͂̓ͅA̴̫͙͚͍̖̗̻̭̝̼̼͉͈̝̮͚̎̓ͭ͛ͩ̿̀͒̐͑̿̈́N̸̷̥͈͙̯̼͔̲͓̱̗̩̖̣͒̉͌͋͂̾ͧ̈̽̈́ͤ͂̓́ͅI̶͎͚͕̘̱͓̗̞̳͓͚ͯͤ͑̏ͬ̽̐ͨ͗ͩ͑̈́͟ͅZ͛̄̃͐̂͗ͨ͏̬̠̞͍̣̟̲̞̺̰͍̞̮͘ͅE̩͈̩̤͎̳͔̞͖̬ͩ̍̂͋͆ͤ̐ͩ̾ͪ͟͠͝ ̨̡̫̼̠̖̰ͪͭ̄̇͛̍͞Yͯ͌͛͒ͫ̊̊ͣ̅̓̀ͪͣ͗̈̓́͋҉̱͖̱̻̣̗͙͉͎͟͠O̡̩̼͈̬͉ͭͦ͑ͩ̈͆̚͝Ų̛̳̪̼̺̲̱̫̫͕̪̣̞̽̑̌̑ͤ͊̍́ͦ̊ͨ͢͡Ṟ̭̪͎̖͔̲̟̫̜̰͊̅̋͌ͨ̌̓͝S̴̛͓̩̙͈̣̪̝̺̩̠̉͐̓͆̎̋̾̀̚͢͢ͅȨ̴͖̦͔̪̲̘̣̘̼͈͕̗͕͉̄̃ͭ̒̐̄ͥͨ͌ͯͬ̆̅̑ͤͧ͒̚̚L̛ͮ͛ͯ̇͗ͬ̂͊̿ͬ̑̀͐͌̐͛́͠͞҉̫̳̻̼̤̲̣̻̱͙͓̼F̡̧̛̠̳̪͎̠̼̟̞̠͒ͪ̊̽͘ ̵̸ͬ̄̍́̚͠҉͙̯͉̬̬͖̬̟̘̟̘̗͔̝͕̫͍ͅÁ̴̛͆ͣͮ̏̃͒ͮ̐ͫ́́ͪ̋҉̸͙̫̰̘̭̖̖N̶̵̡̽̉̊̓̅͛̅ͦ̈ͬ̚̚҉̻̠̼̥̯͍͕͔̞͙̤̬̤D̶͈̥͍̗̦̘̙̘ͭ͗ͫ͒͐̕ͅ ̶̸̈ͩͭ̿̄ͪ̄̔ͭ͗҉̭̣̟̣͎̞̥̯̻̗F̡̨͎͎̩̭͔͓͖̪̽͆̋̂͂ͬ̊͋̕̕Ą̠͕̻̭͍̺̹̪͉̗̳̠̗̮͔̲̯̈́ͧͦ̐̉͛͂̔̓͛ͨ̑̾̄̋͂̚͝Ç̝̯͕̰̝̘̮̺̝̠̜̿̈ͧ̂̾́̔͋̉͑̓̃͊̅̓̒ͣ̑͒͜͠ͅĘ̴̛̛̬̭̫̟͗ͭ͗ͩ̈͛ͤ̚̕ ͙̰̦̥͙̭̳̰͕̝͉̑͛͒̑̎͒͌̐̒ͮ̿͘͟T̎̾̊ͧͯ͌̔͆ͮ̀̈́̈̅̉̑ͭ̆̀̚͏͈̱̞͍̟̗̮̲̹̻̲̥͇̮̼̜̤̘͚O̢̡͖̟̙̝͔̪̭͇̗̱̥͕̱̪ͯ̿ͤ̏ͣ̍̈́̔͛̏̉̋̐̅ͧ̀ͥ̐ͮ͡ ̛́ͩ̇̉ͪ̄̿̾ͤͪͫ̈́͐́҉̷̣̻̗̭̼̫̣͍͖̮̬̲̹͖͈̖B̸̫̰̳͇͚̫̰̭̺ͫ̃ͯͧ̏̽̏ͦ̇͛͟ͅͅĽ̨̉͊̈ͬͫͮ͑ͯ͗̑ͨͦ̐͠҉̵̛̞̣̠̝̫͔̞̭̰̜̭͎̬O̶̘͓͖̞ͨ̀ͦͧ́͠Ô̶̴̢̺͈̪̜͔͇̩̩̼̯̦̲͈͎̙̻̖̻̓ͬ̅ͥ͜͜Ḑ̓̌͒̍̃͋̈͊̅̄̊̚҉̼̙̭̹̘͓͙̙̪̤̗̭̕̕ͅŞ̸̢̝̰̹͖͎͔̜̼̘̲͎̜͔̙̲̟ͧͧ͆̐ͫ͗͋͗͌H͔͕̭̜͊͐̊ͤ̾͆͂͌̈̚̚͟E̸ͧͭ͐͗̔̀͂̒ͪ̄ͦ̚͏̠̝͔Ḓ̢̞̝͙̻̔̔ͦͣͧͩ̇̉ͯ͗ͩ̃͛͆ͪ͐ͫ̚
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 27, 2013, 06:53:57 am
What about me not having any issues.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 27, 2013, 06:10:56 pm
I'm actually doing just fiD̷̛̙͈͚̼̻̣̪̹̞̂͆ͣ̎͑̃̃̄̆̀́͟Ȩ̵̷̵̦̟͉͔̺͕̖̞̞̺͔͕̝̗͇̣̥̘ͭ̍ͮͧͯ̆͗͗̈́ͭͭ̾̚͠H̛͚͓̗̙͈̘̲̘̥͎͈̙͈̹͍͎͊ͣ́ͬ͐̍̑̓ͭ̊̍͛͌̃̒̑́ͬ̃̀Ų̠̩̰͈̭̩͚̲̲̘̦̳ͥ͌ͥ͐ͪ͗̍̿ͪM̡̲̖̻̫̠̫̫̗̯̦͇̱̻̼̅̔ͤͯ̆ͯ͗ͤ̌̽́͂̓ͅA̴̫͙͚͍̖̗̻̭̝̼̼͉͈̝̮͚̎̓ͭ͛ͩ̿̀͒̐͑̿̈́N̸̷̥͈͙̯̼͔̲͓̱̗̩̖̣͒̉͌͋͂̾ͧ̈̽̈́ͤ͂̓́ͅI̶͎͚͕̘̱͓̗̞̳͓͚ͯͤ͑̏ͬ̽̐ͨ͗ͩ͑̈́͟ͅZ͛̄̃͐̂͗ͨ͏̬̠̞͍̣̟̲̞̺̰͍̞̮͘ͅE̩͈̩̤͎̳͔̞͖̬ͩ̍̂͋͆ͤ̐ͩ̾ͪ͟͠͝ ̨̡̫̼̠̖̰ͪͭ̄̇͛̍͞Yͯ͌͛͒ͫ̊̊ͣ̅̓̀ͪͣ͗̈̓́͋҉̱͖̱̻̣̗͙͉͎͟͠O̡̩̼͈̬͉ͭͦ͑ͩ̈͆̚͝Ų̛̳̪̼̺̲̱̫̫͕̪̣̞̽̑̌̑ͤ͊̍́ͦ̊ͨ͢͡Ṟ̭̪͎̖͔̲̟̫̜̰͊̅̋͌ͨ̌̓͝S̴̛͓̩̙͈̣̪̝̺̩̠̉͐̓͆̎̋̾̀̚͢͢ͅȨ̴͖̦͔̪̲̘̣̘̼͈͕̗͕͉̄̃ͭ̒̐̄ͥͨ͌ͯͬ̆̅̑ͤͧ͒̚̚L̛ͮ͛ͯ̇͗ͬ̂͊̿ͬ̑̀͐͌̐͛́͠͞҉̫̳̻̼̤̲̣̻̱͙͓̼F̡̧̛̠̳̪͎̠̼̟̞̠͒ͪ̊̽͘ ̵̸ͬ̄̍́̚͠҉͙̯͉̬̬͖̬̟̘̟̘̗͔̝͕̫͍ͅÁ̴̛͆ͣͮ̏̃͒ͮ̐ͫ́́ͪ̋҉̸͙̫̰̘̭̖̖N̶̵̡̽̉̊̓̅͛̅ͦ̈ͬ̚̚҉̻̠̼̥̯͍͕͔̞͙̤̬̤D̶͈̥͍̗̦̘̙̘ͭ͗ͫ͒͐̕ͅ ̶̸̈ͩͭ̿̄ͪ̄̔ͭ͗҉̭̣̟̣͎̞̥̯̻̗F̡̨͎͎̩̭͔͓͖̪̽͆̋̂͂ͬ̊͋̕̕Ą̠͕̻̭͍̺̹̪͉̗̳̠̗̮͔̲̯̈́ͧͦ̐̉͛͂̔̓͛ͨ̑̾̄̋͂̚͝Ç̝̯͕̰̝̘̮̺̝̠̜̿̈ͧ̂̾́̔͋̉͑̓̃͊̅̓̒ͣ̑͒͜͠ͅĘ̴̛̛̬̭̫̟͗ͭ͗ͩ̈͛ͤ̚̕ ͙̰̦̥͙̭̳̰͕̝͉̑͛͒̑̎͒͌̐̒ͮ̿͘͟T̎̾̊ͧͯ͌̔͆ͮ̀̈́̈̅̉̑ͭ̆̀̚͏͈̱̞͍̟̗̮̲̹̻̲̥͇̮̼̜̤̘͚O̢̡͖̟̙̝͔̪̭͇̗̱̥͕̱̪ͯ̿ͤ̏ͣ̍̈́̔͛̏̉̋̐̅ͧ̀ͥ̐ͮ͡ ̛́ͩ̇̉ͪ̄̿̾ͤͪͫ̈́͐́҉̷̣̻̗̭̼̫̣͍͖̮̬̲̹͖͈̖B̸̫̰̳͇͚̫̰̭̺ͫ̃ͯͧ̏̽̏ͦ̇͛͟ͅͅĽ̨̉͊̈ͬͫͮ͑ͯ͗̑ͨͦ̐͠҉̵̛̞̣̠̝̫͔̞̭̰̜̭͎̬O̶̘͓͖̞ͨ̀ͦͧ́͠Ô̶̴̢̺͈̪̜͔͇̩̩̼̯̦̲͈͎̙̻̖̻̓ͬ̅ͥ͜͜Ḑ̓̌͒̍̃͋̈͊̅̄̊̚҉̼̙̭̹̘͓͙̙̪̤̗̭̕̕ͅŞ̸̢̝̰̹͖͎͔̜̼̘̲͎̜͔̙̲̟ͧͧ͆̐ͫ͗͋͗͌H͔͕̭̜͊͐̊ͤ̾͆͂͌̈̚̚͟E̸ͧͭ͐͗̔̀͂̒ͪ̄ͦ̚͏̠̝͔Ḓ̢̞̝͙̻̔̔ͦͣͧͩ̇̉ͯ͗ͩ̃͛͆ͪ͐ͫ̚

Hey look guys! A Spawn!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 27, 2013, 08:17:48 pm
Wooo, this is lucky. RL just freed up enough time to do DF. Downside? I've totally not read this thread for like the last 300 pages so I have no idea what the current story or shit is. Anyway, downloading now to see if I can get an idea of what this madhouse is really like.

Um, guys? I'm starting to think the madhouse ate NCommander.

E: Oh, dear. He also seems to have a turn at Swordthunders coming up, and we know what that means... Meep.


They already knocked him down one turn due to the curse so yeah. On the other hand yeah I think Spearbreakers may have broken him. It seems to do that to people.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on January 27, 2013, 08:44:35 pm
Mmmm... I don't seem to be on the dorfing list on the front page...

Anyways, NCommander is probably fine! I strongly doubt that, however.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 27, 2013, 10:19:29 pm
NCommander had it coming, really. Concurrently signing up for two cursed succession games ties with 'cross the streams' and 'steal Fischer's pie' for the #1 spot on Mr Frog's List of Things To Never, Ever Do.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 27, 2013, 10:35:50 pm
I'm surprised you need to write "steal Fischer's pie" on that list. That should be genetically inherent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 28, 2013, 03:04:30 am
I'm surprised you need to write "steal Fischer's pie" on that list. That should be genetically inherent.
That seems a bit unwieldy of a word what about something for simple and right like instinctive.
NCommander had it coming, really. Concurrently signing up for two cursed succession games ties with 'cross the streams' and 'steal Fischer's pie' for the #1 spot on Mr Frog's List of Things To Never, Ever Do.

I have to agree though it was suicide the curse but the sheer insanity of spearbreakers put together has to be possibly the stupidest thing ever... great now that has to be done somehow I don't care if somebody has to rewrite a huge chunk of the games code to make putting two fortresses together (against eachother) possib;e it has to be done. That or fanfiction about the great war. (this goes without saying but swordthunders would lose) yes I'm being ridiculously stupid I DON'T CARE I'M HALF ASLEEP!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 28, 2013, 03:06:45 am
great now that has to be done somehow I don't care if somebody has to rewrite a huge chunk of the games code to make putting two fortresses together (against eachother) possib;e it has to be done. That or fanfiction about the great war. (this goes without saying but swordthunders would lose) yes I'm being ridiculously stupid I DON'T CARE I'M HALF ASLEEP!

Any takers? No? Shall I, Zacen?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 28, 2013, 04:38:13 am
Just woke up, can someone fill me in on the conversation?

Also: Who the hell has so little a survival instinct that they'd try to steal anything belonging to Fischer? Even Spawn know better than that and they may as well be non-shooty tyranids half of the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 28, 2013, 04:41:06 am
Sudden war between Spearbreakers and Swordthunders. Researching the latter now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 28, 2013, 04:59:03 am
I think Spearbreakers would win. Swordthunders.... I can only say that they're onlt where they are by virtue of goblins being too stupid to bust the doors down. Or survive being blasted with a low grade water-based WMD.

In a dwarf to dwarf fight, Spearbreakers has higher quality soldiers and probably as a whole outnumbers them by a minimum of 3:1.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 28, 2013, 05:00:07 am
BUT! Who's to say Swordthunders hasn't been... making friends?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 28, 2013, 05:10:34 am
Oh hell no, I'm not sending our troops against demons made of actual organs and such.

Swordthunders wants a fight, both parties would have to go to neutral ground. Like a forest retreat (that would of course be destroyed in the crossfire! :D)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 28, 2013, 01:14:53 pm
Swordthunders wants a fight, both parties would have to go to neutral ground. Like an elven glade (that would of course be destroyed in the crossfire! :D)

FTFY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 28, 2013, 01:55:56 pm
Why the hell would they fight in an open field? That makes it less likely that elves will get torched in thier stupid tree houses.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on January 28, 2013, 03:54:42 pm
Swordthunders wants a fight, both parties would have to go to neutral ground. Like an elven glade (that would of course be destroyed in the crossLAVA! :D)

FTFY
FTFY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 28, 2013, 05:35:24 pm
Howsabout a battle on the ruins of Syrupleaf?

Oh, wait.
Posting to watch.
Anyone on this end mind a fanfiction war between Spearbreakers and Swordthunders?

I'd prefer the fort stand alone really.  A singular bastion of madness and depravity unlike no other.  And considering the typical fortress, that's saying something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 28, 2013, 05:36:23 pm
Why the hell would they fight in an open field? That makes it less likely that elves will get torched in thier stupid tree houses.

Because I couldn't remember what elven cities are called on the map.  Now that I can check the wiki again (sister was hogging all the internet bandwidth we have at the time) I know that I should have left it retreat as it was instead of changing it to glade.

Edit: In a fit of irony, I forgot to type the word remember.  Fixed now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on January 29, 2013, 05:37:18 am
I'm actually doing just fiD̷̛̙͈͚̼̻̣̪̹̞̂͆ͣ̎͑̃̃̄̆̀́͟Ȩ̵̷̵̦̟͉͔̺͕̖̞̞̺͔͕̝̗͇̣̥̘ͭ̍ͮͧͯ̆͗͗̈́ͭͭ̾̚͠H̛͚͓̗̙͈̘̲̘̥͎͈̙͈̹͍͎͊ͣ́ͬ͐̍̑̓ͭ̊̍͛͌̃̒̑́ͬ̃̀Ų̠̩̰͈̭̩͚̲̲̘̦̳ͥ͌ͥ͐ͪ͗̍̿ͪM̡̲̖̻̫̠̫̫̗̯̦͇̱̻̼̅̔ͤͯ̆ͯ͗ͤ̌̽́͂̓ͅA̴̫͙͚͍̖̗̻̭̝̼̼͉͈̝̮͚̎̓ͭ͛ͩ̿̀͒̐͑̿̈́N̸̷̥͈͙̯̼͔̲͓̱̗̩̖̣͒̉͌͋͂̾ͧ̈̽̈́ͤ͂̓́ͅI̶͎͚͕̘̱͓̗̞̳͓͚ͯͤ͑̏ͬ̽̐ͨ͗ͩ͑̈́͟ͅZ͛̄̃͐̂͗ͨ͏̬̠̞͍̣̟̲̞̺̰͍̞̮͘ͅE̩͈̩̤͎̳͔̞͖̬ͩ̍̂͋͆ͤ̐ͩ̾ͪ͟͠͝ ̨̡̫̼̠̖̰ͪͭ̄̇͛̍͞Yͯ͌͛͒ͫ̊̊ͣ̅̓̀ͪͣ͗̈̓́͋҉̱͖̱̻̣̗͙͉͎͟͠O̡̩̼͈̬͉ͭͦ͑ͩ̈͆̚͝Ų̛̳̪̼̺̲̱̫̫͕̪̣̞̽̑̌̑ͤ͊̍́ͦ̊ͨ͢͡Ṟ̭̪͎̖͔̲̟̫̜̰͊̅̋͌ͨ̌̓͝S̴̛͓̩̙͈̣̪̝̺̩̠̉͐̓͆̎̋̾̀̚͢͢ͅȨ̴͖̦͔̪̲̘̣̘̼͈͕̗͕͉̄̃ͭ̒̐̄ͥͨ͌ͯͬ̆̅̑ͤͧ͒̚̚L̛ͮ͛ͯ̇͗ͬ̂͊̿ͬ̑̀͐͌̐͛́͠͞҉̫̳̻̼̤̲̣̻̱͙͓̼F̡̧̛̠̳̪͎̠̼̟̞̠͒ͪ̊̽͘ ̵̸ͬ̄̍́̚͠҉͙̯͉̬̬͖̬̟̘̟̘̗͔̝͕̫͍ͅÁ̴̛͆ͣͮ̏̃͒ͮ̐ͫ́́ͪ̋҉̸͙̫̰̘̭̖̖N̶̵̡̽̉̊̓̅͛̅ͦ̈ͬ̚̚҉̻̠̼̥̯͍͕͔̞͙̤̬̤D̶͈̥͍̗̦̘̙̘ͭ͗ͫ͒͐̕ͅ ̶̸̈ͩͭ̿̄ͪ̄̔ͭ͗҉̭̣̟̣͎̞̥̯̻̗F̡̨͎͎̩̭͔͓͖̪̽͆̋̂͂ͬ̊͋̕̕Ą̠͕̻̭͍̺̹̪͉̗̳̠̗̮͔̲̯̈́ͧͦ̐̉͛͂̔̓͛ͨ̑̾̄̋͂̚͝Ç̝̯͕̰̝̘̮̺̝̠̜̿̈ͧ̂̾́̔͋̉͑̓̃͊̅̓̒ͣ̑͒͜͠ͅĘ̴̛̛̬̭̫̟͗ͭ͗ͩ̈͛ͤ̚̕ ͙̰̦̥͙̭̳̰͕̝͉̑͛͒̑̎͒͌̐̒ͮ̿͘͟T̎̾̊ͧͯ͌̔͆ͮ̀̈́̈̅̉̑ͭ̆̀̚͏͈̱̞͍̟̗̮̲̹̻̲̥͇̮̼̜̤̘͚O̢̡͖̟̙̝͔̪̭͇̗̱̥͕̱̪ͯ̿ͤ̏ͣ̍̈́̔͛̏̉̋̐̅ͧ̀ͥ̐ͮ͡ ̛́ͩ̇̉ͪ̄̿̾ͤͪͫ̈́͐́҉̷̣̻̗̭̼̫̣͍͖̮̬̲̹͖͈̖B̸̫̰̳͇͚̫̰̭̺ͫ̃ͯͧ̏̽̏ͦ̇͛͟ͅͅĽ̨̉͊̈ͬͫͮ͑ͯ͗̑ͨͦ̐͠҉̵̛̞̣̠̝̫͔̞̭̰̜̭͎̬O̶̘͓͖̞ͨ̀ͦͧ́͠Ô̶̴̢̺͈̪̜͔͇̩̩̼̯̦̲͈͎̙̻̖̻̓ͬ̅ͥ͜͜Ḑ̓̌͒̍̃͋̈͊̅̄̊̚҉̼̙̭̹̘͓͙̙̪̤̗̭̕̕ͅŞ̸̢̝̰̹͖͎͔̜̼̘̲͎̜͔̙̲̟ͧͧ͆̐ͫ͗͋͗͌H͔͕̭̜͊͐̊ͤ̾͆͂͌̈̚̚͟E̸ͧͭ͐͗̔̀͂̒ͪ̄ͦ̚͏̠̝͔Ḓ̢̞̝͙̻̔̔ͦͣͧͩ̇̉ͯ͗ͩ̃͛͆ͪ͐ͫ̚

When i read your name i miss read bay watcher as baby watcher......

i dont know why his is relevant but hey.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 30, 2013, 01:40:52 am
I don't think we should count on NCommander coming back anytime soon. Maybe skip him?

I think Spearbreakers II should have a limit of 6 reserved turns at a time. A lot of succession forts I've seen end up bogging down halfway through under a flood of people who signed up on an impulse months prior and had since become busy, lost the urge to play, or vanished outright, yet are still given 2 days to respond just in case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 30, 2013, 01:47:21 am
Yeah.... Any takers then? because he was a little abrupt with the disappearance.

EDIT: New poll up, I feel it needed due to the disturbing trend of skips and disappearances.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 30, 2013, 02:48:17 am
My apologies to everyone who has not had a turn, but I agree with turn reorganisation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 30, 2013, 07:31:26 am
Sorry for the abrupt disappearance... I guess you could say I'm back. And welcome back, Jack Magnus. We'd been wondering where you went.

About backstory: Definitely, definitely backstory first. I have a backstory for almost every single one of my characters... even characters that only appear just briefly and then never show up again. I usually do it in this order:
1. Decide what I want the character to do
2. Come up with a backstory that realistically allows him to do it
3. Expand the backstory to develop his personality and give him little quirks
4. Write him in when I get to it

For example, Lydena, who only showed up in a single chapter:
Spoiler (click to show/hide)

Sudden war between Spearbreakers and Swordthunders. Researching the latter now.
Why would they go to war? I'm confused... Are they even in the same universe? This is one of those ideas I'm iffy about, and I'm a little glad ThatAussieGuy vetoed it. Spearbreakers itself may not stand alone, but at least it's in its own universe.

My apologies to everyone who has not had a turn, but I agree with turn reorganisation.
Agreed. I didn't like skipping Lolfail, but a reorganization is necessary.

Story post soonish. Sorry again for the huge delay.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 30, 2013, 10:42:30 am
Shameless second post for bumping purposes. I'm currently working on the rough draft of 57, so there's more where this came from. I'll try to keep them coming at a more regular pace.

Vanya's Journals, Chapter 53: An Unexpected Visit
Spoiler (click to show/hide)

edit: also, Notepad++ is boss.

reedit:
Spoiler (click to show/hide)
Go for it. Works perfectly with absolutely everything.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 30, 2013, 04:15:04 pm
Ah, a good read to greet me from my poorly timed nap. Lovely.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: NCommander on January 30, 2013, 04:50:24 pm
I think I'm going to have to ask to be skipped. I've had no time to catch up on the narrative and shit, and while I can probably find time to play my year out, I doubt it will mess well with what's already written.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on January 30, 2013, 05:21:52 pm
Talvi; something you might find interesting/amusing; when I was three a drunken hairdresser cut the tip of my right ear off. :P

Just the very tip, so it healed pretty quickly, but I remember that it freakin' hurt. Still got a scar there, and a gap in the cartilage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 30, 2013, 06:00:44 pm
I think I'm going to have to ask to be skipped. I've had no time to catch up on the narrative and shit, and while I can probably find time to play my year out, I doubt it will mess well with what's already written.

If you'd rather not go then that's alright. Since reorganization seems demanded, you can apply for a turn when you have the time and you're all caught up.

EDIT: I would like to ask if anyone objects to my taking the helm to get us moving again, despite how short a time it's been. I only ask due to recent mixes of RL issues, technical failures, and disappearances constantly interrupting our turn list.

My computer can stomach the load, and as I have no pressing matters besides homework to do, I humnbly ask of you, the citizens of Spearbreakers, let me take charge once more. For the sake of progress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on January 30, 2013, 07:29:30 pm

Sudden war between Spearbreakers and Swordthunders. Researching the latter now.
Why would they go to war? I'm confused... Are they even in the same universe? This is one of those ideas I'm iffy about, and I'm a little glad ThatAussieGuy vetoed it. Spearbreakers itself may not stand alone, but at least it's in its own universe.


Goddamnit it was a joke I commented on NCommander being crazy enough to sign up for both Spearbreakers and Swordthunders at the same time and getting both his turns at (give or take) the same time. Doesn't help that as I said in that post that I was half asleep and probably made it sound more serious than I intended.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 30, 2013, 07:38:26 pm
EDIT: I would like to ask if anyone objects to my taking the helm to get us moving again, despite how short a time it's been. I only ask due to recent mixes of RL issues, technical failures, and disappearances constantly interrupting our turn list.

My computer can stomach the load, and as I have no pressing matters besides homework to do, I humnbly ask of you, the citizens of Spearbreakers, let me take charge once more. For the sake of progress.

If it means progress with the fort itself, I'd be willing to start sacrificing virgins.  So yeah, I at least vote go right ahead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on January 30, 2013, 08:00:44 pm
If it means progress with the fort itself, I'd be willing to start sacrificing virgins.

Nominated
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 30, 2013, 08:11:20 pm
If it means progress with the fort itself, I'd be willing to start sacrificing virgins.

Nominated
+1

Oh, and my comp can handle it too. i just am scared of trying to post images anywhere but tumblr.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 30, 2013, 10:47:35 pm
If it means progress with the fort itself, I'd be willing to start sacrificing virgins.

Nominated
This, and this.


Splint, everyone else is too fearful for their sanity to attempt it. You know the lore better than anyone else - you therefore have my vote. I'd attempt it myself, but as life keeps pointing out... I'm somewhat short on time.

Unless you want Captain Spacebar to come to the rescue.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on January 31, 2013, 02:30:52 am
If I had enough skill that I could confidently say I could do better than Captain Spacebar, I'd nominate myself. I at least have proper internet now >.>

But no, I very, very, very (times infinity) doubt I could deal with it. I vote Count Splint, and sacrificing virgins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: NCommander on January 31, 2013, 03:00:36 am
I could play if people don't really care that I don't know the narrative, and make it up as a go along (I can do a two-day turnaround on Spearbreakers if warrented; I did that with Swordthunders). I leave it up to the dicression of the community.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 31, 2013, 09:03:06 am
If you aren't comfortable with it it's ok. Nobody's gonna force you. Ok, since you guys don't mind, I'm just gonna go ahead and grab the save. I'm going to use Mr Frog's suggestion for turns as it sounds reasonable, and it could/should result in a more stable rotation of players.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 31, 2013, 10:03:39 am
Talvi; something you might find interesting/amusing; when I was three a drunken hairdresser cut the tip of my right ear off. :P

Just the very tip, so it healed pretty quickly, but I remember that it freakin' hurt. Still got a scar there, and a gap in the cartilage.
Huh, whoa. :\ That's a bit of an uncanny coincidence, there... Well, somewhat - Vanya actually never had her ears cut, obviously, she was just broken into it becoming a lasting fear.

It's actually a more recent thing I decided on... Vanya's experience with Mr Frog cutting her hair freaked her out and actually made her cry, but I never explained why, implying that it might possibly be vanity. When Katie goes to trim it, it only makes sense that Vanya would freak out there, too... but I didn't have a reason, and "Just Because" didn't cut it for me. I had a whole line set up for her about a "just because" kind of thing: "I guess it's just part of who I am, like X, X, and X," but it left me uncomfortable. I didn't like it. So now she has a reason, a reason I decided to incorporate into the story later on if I can (which should be fun).



Sudden war between Spearbreakers and Swordthunders. Researching the latter now.
Why would they go to war? I'm confused... Are they even in the same universe? This is one of those ideas I'm iffy about, and I'm a little glad ThatAussieGuy vetoed it. Spearbreakers itself may not stand alone, but at least it's in its own universe.


Goddamnit it was a joke I commented on NCommander being crazy enough to sign up for both Spearbreakers and Swordthunders at the same time and getting both his turns at (give or take) the same time. Doesn't help that as I said in that post that I was half asleep and probably made it sound more serious than I intended.
Whoa, calm down. Perhaps you were making a joke, but other people decided it was a good idea. I was addressing them, not you.

edit: I actually wouldn't mind you taking a turn, Magnus. I'm sure you'd do a pretty decent job, and you're pretty up-to-date on everything, too. Maybe after Splint's turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 31, 2013, 11:16:58 am
[A crude little intro for my adoring citizenry! nah not really. you'd all probably spike the booze with cyanide or something if I made any unreasonable demands.]



“Well sir, we haven't been able to find a suitable candidate to Succeed Overseer Tomio. They all say they'd like to not end up like the head armorer or Lord Reudh.” Fischer said, looking over the list of recent choices by both the Duke and Overseer Tomio made before his departure. “I've done some polling and the population seems to at least be indifferent to you taking charge again, sir.” She added before setting the list aside.

“Really now?” Splint said, sitting in his desk chair, a contemplating look on his face. “Very well then. Inform the population I'll be taking charge again.” He finally said after a silent minute.

“Very good sir. Anything else you'd like me to pass along?” The Colonel asked, standing at attention.

“Yes. I understand you have to keep the troops sharp so I'd like you to have my personal guards assist you in organizing a recruitment drive.”

“Are you sure sir?” Fischer asked, raising a brow. Not that Splint could see with her visor down.

“Of course. They could use some time off from guarding my door and my office.” Splint replies, affording himself a quick laugh. “The day an enemy gets past the depot doors is the day hell freezes over. Besides, our military might has been woefully mangled in the recent disasters. So many losses of comrades seems to have even taken a toll on Draignean.”

“It has sir, on all of us. Morale's still fair however. We'll manage.”

“Good, that'll be all then Colonel. I have to check in with Mr Frog to make sure nothing's poking around outside.” With that, the noble left the room as Fischer called his guards together to inform them of the recruitment plans.

A third term of office... Another year, another pile of corpses to be made of dwarfdom's enemies.

Another year to show that his people were unafraid of even the worst the world could muster.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on January 31, 2013, 03:00:33 pm
Good intro, Splint :)

I'm tempted to give it a go, but like I said, I really doubt I have the skill necessary to handle Spearbreakers. I have next to zero experience even operating a military. There's also the fact that I haven't played DF in... a few months >.>

If absolutely no one else shows up to take a turn after Splint, I guess I could give it a go, but otherwise I'd rather let someone more capable than me to take the helm.

The thought of being the overseer to this place is terrifying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 31, 2013, 03:04:41 pm
Why thank you good sir. And yes, overseership is horrific here.

I do have one complaint: Seriously, is it really that difficult for you guys to clean up after you slaughter the local invading armies?

EDIT: A short pic-less update shall come soon boys and girls! Sit tight!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 31, 2013, 04:22:31 pm
Now that the story is going again, I'd like to be re-dwarfed now.
As before, I would prefer a male medical dwarf or soldier, but won't mind too much if that can't be done.  For story-telling purposes however, I want him to be from one of the next migrant waves.  Or to use the dwarving request format:
Soulslicer ii - Male, medical dwarf or soldier, from next migrant wave.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on January 31, 2013, 04:40:27 pm
WOO! SPLINT!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 31, 2013, 04:53:27 pm
[Hello denizens of the 12th Bay. I give to you a very brief update, as a sign of progress! Also, If you don't mind, how about Soulchopper for your new dwarf? With subsequent redorfings being a combination of soul and some word for cutting. Makes it slightly less obvious.]



1st Granite, 210

Tomio has departed, on some mission I have no clue of. Wether or not he'll come back however is of little consequence to me. Spearbreakers once more falls to me to lead, to maintain it's might.

I decided the first order of business would be to improve Kaspa's Office. It's down the hall from my guards' quarters, so i figure I could spare some resources to maintain a certainstandard of accomodations on this level. Besides, we have the bars, so why not? I've also sent Rose to find where Kaspa currently resides to inform her that she'll be moved into her office. I'm sure having an iron plated floor and some finely made accomodations will brighten her mood even more.

(http://i49.tinypic.com/34dpx0h.png) [Our current standing as of the third.]

(http://i47.tinypic.com/21pyu0.png) [A new storage area, as well as TheKaspa's new accomodations (currently awaiting iron-plate flooring) and an extra office planned to be dug.]

2nd Granite, 210

I've decided that, due to the sheer amount of extra copper, we should pave over our dirt paths. I've also marked out a new space to be floored over to put nest boxes, so we can begin properly raising a giant emu force, and I've ordered all fields to be left fallow until such a time that we absolutly need to grow more. Due to all the animals that need to be sheared, milked, and culled to thin them out we'll have masses of food to spare. I've also decided should more merchants, be they human or dwarve come, I think we can afford to seel some of our excess provisions.

3rd Granite, 210

I decided to interview Iki, our currently only nondwarven resident who hasn't tried to kill us at some point. According to him, I am pleased to hear, life is good amongst our people. Surprisingly so. I asked him why and he said that given the "Endless shitstorm" we've been weathering, he's amazed so many of our kind live here.

"Get to know us human, we dwarves are amazing." Is what I told him. He agrees wholeheartedly and is glad he left behind his old life.

(http://i50.tinypic.com/260bx42.png) [Iki. His lack of thought recordings is due to him being listed as Tame, or due to him only being a relatively recent resident who spends all his non-hauling time in the surface statue garden.]

---

Well, I've been informed of a battlefield looter in the area by a recent inductee to the civil Defense Corps. A kobold, to be specific. He also showed me proof of this intruder, who had very little in the way of a recognizable head, as well as what looked like a water buffalo's shinbones jammed in the eye sockets.

Well, I think they were the eye sockets.



[Now you may have noticed his tone seems to be more formal. that's because it is. I'm gonna try for sudden shifts in tone and overall behavior (From rather frivolous COPPERPLATEDEVERYTHING to a calmer version of an angry marine.) You met calm formal madman.

I think I'll save the real bigtime and openly viewable sanity hemorrhaging for for if I get around to the invasion my turn. I'll be adding pics shortly.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on January 31, 2013, 05:14:43 pm
Wow, I've been gone for around a month and nothing happened.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on January 31, 2013, 05:20:27 pm
Look again good sir. I've posted an update and the turns have all been shuffled around (read: basically reset.)

It's a small start, but a start all the same for the sake of progress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on January 31, 2013, 05:27:12 pm
With what's been happening, I wonder how long this progress will last. Also, can I have a turn again?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on January 31, 2013, 05:35:29 pm
[Also, If you don't mind, how about Soulchopper for your new dwarf? With subsequent redorfings being a combination of soul and some word for cutting. Makes it slightly less obvious.]

Sure, why not?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on January 31, 2013, 10:55:43 pm
Great update, Splint. :)

I want to mention our TvTropes page (http://tvtropes.org/pmwiki/pmwiki.php/Main/Spearbreakers) - I added a decent number of tropes to it today, and updated what needed to be (or what I saw, anyway). I have more I could add, but I decided to hold off on it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on January 31, 2013, 11:46:24 pm
And so the story continues!

Also, if it's not too much trouble, can you please nickname a new female dwarf Clarity? Preferably an animal trainer.

Or formally,  Clarity:Female:Animal Trainer

I can't think of a way to continue LFTON's journal considering he remembers the temporal setbacks, and the fact that Clarity now has it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 01, 2013, 06:49:44 am
We're back in business! I fully expect things to go horribly wrong. ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 09:20:47 am
Things go wrong? With me? You sir know not the powah of a maddwarf Who has seen the future!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 01, 2013, 11:03:24 am
For some reason, I read that in Robin William's voice. I'm not sure if that's a good thing or a bad thing.

I think I may have been unnecessarily over-dramatic in the following entry... I tried to fix it, but... still not sure.

Vanya's Journals, Part 54: Surprise and Tears
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 11:09:31 am
Woah. The fuck happened there?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 01, 2013, 11:24:57 am
Well, I did mention Vanya thought someone was trying to kill Katie, remember, so... Yeah, they're still at it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 11:31:45 am
....That makes no sense. The only logic  I can see is that she saw something she shouldn't have (as in super-duper top secret  all witnesses must die stuff.) Otherwise the expense of killing some now-retired redshirt isn't really worth the effort unless the actual goal was the collateral and morale damage involved.

EDIT: Also we're now officially out of copper. Because I used it all paving over dirt halls.

EDIT II: Dorfings up to date and fulfilled. James gets to be a marksdorf/wrastler in the civil defense corps. You also recently beat a kobold to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 01, 2013, 11:47:50 am
....That makes no sense. The only logic  I can see is that she saw something she shouldn't have (as in super-duper top secret  all witnesses must die stuff.) Otherwise the expense of killing some now-retired redshirt isn't really worth the effort unless the actual goal was the collateral and morale damage involved.

EDIT: Also we're now officially out of copper. Because I used it all paving over dirt halls.
Yep, given the information I've posted so far, it makes no sense... which Vanya, I think, pointed out at some point...   Meaning I have something else up my sleeve. >.>


Also, whoa. didn't think we could ever run out of metals.

EDIT: Whoa, Talvi beat a kobold to death?? That seems kinda... well, in line for what she's become, honestly. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 11:56:10 am
I've made a discovery. When the whole squad is active but not all of them are scheduled to train, some will go to meeting areas and socialize if they aren't heroes of some sort (I'm guessing due to not having that motivation to drill constantly.)

I dunno why I never noticed this before.

Also: Should I got ahead and completely reorganize the military while we have down time? Also I think Fischer's in a coma game-wise. Did anyone use the siren feature on DFHack while she was asleep? Or is she really just that much of a heavy sleep since her run in with that frog-thing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 01, 2013, 11:59:23 am
I've made a discovery. When the whole squad is active but not all of them are scheduled to train, some will go to meeting areas and socialize if they aren't heroes of some sort (I'm guessing due to not having that motivation to drill constantly.)

I dunno why I never noticed this before.

Also: Should I got ahead and completely reorganize the military while we have down time? Also I think Fischer's in a coma game-wise. Did anyone use the siren feature on DFHack while she was asleep? Or is she really just that much of a heavy sleep since her run in with that frog-thing?
Fischer never woke up while I was playing. I think she's basically in a coma. Nobody will take her to the hospital, the docs won't diagnose or do anything with her. Maybe you could figure out a way to force them to get her out of bed, as I didn't really try that hard.

About the socializing, yeah, I've noticed that too. I think it may be partially because they don't have any other jobs enabled, because they always get to work in my games.

You've got the military, you decide. I'm fine with it, personally.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 12:02:08 pm
Well she's been awake often and generally when she's awake, it ends badly for those involved who attack the fort. but it seems like since her run in with that FB she sleeps longer than a dwarf normally should. Probably some lingering after effect of the gas it hacked up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 01, 2013, 12:14:22 pm
If I may, she actually woke up during my turn (as you might recall, as I mentioned it on Tinychat, WHICH YOU GUYS SHOULD GET ON GO GO GO GO)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 01, 2013, 12:24:53 pm
I can't access it, unfortunately. It's blocked. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 12:43:01 pm
[Good afternoon my adoring flock! Time for another short update!]



4th Granite, 210.

Work progresses at a steady pace. Honestly I wish migrants would just hurry up and arrive. With so much c;ean up to be done Rose says recruitment has been a complete bust. Col. Fischer was also understandably annoyed by the lack of volunteers and is about ready to have me put out an official call to arms amongst the population to foce some recruits into the army.

I'd like to go ahead and reorganize the entire army, due to the general state of affiars it's an utter mess. As far as logistics are concerned, we're now more than well armed enough to arm the entire populace probably a dozen times over. Oragizationally, it's a complete disaster, due almost soley to the casualties we've suffered. We need to get fresh blood into the ranks of our forces.

In order to supplenet out forces, I've ordered a series of eight weapon traps be constructed using some of the piles of weapons too large for most of us to use. While doing this I found we have an absolutely rediculous amount of elven weaponry. Anyway, these traps run parallel to several cage traps we have in place already. While spaen will most likely just barge right through without a second though, it'll force the rest to fight on our terms, coming right down the main road if they want to avoid getting chopped up or beat to death before even meeting our warriors in battle.

(http://i45.tinypic.com/wjfe4x.png) [The plans. They'll help thin out the less intelligent of our enemies.]

I'm also considering using our left over spikes and spears to rig up more traps around the entrance to the spikewalk, just to add insult to injury. "We got inside sir! now we just-" The part where he gets speared would come after that. i probably won't do it though, that'd take the fun out of using the walk Draignean devoted so much time to building.

5th Granite, 210.

So, It seems I've managed to get all of our copper marked for use in my renovation programs. Guess when I have the farms stomped flat and rebuilt I'll have to use iron for the walkways instead.

I've also decided to go through the listings of our dwarves and count out those who could be called legends in one or more fields. The total came to 41 of 118 citizens. I've also found that due to his nature as a nondwarf, Iki is sort fo an unlisted resident on the official census. I've also asked Rodge and Solpyre (being our most skilled miners) to begin digging out two new levels for the clover. The others ask why, but I think it'll be a smart thing to do in the long run.

I've also put in an order for our carpenters to make bins until we have no wood left.
That'll give us an excuse to go rape the land for wood later on. If elves show up at the time I'll even give the foresters a barrel of booze of thier choice to keep in thier room. Just.... not that spiked stuff. I'd rather nto having more of my people acting like desperate maddwarves.

6th Granite 210.

I decided to pull a random mandate out of my ass today. Ban on ballista ammo exports. Meh. I forgot why I even make these mandates... I think it involved angry ferns.

Oh, reminder for self: Mandate construction of a small bank. Who knows, maybe some merchant companies will find this place a worthwhile one to place thier investments? Either way, minting some coins to grease the palms of mercenaries should be useful, and it gives us an excuse to appoint a tax collector to draw tithes from caravans. Also: need to find fresh ore sources to raise copper and iron reserves again. Klikit informs me we're out of hematite.

Oh, and No-Hair reports we've found some Almandine, Whatever the fuck that is.



[So yeah, for shits and giggles I plan on installing a tax collector and minting a bunch of coins for no reason and using some large unused rooms as a small bank of sorts. Not sure why. I've also decided to reorganize and rearm the military, and it'll take time to gear them accordingly with their personal gear (Much list making will be done.) I also have decided i will indeed attempt the preparations for what i shall call The Great Operation.]



EDIT: So, I found this rather humerous thing via good ol' TVT. I think our soldiers share this sort of sentiment.

"Today Is a Good Day for Someone Else to Die!"
— Dwarf battlecry, Discworld
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 01, 2013, 05:20:00 pm
Overall a fair update, I guess.  Of course, don't really good updates usually happen due to things going wrong?  After all, "nothing interesting happened" is quite boring, and if something happens in DF it's usually bad.

As I don't know if migrants will arrive before I can devote time to writing journal entries, I've decided to give a short summary of my new dwarf.
To start, SoulChopper just received news of his uncle Slicer's death.  Due to miscommunication of the Soul------ family no longer having a large debt, they believe Spearbreakers must be a place of boundless riches.  This led to SoulChopper deciding to move to here in hopes of acquiring a fortune of his own.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 05:25:01 pm
You can start if you'd like. or wait until migrants come if you'd prefer to not be there yet story-wise.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 01, 2013, 06:32:45 pm
Wow. You, Splint, are organised. Bravo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 07:07:48 pm
What? How so?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 01, 2013, 07:13:20 pm
You can start if you'd like. or wait until migrants come if you'd prefer to not be there yet story-wise.

It's more getting around to typing it up that's the problem.  I have things I need to do, and typing up tales for my dwarf is not that high a priority. I just wanted to give you an idea of my new dwarf if you want/need to do something involving him before I do get the first journal entries done and posted.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 01, 2013, 07:16:26 pm
Ah, ok. And no rush man, other shit's a far higher priority.

Like homework, shich i should do, but am currently playing a bit of a community for for another site.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 02, 2013, 11:39:55 am
Vanya's next journal entry will be a little delayed. I was going to post it today, but I kept getting a nagging feeling that there was a plot hole somewhere. I spent a few hours searching and running through the entire Katie-Under-Attack plot, and as it turns out, I was right. And... it's a big one, though very hard to notice. I won't have to rewrite anything I've already posted, which is good, but the next few chapters of her journal need a major overhaul. I don't know if you guys would've noticed it or not (you probably would have), but I wouldn't be able to live with myself if I left it in there.

Splint - community game for another site?

Great update, by the way... I think I'm all for traps at this point. We might last a day or two longer. I honestly think that something ingame has ramped the siege difficulty UpToEleven... Jack Magnus really shouldn't have died that first time. lol
    Are you planning on invading hell?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 02, 2013, 11:51:26 am
If not invade lay the groundwork for it to commence.

And yes, a community game for another site. I can collect all of my updates so far and send them to you if you'd like, to spare the hassle of registering for a forum the likes of which I doubt you'd care for.

EDIT: Let's count shall we?

Killed several eldritch abominations, killed the.... I guess beacon of the spawn's hivemind in the field? and offed the nobility and I think god? of a human civ. Not sure how long they'll keep up their war with us though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 02, 2013, 12:00:19 pm
a forum the likes of which I doubt you'd care for
It's ponies, I just know it.

If not, I might care for it. If it is... Enh, probably fun to read anyway.



Spawn shouldn't decimate armies of adamantine-clad legendary +5 soldiers. lol   Something doesn't add up, unless the game really IS deliberately trying to screw us over, no matter how hard we try to keep things from going to hell. It just makes it all the more ironic that we actually are trying to go to hell.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 02, 2013, 12:24:25 pm
/sigh Yes, it's ponies. Still interested in reading it? Honestly I have enough put together to probably post it here, but that'd seem to follow the leadery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 02, 2013, 12:31:40 pm
just give a link. let those who want to read it read it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 02, 2013, 12:35:54 pm
Not really that simple. it's in the grimdark section of a board you need to register and acquire permission for access to. Plus there's other things there I'm not particularly proud to bring up in the presence of this fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 02, 2013, 12:47:32 pm
Not really that simple. it's in the grimdark section of a board you need to register and acquire permission for access to. Plus there's other things there I'm not particularly proud to bring up in the presence of this fortress.
Not safe for work/ I made it and I fucked up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 02, 2013, 12:52:41 pm
It needs to stay buried and hidden away from you guys if I want to maintain any sort of respect; let's just drop that part ok? If you guys wanna read it, I'll gladly supply an update a day until I run out of updates, then send them to you as they come out.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 02, 2013, 12:57:25 pm
Lol, sure. Go right ahead. I already did an extensive search for it and couldn't find much, so I wasn't surprised when you said
Not really that simple. it's in the grimdark section of a board you need to register and acquire permission for access to.
I won't ask about the other things... It's not that I'm not curious, it's more that I believe you when you say I don't want to know. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 02, 2013, 01:38:38 pm
I dunno I have a pretty large limit to what I consider I do not want to know. I think there is only one place on the internet I actively avoid and that is /b/ and that's more due to the community than anything else.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 02, 2013, 01:40:46 pm
If you want the first update I'll send it to you. If you want to stomach more after that, I'll send those too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 02, 2013, 03:01:56 pm
Do it my curiosity is far to large not to want to see it now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 02, 2013, 03:12:10 pm
Do it my curiosity is far to large not to want to see it now.
Send it to me too if you want.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 02, 2013, 08:17:18 pm
I don't disrespect people for their interests (says the guy listening to Oracion (http://www.youtube.com/watch?v=IHP8mGY7KSs) on repeat). Send me the updates... unless it should stay in the grimdark for various R34 reasons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Terrahex on February 03, 2013, 12:40:53 am
Hey guys, I'm probably not coming back for awhile if my record holds, but that you guys shouldn't worry. eventially I will come back. until then, however, I'm giving anyone permission to use my character under one rule: his sneaking is not magic. it is a talent. I had a pretty sweet plan, but I guess that'll have to wait. I can hardly wait until I get interested in this again.

It feels weird saying that. ahem... typing that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 03, 2013, 02:21:13 am
No problem Terrahex.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 03, 2013, 04:01:39 am
Right, as I've become bogged down in some drawing projects it'll probably be one more day before i get another update done. Kinda got behind because my stupid body needed to sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 03, 2013, 01:30:26 pm
[Update time children! Gather round for more pointless ramblings!]



8th Granite, 210

So No-Hair took a look around and somehow, I'm not sure, we have a small breach we can roam around in the caverns, blocked by trees. This explains how we haven't been eaten by that elephant-descended monstrosity of a sea-food platter. We need to eliminate that one in particular at range.... I wonder if there's a way we can use the various abominations for The Great Operation?

.... No, that's a stupid idea....

10th Granite, 210

I've been poking around the foort and found what I thought was remains of a recent fight. Turns out it was just some skeletal dog remains and Leftover silk from that thing Lomoth. I was about ready to have a heart attack if that thing was roaming around the fortress.

11th Granite, 210

Loud Whispers has been churning out...... Something. I have no clue what the hell he's making, but I did receive seven masterwork creation notes.There's also some stupid bird harassing citizens out collecting enemy weapons laying out in the muck.... Which is strangely light as of late.

12th Granite, 210

hah! I had forgotten I had made preparations before! I must make adjustments as I have since devised a superior design, but! Hahaha! I'll have more of the animals culled and more munitions churned out.

For some reason there's an engraved firing corridor though.... Not really sure why Tomio and Reudh insisted on engraving everything in sight when it wasn't really needed, especially since the majority is crap about gloom trolls or the fortress founding.

Come on people, we have other things to engrave you know. How about when we killed the spawn's hive king? Or when Fischer killed that frog thing or the minotaurs? Seriously. There's more images of those stupid night haunters and the founding than the stuff dwarves would want to actually look at or read of. I do have to admit, an elf managing to kill a night hag is rather impressive though. I've also found Mr Frog seems to be the most prolific engraver of our citizenry.

Fitting. He showed me a tool he uses to create some of the more detailed things in his lab, a delightful little implement that burns and carves things where he puts a little red dot.

I've also selected Corai to replace myself as bookkeeper. I've sent Rose to inform him to pack his things and prepare for the move to his new accommodations. Evidently he's the only one with any real ability with accounting and such besides myself.

-For several pages you find naught but drawings of various quality, generally depicting dwarves killing barbarians, goblins and other such beasts.-

That was a spectacular waste of paper. Oh, and one of our full-time marksdwarves is in the hospital. He's being fed and watered regularly but apparently he can't walk on account of a broken foot.



[So yeah. I had forgotten all about my prior preparations So I just need to make some tweaks. Someone's pet cheetah was found dead from an altercation with the animals all pastured to serve as a distraction, not sure who owned it. Corai was appointed to Book keeping as literally the only dwarf besides mine with record keeper skill, and TheKaspa's room is awaiting furnishings.

This year will be quite productive indeed when ammo and walling materials are made.].
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 03, 2013, 02:24:36 pm
I've been reworking the Vanya plot, and I came to a disturbing realization. Everything I've written has been working towards setting everything up for a massive, epic final battle... and it seems I never applied my notes to a timeline, which is something I really, really should've done...

If I'm careful, I can stretch her story out a little without making it seem too contrived or artificial, but the very latest I can stretch it out to (without it sounding retarded) is around Autumn of the next overseer's reign. :-\ I'd thought I could carry it out to whenever was necessary, but each event leads directly into the next, and there's no realistic way to put much space between them.

I seriously need input here... I don't want to be forced to abandon the whole story just because I didn't apply my notes to a timeline. X| I've put a lot of work into it, and I'd grown somewhat attached to the idea of actually being able to finish.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 03, 2013, 02:31:51 pm
Well, what was the plan for this final battle? if it was meant to be a fight in Spearbreakers itself, then yeah, you may have a slight problem. Otherwise you can do what you feel you need to and just close it up all nice and neat.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 03, 2013, 02:41:46 pm
Heh, the "slight" in "slight problem" is an understatement. I'll PM you the notes if you want them (and to anyone else who wants them). It's very, very spoilery  material, though, so be warned. Although... :\ I guess it doesn't matter how "spoilery" it is if I never write it. I'll post it here, if you'd rather I do that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 03, 2013, 02:46:50 pm
Go ahead and send it. I may be able to patch holes here and there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 03, 2013, 03:12:42 pm
@Talvi:

So, what sort of problems does this create, exactly?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 03, 2013, 03:40:23 pm
ehhh... the main issue: It'll be hard for me to realistically "choose" when to end the story (edit: I want to end it right after Spearbreakers falls). I can conceivably add in (insert number here) years of her sitting around doing nothing, but it won't make for very good reading, and will utterly destroy the believability. :-\

Splint, it's on its way. I've spent a couple days mulling over it, and I can't come to any quick conclusions, like I'm usually able to... You may have some fresh insight on it, though. (and if I'm lucky, it won't turn out to be as story-breaking as I feel.)


edit: I suppose this all comes from writing like I'm writing a novel, rather than writing like I'm roleplaying in a succession game. :( It's my own fault, really.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 03, 2013, 03:46:58 pm
@Talvi:

I'll continue this in PMs, if that's alright.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 03, 2013, 03:48:53 pm
All right, go ahead. I get the feeling I'm in for a lecture. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 03, 2013, 06:30:04 pm
Tonight, on Mr Frog's World Of Constructive Criticism!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 03, 2013, 07:52:58 pm
Tonight, on Mr Frog's World Of Constructive Criticism!

Spoiler (click to show/hide)

Fear not. The issue has already successfully been resolved. I didn't even have to force-choke anybody.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 03, 2013, 07:56:12 pm
Tonight, on Mr Frog's World Of Constructive Criticism!

Spoiler (click to show/hide)
Didn't we just do something like this two(?) days ago with my story?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 04, 2013, 11:11:23 am
[Ok, so upon inspection, it'll be a catastrophic pain in the ass trying to reorganize our soldiers' equipment. I'm a little sad at this because I was hoping to issue them fresh uniforms and such.

Also I've decided to try ripping out Fischer's bed to get her back on a normal sleep schedule. Fun Fact: Fischer is among the physically largest dwarves in the fortress.

EDIT: Have a short update on me fellas. And by short I mean short.]



13th Granite, 210

It was time for the infected's monthly feeding. Threw them some emu. That should last'em until next month's feeding time. I decided to pop in as well and check on Softa. She may be getting a handle on her aggression since she's starting to screech less and less when we visit her. Ashsaber was too busy snarling and eating his emu to even look up and Mad-Dok.... He's just creepy. Spawn are abominations to the gods and sciences but a spawn that doesn't screech is just plain wrong.... Maybe that means he over-powered the spawn that took over his body? I'm sure he has that damned instinctive urge to kill us all, so we can't let him out but it does make one wonder...

I've also noticed something distrubing. There's an entire group of children growing up without thier parents.

Thornback Wealthymined
Blackbird Soldierseals
and Cabo Soakboulder


Thier parents were both killed sometime ago, as was the youngest of the brothers (Cabo and Blackbird being the other two) had died out in the field assiting his father in rescuing wounded. [I'm going with that. Sounds nicer than just getting offed due to AI stupidity :P] I plan on inducting the lot of them into a sworddwarf squad, under that queer fellow Lefton and Jack. Blackbird and Cabo have expressed thier want to make thier mother proud, since she was among the soldiers killed in battle last year.

14th Granite, 210

I've finally had a chance to meet with one of three diplomats I have awaiting me. I plan on locking myself in my office with them until our business is concluded. With any luck, we'll be politically elevated and be able to garner Queen Sibrek's attention for a royal inspection of our facilities.... Such as they are. Maybe she'll even arrive in time for the great operation!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 04, 2013, 03:08:09 pm
UPDATE=GOOD.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 04, 2013, 04:41:30 pm
LFTON's queer? Wait until you meet Cor'Daz...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 04, 2013, 04:52:15 pm
....I'm not sure if we're using the same context here, but I'll assume we are and ask how deranged is this entity?

OH, and I started a fort using the abandoned save. Dauros disemboweled a couple mosquitofolk and a coati using a blunt instrument.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 04, 2013, 05:01:03 pm
LFTON is an interdimensional entity. There are many of him:

He exists on many planes, yet is only aware of himself (Dreamer) and Zedo (Reaper).
Also, on each plane he wields twin blades, Scindite and Sarcirent. They are the only constant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 04, 2013, 05:12:20 pm
I need to get you a second adamantine sword then. I think we got a few spares laying around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 04, 2013, 05:15:08 pm
I think I wield two already. [Individual Choice: Melee] and [Short Swords].

I wield them both in my right hand, and a shield in my left. That's what I learned in my "turn".
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 04, 2013, 10:18:50 pm
I'll have a looksee. I notice somedwarves assigned to carry more than one weapon and shield can do so, but alot of them can't. All of them that can are on the bigger side, so that'd probably make you a big bastard amongst the rank and file infantry.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 05, 2013, 01:16:38 am
that'd probably make you a big bastard amongst the rank and file infantry.

For a dwarf. A dwarf marked by time, space and dragons, but still a dwarf.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 05, 2013, 04:05:36 am
I'm thinking there should be some kind of notice in the thread title that the turn list has been cleared out and we're looking for overseers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 05, 2013, 03:11:23 pm
14th Granite, 210

During a lull in negotiations Simon Tam asked if he could have a brass chest put in his office. Since he's done such a wonderful job as mayor, I've put a request in down at the forges, but I told him it may be some time before anyone gets on it. Well, isn't that some initiative! Simon went and made the chest  all by himself! Says he'd like another though, so maybe when we get to the request making I can order plenty of brass for the fortress's favorite mayor.

16th Granite, 210

I grow tired of this liason. And the elven diplmat I may well simply beat to death to vent frustration. Mostly because I had Rose lock all my throwing mugs in her room so I wouldn't be tempted to brain the liasons from home with them. I put out an order for all mug production to cease. I've put the fellow who became a grown dwarf during my second reign, a strong looking dwarf named Cog, along with Blackbird and Cabo, on bolt production. Barring an unforeseen complication' we'll have the munitions to absolutely decimate whatever fell beasts live below.

We've also begun running low on wood, so I figured I may as well make the elf waiting in line weep some tears to be collected in a bucket and given to Fischer. Because Elf tears are of course the best of fuels, even compared to our fine wines and beers.

Rochia was also complaining about patrol duty. PATROL DUTY OF ALL THINGS! We don't even have a set system of outside patrols, and the regulars patrol the fortress itself! As punishment for undue crab assery, I'm ordered her booze share be halved for the remainder of the month. Lying about patrol duty. Bitch isn't even on active duty...

17th Granite, 210

-The following appears to be some incomprehensible string of obscenities written in old dwarven directed at several diplomats-

-this appears to be added later-

One of the diplomats appears to have dropped dead in our dining hall.... not uh.... Not really sure what to make of that honestly. He did look fairly old though...

I also decided that Lefton needed to kill something. So I had him kill the elvish diplomat. The best part? No-one even batted an eye. Now if this stupid prat would just quit it with the small talk I wouldn't be tempted to strangle this bastard to death.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 05, 2013, 03:15:58 pm
What nation? hope it wont kill us.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 05, 2013, 03:17:31 pm
Dwarven. Leftover from Reudh's actually I think, unless we got some kind of bizarre migrant.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 05, 2013, 03:19:27 pm
oosh. well, atleast we wont get another war...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 05, 2013, 04:48:08 pm
Yay! Murder! Scindite is pleased with this offering of blood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 05, 2013, 07:19:35 pm
I made another version (http://soundcloud.com/dorkfrog/mr-frogs-journal-3-take-2) of my previous audiolog, because the 'quality' of my last attempt was driving me nuts. I sound better in general in this one, I think, though the fact that my entire body was shaking from performance anxiety made it somewhat-difficult to get the words out -- if it sounds a bit forced anywhere, it's probably because I was straining to keep myself from hyperventilating.

For the record -- I intentionally kept some of the weird inflection from my previous attempt, as I felt it suited him. As always, though, I'm interested in hearing everyone's thoughts on it, preferably with some advice if there's any to give.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 05, 2013, 10:11:55 pm
Huh. Comical but in a good way. It does seem a little forced in general sound, but otherwise it looks like you kept a good even tone and even managed to sound a little bored, as if you were working on something at the time which suits the character. I think you actually sounded more gravely than before too, but I'm not sure. Kinda like you just woke up or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 05, 2013, 11:02:10 pm
But really that does seem to be Froggish anyways. Bored and half asleep whenever he's dealing with the dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 05, 2013, 11:09:28 pm
Huh. Comical but in a good way. It does seem a little forced in general sound, but otherwise it looks like you kept a good even tone and even managed to sound a little bored, as if you were working on something at the time which suits the character. I think you actually sounded more gravely than before too, but I'm not sure. Kinda like you just woke up or something.

Heh. This is the first time I've seen the phrase 'you sounded bored' where it probably wasn't an insult :p  I was going more for 'emotionally-detached', though. In any case, I'm happy to hear that I successfully kept my voice more-or-less even under the circumstances.

I definitely sound more gravelly in this one. Not sure why, but I think it sounds better, so I'm not complaining.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 05, 2013, 11:13:11 pm
Mission accomplished then good sir.

Also: Upon observations in my extra fort, it seems all that armor plating is holding Dauros back, like it so they might get to live if they decide fighting is a bad idea. In terms of raw physical might overall I actually think he's the physically strongest mofo in this game world. Fischer would probably get him if it came down to raw battle experience (Or sheer luck) though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 06, 2013, 08:35:33 am
Niiiccee... I like it. It seems to suit him a little more, which I like. You don't sound nervous so much as, like Splint said, bored with the trouble of having to make an audio log, and wanting to get back to whatever it was your were doing. You also seem slightly fed up with the dwarves, particularly Talvi. I remember that entry... it was one I particularly liked (even if partially because Talvi got mentioned in such detail).

It's definitely even deeper this time - it's just barely at the bottom of my register. I'd struggle to keep up with you. As someone who sings bass, I can say that's quite an accomplishment. :P I think your voice may be a lot lower than you realize. Maybe everybody has a deeper voice up there, and you're judging by comparison? lol (joking, but seriously... that's deep. Contrabass deep, even.)

Advice: I don't really have any. :\ It sounds good, and I don't hear any of the issues you mentioned. I just envy you - I wish I could regularly go that low. My voice starts to cut out when I drop that far down, and if I go any lower at all, it cuts out completely.


Splint - what would you say to the Spearbreakers-ans becoming aware of the timewar around halfway through your reign?


edit:
While I'm here: I think I've finally gotten all the snarls out. There were a few things that didn't quite mesh, but it all works now. Vanya's story will end before the fortress falls, instead of right as it does. Somehow I didn't think of that. Thanks, Mr Frog, Splint - you guys are awesome. The rest of the snarls involved timelines and an annoying-but-critical issue involving a PEA, but I got that worked out, too. The someone-attacking-Katie plot will come to a conclusion soon. Hopefully I'll be getting updates out with a better frequency - starting with today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 06, 2013, 10:23:16 am
Shameless double post. Vanya's next chapter, fixed up without any issues. I don't want to keep her off her feet for long, and I'm further developing the plot as I go. She'll be up and running by the next entry, though she'll walk with a slight limp for a while. Ankle sprains don't heal easy.

Vanya's Journals, Entry 55: Stuck at Home
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 10:41:59 am
On becoming aware: I wouldn't have any problem with that. In fact as a precaution I wanna get the invasion of hell over with and would like to ask if you guys mind if I autodump the remains and such outside so I can hurry up with the invasion (I wanna do something memorable y'know?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 06, 2013, 11:44:04 am
Hmm... I don't think I'd have any problem with it, honestly. Six months ago, yeah, but I think we're past that point now. You should probably wait to get other people's opinions, first, though. I might be alone in that respect. :P

Also - you mentioned something artwise... working on anything I might be interested in seeing?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 12:14:48 pm
When and I can draw things by request. I still have a bunch of past-due drawings to do ( I feel ashamed in saying I might never deliver on those old poll drawings) But in the meantime if you want something drawn i can give it a go.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 06, 2013, 01:24:23 pm
Hrm... I'm not quite sure when. I think you said it in the past couple of weeks, but I can't seem to find it.

As to requests... I'd feel ashamed to ask, honestly. It doesn't seem fair of me to want anything else - I already have two pictures of V, as well as one of Talvi. (Which reminds me, I hope you don't mind my posting them (and other related arts) in the novel thread (http://www.bay12forums.com/smf/index.php?topic=119562.0). If you want me to take them back down, I don't have any problem with it. It's mostly your art, anyway.)




Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 06, 2013, 02:50:06 pm
In fact as a precaution I wanna get the invasion of hell over with and would like to ask if you guys mind if I autodump the remains and such outside so I can hurry up with the invasion (I wanna do something memorable y'know?)

Given how long it's been since that invasion was first being planned, I think speeding it up a bit would be perfectly acceptable.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 02:55:34 pm
Hey I have no problem with abiding by specific requests, so long as I'm given specific details. Otherwise I tend to improvise and nobody wants that 90% of the time.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 06, 2013, 04:23:13 pm
Dump everything that needs to be dumped. Atomsmash it if you want. Let's get Hell and Time in with this clusterfuck!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 06:03:25 pm
THere's not a terribly great ammount in general, it's largely teeth and severed limbs causing so much clutter. What's the normal amount of time for a dwarf to be asleep for in a given season? Also how long will it take the drowsy status to go away, since Fischer and Draignean both have it despite being asleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 06, 2013, 06:10:46 pm
Yeah I wouldn't mind it getting sped up. If it can be done to make the story and fortress more interesting I'm all for it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 06, 2013, 06:23:01 pm
I think your voice may be a lot lower than you realize. Maybe everybody has a deeper voice up there, and you're judging by comparison? lol (joking, but seriously... that's deep. Contrabass deep, even.)

My voice can indeed go lower than that. I was trying my best to speak in a monotone; I slipped up a couple times, but I still wasn't using anything close to my full range. (Also, for anyone who has no clue what he means by 'up there', I'm a Canuck.)

As for the issues... listen carefully. I was having a massive anxiety attack as I recorded that, and although I did my best to repress it, there are multiple points where my control falters and my panic starts to show through slightly -- at one point, I break character almost-entirely and start muttering rapidly under my breath for a few seconds.



I think it's long past time we conquer Hell. Maybe give Talvi time to finish his story, just in case we die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 06:27:58 pm
Oh we won't I'll make sure of that in the preparations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 06, 2013, 06:40:30 pm
Maybe give Talvi time to finish his story, just in case we die.
Noooooooo. Will not happen. I'm not going to be the cause of Spearbreakers not getting updated for a few months. >.> Seriously, I have a lot left to do. Even if I end the story at the end of the Parasol arc (which still leaves Joseph on the loose) you're looking at another 10 chapters or so.

...Yeah, I made it way too long. :\ I doubt that anybody in their right mind would normally want to read this much, but people were bored, and this is supposedly entertaining. Plus, this is the first succession fortress that has a series of novels to go along with it, which is cool. And my fault.

Quote
I break character almost-entirely and start muttering rapidly under my breath for a few seconds.
Oh, that's what that was. :\ I thought it was being awesomely in-character, as in great acting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 06, 2013, 06:46:47 pm
Maybe give Talvi time to finish his story, just in case we die.
Noooooooo. Will not happen. I'm not going to be the cause of Spearbreakers not getting updated for a few months. >.> Seriously, I have a lot left to do. Even if I end the story at the end of the Parasol arc (which still leaves Joseph on the loose) you're looking at another 10 chapters or so.

I don't mind reading another 10 chapters, I quite like these kind of stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 06, 2013, 06:48:15 pm
Hearing about Spearbreakers conquering hell when she returns should prove interest, at least Vanya's reaction anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 06, 2013, 07:14:35 pm
I think your voice may be a lot lower than you realize. Maybe everybody has a deeper voice up there, and you're judging by comparison? lol (joking, but seriously... that's deep. Contrabass deep, even.)

My voice can indeed go lower than that. I was trying my best to speak in a monotone; I slipped up a couple times, but I still wasn't using anything close to my full range. (Also, for anyone who has no clue what he means by 'up there', I'm a Canuck.)

As for the issues... listen carefully. I was having a massive anxiety attack as I recorded that, and although I did my best to repress it, there are multiple points where my control falters and my panic starts to show through slightly -- at one point, I break character almost-entirely and start muttering rapidly under my breath for a few seconds.



I think it's long past time we conquer Hell. Maybe give Talvi time to finish his story, just in case we die.

You're Canadian too? Hmm I seem to be running into a lot of Canadians on various forums lately. (I'm Canadian as well)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 06, 2013, 09:40:28 pm
@Talvieno

If, as I recall, Vanya's journals are told in the style of a noarrator reading a history book, then it won't matter when you finish, the end result is the same. We could conquer Hell now and you could still be writing about Vanya's arrival.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bezment78 on February 07, 2013, 02:40:10 am
Hey Guys You're One Of The Best Good Job ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 07, 2013, 02:45:20 am
Welcome newcomer. Glad you're enjoying it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 07, 2013, 02:27:26 pm
Maybe give Talvi time to finish his story, just in case we die.
Noooooooo. Will not happen. I'm not going to be the cause of Spearbreakers not getting updated for a few months. >.> Seriously, I have a lot left to do. Even if I end the story at the end of the Parasol arc (which still leaves Joseph on the loose) you're looking at another 10 chapters or so.

I don't mind reading another 10 chapters, I quite like these kind of stories.
...what about another thirty? :\ Thanks for the encouragement, though.

@Talvieno

If, as I recall, Vanya's journals are told in the style of a noarrator reading a history book, then it won't matter when you finish, the end result is the same. We could conquer Hell now and you could still be writing about Vanya's arrival.
This is true. The narrator wasn't originally a narrator, it was just a piece of text at the beginning of each chapter to allow me to describe the journal. Now that he's a narrator reading Vanya's journals in the future, I can technically end the story whenever I want... but Vanya's story itself can't go much farther than the end of Spearbreakers.

On the plus side, when Vanya gets back to Spearbreakers, she'll be a lot tougher emotionally/mentally than when she left... I imagine she'll want to take part in its defense, and I look forwards to writing about the first dwarf/elf battle. That would produce a lot of internal conflict, I would think... She dislikes her own kind because of the bad name they give her, but at the same time, she'd feel like she was betraying them... But then, she wants to defend Spearbreakers... but then again, she doesn't want to kill anyone. Joseph's doing the same thing with her right now - toying with her mind. I think he might actually derive a perverse sort of pleasure from watching it, as the most use she can actually be to him is a pawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 07, 2013, 03:05:28 pm
I think if to comes down to her home and frends and her own bigoted species, I think she'll choose home. After all, HOME! It's where the heart issss! Yeah i know not what i do, ignore that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 07, 2013, 03:39:49 pm
She would. lol   She'd just be conflicted about it. She's a dwarf at heart, after all.

late edit: Meh.
That best sums up my current mood, I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Rocknlol on February 08, 2013, 12:07:13 am
Could I be dwarfed as Rocknlol?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 08, 2013, 12:11:46 am
Absolutely! We have many available dwarves who've I've yet to give a nickname (For ease of identification, though some won't receive them, such as Uvash.) Anything specific job-wise? Gender?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Rocknlol on February 08, 2013, 01:22:03 am
I'd prefer an engraver, a male if that's available.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 08, 2013, 01:23:19 am
Well we seem to have a very large number of assitant engravers. Honestly i think at this point Mr Frog or Talvi should be the head of an engraver's guild because those two are among the most prolific engravers in the fort. I'll get you set up with a male. We have plenty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 08, 2013, 01:30:36 am
Welcome to Spearbreakers!
Please be notified that any loss of life or limb is purely coincidental and has nothing to do with the meta-clusterfuck.

Have a nice day!
~The Queen, Spearbreakers Administrative Offices, Mountainhomes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 08, 2013, 09:10:00 am
Can I repost to get a turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 08, 2013, 09:32:11 am
You sure you'll be able to take it when mine ends?

EDIT: Ok, sorry about the lack of updates boys and girls. I promise I'll get one out either late tonight or tomorrow. Been working on other stuff.

And seriously, Do you have any specific requests for something Talvieno?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 08, 2013, 03:55:26 pm
EDIT: Ok, sorry about the lack of updates boys and girls. I promise I'll get one out either late tonight or tomorrow. Been working on other stuff.

Awesome! Hopefully I can start my story, soon. I could have started now, but I want to at least work with what my dwarf was described as in-game.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 08, 2013, 03:58:19 pm
I'll post your dwarf's description if you like, but we just kinda stuff it and make them up on the fly (Every dwarf I've drawn has been improvised though.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 08, 2013, 04:36:20 pm
I'll post your dwarf's description if you like, but we just kinda stuff it and make them up on the fly (Every dwarf I've drawn has been improvised though.)

Sure, go for it! If I don't like something I might as well omit it for the love of the story.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 08, 2013, 05:07:05 pm
Question are only the leaders of the military squads named or is the entire military named?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 08, 2013, 05:20:17 pm
Simply to avoid confusion I assign everyone nicknames. However a good chunk of the army is actually manned by player owned dorfs, excluding the civil defense corpse which is just the civilian boltspam force intended to thin out the enemy or slow them down as needed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 08, 2013, 09:23:29 pm
Alright then the better question is that are there any dwarves in either the military or (I assume we must have a few) miners I can claim due to I don't think I have ever asked for dwarfing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 12:30:30 pm
73 professional/part-time/as needed soldiers. Of that one is the duke-to-be and his three bodyguards, and 20 are more minutemen than soldiers.

current OoC update: Autodumped the shit laying outside and that's sped things along dramatically. Found Skewer's hand mixed in among the refuse for some reason. Skewer died right? I thought we got all his bits and pieces cleaned up.

Also: Have begun mass food production in the kitchens to help conserve space, since we have smaller food stockpiles scattered throughout the fortress. Once sufficient munitions are built up, The invasion will begin, barring it crashing my game due to sudden enemy overload.

Also again: Gave you a thresher for now Zacen, all the soldiers and miners were named or taken already. Since I need him on hauling and processing duty He'll be unenlisted for now, but physical weakness aside he's a decent enough candidate for military service.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 01:49:25 pm
17th Granite, 210

Lefton informed me that the deed is done. He also asked if he could take the elf's pants since his were a little worn out. I told him it was fine. The altercation consisted of two things according to him: An indignant response from the elf, and the elf being liberated of his arm and head.

(http://i46.tinypic.com/dc7803.png)

I really wish this jerkass would hurry the hell up and make with the agreement making. I don't care about his family, I was just being polite! If he were one of my fortress residents, yes, I'd care deeply for his family and the concerns he has but... GAH. I'm tired of that northern baron's lackeys being all small talk for days on end. Just because he reports directly to the queen and I don't means nothing! NOTHING.

18th Granite, 210

I.... I found a headstone, a headstone to my long passed loved one Stova.... I checked through the headstones we had engraved and I was setting up two to Jack, in honor of the two incidents where he was grievously injured in a manner that even Fischer probably would have succumbed, partially as a joke, but also in honor of his service. I've asked Rodge and Aussieevil to dig out a small shrine, as she was Among the first of may heroes to die and... Well, I just-The remainder of the entry is smeared to unintelligibly-

19th Granite, 210

My report box is getting stuffed with complaints about lye shortages, no webs to collect, Rochia (with Talvi and Loud Whispers mixed in) letting me know of masterworks being  made, and the occasional reports of regular rain. Oddly enough There hasn't been a blood rain in such a long time most of the blood has crusted up and gone into the soil. I'm sure that will be rectified shortly.

I'm also tempted to also order some of the female livestock slaughtered. Damned things are starting to pop out replacements for the animals we've been killing to thin them out.

---

Yup, there it is. Must've needed to go and fetch some more coalskins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 09, 2013, 03:25:15 pm
I'm fine with being a thresher I at least have a half decent life expectancy (until well I get drafted).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 05:27:47 pm
Well, due to quality needs, you'll be stuffed into a danger room should you choose to answer the call to arms that I Still want to issue (we just have so much shit that needs moving that I can't in good conscience recruit anyone.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 09, 2013, 08:17:32 pm
And that is how diplomacy is happen, children! Now let me clean the blood off Scindite...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 09, 2013, 08:29:46 pm
I'm fine with danger rooms. Well as long as you can say it actually works and somebody didn't accidentally put spears that would actually murder people in there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 09, 2013, 09:03:34 pm
I think it works properly, from my turn's memory.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 09:08:46 pm
It seems to be all fine and dandy, since Jack appears to have been run through it for the third time. :P

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 09, 2013, 10:28:11 pm
*cough*

I'd like to say that my dwarf is at least smarter than that, but then again - he fell in a pool of water and drowned, so...

I'm just glad he didn't accidentally lock himself in there and starve to death or something >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 09, 2013, 10:33:25 pm
Does adamantine have biorhythms? Does your dwarf even NEED to eat?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 11:01:41 pm
I would peg it as the result of sufficent oxygen deprivation causing some memory problems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 09, 2013, 11:05:53 pm
I'd peg it down to Jack III going "Well, I seem to remember eating being somewhat pleasurable. Aw, heck. Let's do it."

Sudden idea:

Jackborgs as creatures who defend us in SB2. How's that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 09, 2013, 11:11:16 pm
Show of hands, who says that's a good idea?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 09, 2013, 11:15:39 pm
That sounds awesome. So what would they be a caste of stronger and more durable dwarfs? (at least codewise?)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 09, 2013, 11:23:53 pm
I was more thinking pasturable pets that are intelligent and have their own language.

Quote from: Hypothetical Jackborgs
"Jackmag Nusjack, Jackborg Prime. A dwarf-like-robot that defends its masters valiantly. It is said the Jackborgs were first designed in the ancient fort of Spearbreakers, where a master axelord called Jack Magnus died in combat, but was resurrected as a cyborg by scientists unknown."

Their language just has to be all different variations of Jack and Magnus. I might fire one up now using Talvi's DFlang.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 09, 2013, 11:57:01 pm
I was more thinking pasturable pets that are intelligent and have their own language.

Quote from: Hypothetical Jackborgs
"Jackmag Nusjack, Jackborg Prime. A dwarf-like-robot that defends its masters valiantly. It is said the Jackborgs were first designed in the ancient fort of Spearbreakers, where a master axelord called Jack Magnus died in combat, but was resurrected as a cyborg by scientists unknown."

Their language just has to be all different variations of Jack and Magnus. I might fire one up now using Talvi's DFlang.

Fair enough but you know you want to see the military caste be a bunch of axe wielding Jack cyborgs. (I accept what you want but I can't get that mental image out of my head now) Edit: Also will spearbreakers 2 be far into the future? Like far enough for the dwarves to have some real tech?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 12:09:01 am
Jackborgs sound !!FUN!!

Is there a way to make their actual hands... dextrous axe blades?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 12:47:36 am
I support either one.

Jackborg: A combat drone built by dwarves and made either from fallen soldiers or generally any dead humanoids with an axe blade replacing one hand.

Jackborg Alpha: Made from a near dead or recently killed dwarven soldier (This would be a caste of dorf.) Superior to their basic brethren in that they retain their memories and don't have weapon grafts, allowing them to use whatever may be at hand or issued to them.

Both would be very tough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 01:14:30 am
While we're on the subject, what other entities, wildlife, items etc are wanted for Lokumokab Nob?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 10, 2013, 01:35:38 am
If I remember correctly, Scythod were a definite yes, but not necessarily evil or friendly.

Spawn I think was a yes. Especially if we get FS-00 breed Spawn instead of HS-01. (FS-00 is the prototype spawn based upon Fischer's cells, if I remember right. Much more powerful, and its right arm is a pike embedded into its flesh, or rather, a claw that strongly resembles a pike. HS-01 is based on Holistic's cells, and is an advance from the HS-00, which were in Syrupleaf and could not transfer the curse.)

Jackborgs could be made in a similar way to the golems in Masterwork, if we could figure out a way to do it without it being simply overpowered and also not copying the way Meph did it. Alternatively, they could merely be [common_domestic] and be purchasable from our home civ, which could be advanced since Spearbreakers due to Parasol and Ballpoint influence.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 01:39:58 am
What of weaponry and armour? I'm not saying bolt-action laser rifles with invisibility disruptors, but more like... clockwork poleaxes. Hyperdense metals used in advanced weaponsmithing. Accurate crossbows. That sort of thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 01:50:01 am
Antagonists
-Stranded megacorp troops (Parasol and Ballpoint)
-Casted Spawn (To show how they're evolving; Artisans and such)
-Various weaker fort defense races
-Spawn of Fischer that escaped into the wild
-Scythod
-Possibly manamaids?

Allies
-Possibly manamaids again
-Gnomes akin to Mr Frog, a commercial race, probably with ambiguous morals.
-Sewats (Humans of Sewaturet, to represent it's growing power towards what it is becomes in the story)

Animals/Semi-megabeasts
-Megaspawn

Plants
-Unknown

Weapons
-Crude but powerful railguns (Think a crap version that had to trade rate of fire for raw power to make up for limited production.)
-Serrated disc launcher, based on Mr Frog's prototype. Ammo stacks weigh a shitload though (these work wonderfully and can take a white tigerman's leg off  with a badly aimed shot.)
-Mechanism and chainsaw weapons replacing standard ones for dwarves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 01:55:03 am
Animals/Semi-megabeasts
-Megaspawn

Fuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 10, 2013, 02:11:53 am
Spearbreakers 2 sounds like the best thing ever. So how much longer do you think Spearbreakers will last? It almost feels impenetrable right now if you wanted it to be (but that's no fun), and seriously Megaspawn how much larger are they than normal spawn? Also I support having both forms of Jackborgs
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 02:13:46 am
Megaspawn I would imagine would be larger than giants at least.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 10, 2013, 02:18:41 am
If we do set up castes for our dwarves, we could make it so certain castes are affected by the bite differently. A very rare caste when infected could turn into a Megaspawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 02:39:36 am
.....

If we do set up castes for our dwarves, we could make it so certain castes are affected by the bite differently. A very rare caste when infected could turn into a Megaspawn.

Fuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 10, 2013, 02:51:30 am
That's going to make your life hell to write all that won't it? That or are you angry you didn't think of it first. Edit: Though that doesn't seem like you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 10, 2013, 10:29:33 am
Hey, sorry I disappeared. I've been having some personal problems, but I hope they're largely sorted out now. Yeah, Scythod aren't necessarily good/evil. There's also the seqiv, which I haven't been able to find a way to work in without the whole story sounding like Alice in Wonderland. Seqiv are awesome, though.

Gnomes would be magical in canon, even if they don't have anything resembling a magic system ingame.

Mechanical hands are possible, but would be difficult to implement properly. I'm all for Jackborgs, though. And possibly ferric elves. Ooh, and one more: I'm not totally sure precisely how Vanya's story will end, but if she winds up with either Urist or Reudh, and they have kids, things will be strange. We'll have Dwelfs. I think they live in mushroom tree forts.

.....

If we do set up castes for our dwarves, we could make it so certain castes are affected by the bite differently. A very rare caste when infected could turn into a Megaspawn.

Fuck.

Holy shit.

Oh, and don't forget the Spawn of Fischer. That pic, and the story behind it, was badass.

I'd love for manamaids to be an endgame kind of thing... You hear about them here and there through the thread, but they're almost danced around as a sort of forbidden topic (the original topic, Santa getting it on with mermaids and a manatee, was kind of out there, anyway). I'm of the opinion they shouldn't be common by any means, and hopefully only show up once everything else has been encountered, as a sort of, "OH CRAP, WHAT'S THE MULTIVERSE THROWN AT US THIS TIME".

One other possible civ: Eris cultists. Joseph will be gone, but I doubt his fanatical followers will simply abandon the path... that's rarely the way these things play out in the history books. Death tends to spur causes on instead of extinguish them. Take Socrates, for example. His ideas and death brought about an incredible change in Ancient Greece.


V's story: I may get something out today, but no promises. I haven't felt like writing for a while.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 12:23:53 pm
Mushroom tree forts: Underground.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 10, 2013, 03:23:37 pm

.....

If we do set up castes for our dwarves, we could make it so certain castes are affected by the bite differently. A very rare caste when infected could turn into a Megaspawn.

Fuck.

Holy shit.

This has the potential for something !!SCIENCE!!-y. Love the idea of a second Spearbreakers!

Anyway, with the evolution of the Spawn and their antics, one would wonder what would happen should they, if at all, evolve to the point where each and every spawn's point of view changes and begin to conflict with one another's ideas; causing separation and even war with each other. I mean they already hate everything, so why not each other? I mean, most likely they aren't going to grow that much, but it is still a possibility.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 06:40:49 pm
How would HS-01 and FS-00 interact with MS-00?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 10, 2013, 07:14:00 pm
The last few pages have been awesome.

Seriously >.>

I'm all for Jackborgs in either form, although - would there be a difference between a 'borg created from a male or female corpse? Seeing as I've been redwarfed as both genders already (not to mention Mr Frog's "Maggie" nickname for me), it could potentially make for more entertainment (or a modding nightmare, I'm not sure).

Megaspawn (either generated in worldgen or created via spawn-bite infection on specific castes (or possibly just a really rare chance of it happening) sound terrifying. A spawn that is at least as large as a giant? I wonder how the hypothetical Jackborg will stand up against something of that size...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 10, 2013, 07:18:54 pm
I see it like this: The bigger they are, the harder it is to miss.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 10, 2013, 07:20:31 pm
This is true, but I also see them using normal dwarves as footballs or something >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 07:51:55 pm
I see it like this: The bigger they are, the harder it is to miss.

Especially for the railguns and disc launchers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 10, 2013, 08:12:52 pm
It would not be hard to force the Jackborgs to have different names based on caste. MR FROG, WE NEED YOU.

My thought regarding the caste with the megaspawn is that the caste affected would be a caste with a bonus to combat learning and some low level of innate combat skill, making it a toss up whether to field soldiers that begin with some degree of skill and strength but have a chance to be megaspawn if they survive a bite (let's say, the effect of the bite could be 20% permanent paralysis of the affected area only, 70% temporary paralysis, and 10% fever then transformation), or use castes not as naturally gifted with combat who would only turn to regular spawn.

MS-00 I presume are the Megaspawn: Here's an idea.

Two seperate spawn civs. HS-01, as in the current Spearbreakers 1 spawn. FS-00, much more lithe and quicker to attack, with a sharp bladed arm but possibly a bit more frail. MS-00 is probably just a mutation of either spawn civ.

It could be possible to have HS-01 and FS-00 siege at the same time. How about, some spawn could have Megaspawn as mounts. SPAWN RIDING A GIANT SPAWN.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 10, 2013, 08:23:14 pm
Ridding a even bigger spawn?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 10, 2013, 09:52:41 pm
SPAWN RIDING A GIANT SPAWN.

Sweet fucknuggets that's a terrifying prospect.
EDIT: Even in context.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 10, 2013, 09:54:42 pm
You forgot that that spawn, along with several others, are riding a larger spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 10, 2013, 10:08:11 pm
Yes yes, terrifying spawnception. Shoot the bottom one in the legs and let gravity do the rest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 10, 2013, 10:35:54 pm
It would not be hard to force the Jackborgs to have different names based on caste. MR FROG, WE NEED YOU.
I can do this, too. lol   I just lack the time at the moment.  I doubt you'll get Mr Frog's assistance just by calling on him, though. You need to build an altar of logic and offer a sacrifice of reason. Setting it on fire should do the trick.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 10, 2013, 11:33:22 pm
I think the current discussion is best summed up as this:
"Trying to make Spearbreakers 2 as impossible as we can to see how the overseers will handle it anyways."

What's next?  Giving manamaids the ability to ride mounts and have them prefer faster ones just so that the crossbowdwarves aren't safe from them "busting a sexy move?"

Er... forget I said that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 10, 2013, 11:36:35 pm
Assuming it's not too grotesque to imagine, I think the size difference between individual manamaids would be enough to let them mount each other... and that does sound horribly, horribly wrong, in more ways than I can count.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 11, 2013, 12:16:23 am
Reudh cancels Praise Talvi's Writing: Seeking brain bleach
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 11, 2013, 12:23:28 am
Reudh cancels Praise Talvi's Writing: Seeking brain bleach

+1
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 11, 2013, 12:33:43 am
Oh oh dear god why I did not need that mental image. Armok dammit where did I put that vat of brain bleach........... WHY DO MANAMAIDS STILL EXIST!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 11, 2013, 01:44:12 am
Reudh cancels Praise Talvi's Writing: Seeking brain bleach

+1

+1

Talvi, please make your descriptions eliminable by vast amounts of fanmade battle themes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 11, 2013, 02:20:16 am
DOUBLE POST!

Anyways, I am willing to donate/design some mods for SB2 if the necessary parties consent.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 11, 2013, 02:21:27 am
It would not be hard to force the Jackborgs to have different names based on caste. MR FROG, WE NEED YOU.
I can do this, too. lol   I just lack the time at the moment.  I doubt you'll get Mr Frog's assistance just by calling on him, though. You need to build an altar of logic and offer a sacrifice of reason. Setting it on fire should do the trick.

Silly Talvi, I only require boot-licking for stuff that actually requires me to get off my ass.

So, uh... for different names for each caste, use the CASTE_NAME tag. Anything much more involved than that will require the procedure Talvi has already been so kind as to highlight for y'all. Minus the fire, though. I'm off fire at the moment. (I do accept vital organs, however, provided they won't spoil in transit.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 11, 2013, 03:16:03 pm
Reudh cancels Praise Talvi's Writing: Seeking brain bleach

+1

+1

Talvi, please make your descriptions eliminable by vast amounts of fanmade battle themes.
Can we get this on the quotes page?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 11, 2013, 03:28:59 pm
Lol... When Reudh said his bit about brain bleach, I thought he was just joking... Now that everybody's seconding it, I'm forced to wonder - are you guys just messing around with me, or did I actually take it a step too far?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 11, 2013, 04:02:09 pm
possibly.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 11, 2013, 04:27:57 pm
Seriously Talvieno, I couldn't sleep for hours after the hours after I read that. Damned imagination...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 11, 2013, 04:29:38 pm
On a related subject, you still need to update the quotes list with my virgin sacrifice comment, Talvi.  Still, I guess you could say I'm to blame for thinking up of mounted manamaids in the first place.  There is no way to rephrase the concept so that it doesn't sound, as you say, "horribly, horribly wrong."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 11, 2013, 04:32:52 pm
On a related subject, you still need to update the quotes list with my virgin sacrifice comment, Talvi.  Still, I guess you could say I'm to blame for thinking up of mounted manamaids in the first place.  There is no way to rephrase the concept so that it doesn't sound, as you say, "horribly, horribly wrong."
I thought I did it already... but you're right, I didn't. >.> I'll do that right now. Sorry for the wait, Soulslicer.

edit: it is done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 11, 2013, 05:15:31 pm
Manamaids are a truly horrendous thing to behold Talvieno. There's a reason that if I draw any, they'll be in the timewar where helmets and armor their employers force them to wear obscures the mind-bending horror.

Victory is all well and good, but not if your heavy weapons guys kill everyone on both sides because they busted a sexy move.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 11, 2013, 05:52:10 pm
I haven't even heard all that much about Manamaid and even from the small description I've heard they still merit brain bleach.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 11, 2013, 06:30:16 pm
Lol... When Reudh said his bit about brain bleach, I thought he was just joking... Now that everybody's seconding it, I'm forced to wonder - are you guys just messing around with me, or did I actually take it a step too far?

Just messing with ya. Manamaids aren't that horrifying.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 11, 2013, 08:02:04 pm
Good Guy Reudh, sugarcoating horror itself :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 12, 2013, 12:33:19 am
Just letting you guys know updates will probably be a while longer between now. Not really feeling up so much right now. Probably just a depressive episode, so I should be fine again within a week or so. I'll try to get another update out within the next day or two, but no promises.

But rest assured, this turn will go to fruition.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 12, 2013, 01:13:37 am
I think progression would be good for the canon arcs :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 12, 2013, 01:28:40 am
I'm not really sure what you mean by that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 12, 2013, 01:35:01 am
If the game progresses, the stories can progress (further)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 12, 2013, 06:26:56 am
Not mine. I think Vanya's story is currently taking place in... Slate (2nd month). That means I'm a month ahead of Splint. Even so, it'll be a while before she winds back up at Spearbreakers. I'm going to stretch it out to land her pretty neatly right in the middle of Galena (6th month) if possible, but with that being 8(?) entries away, Splint has plenty of time, especially as I've gotten used to releasing one chapter per two days... when I'm actually feeling like writing. >.>

I hear you on the depressive episode, Splint. If you want to talk about it, shoot me a PM and I'll listen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 12, 2013, 06:33:23 am
I hear you on the depressive episode, Splint. If you want to talk about it, shoot me a PM and I'll listen.

Same here Splint. We're your bros and we're here to help ya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 12, 2013, 02:27:12 pm
Yay, I got one finished. Chapter 56, unless I've miscounted.

Vanya's Journals: The Moral Line
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 12, 2013, 03:13:08 pm
Well. Shit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 12, 2013, 04:07:41 pm
Did I screw up somewhere?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 12, 2013, 04:15:03 pm
More referring to the Joseph thing and in general the obvious (maybe?) employment of blue and orange morality with Parasol.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 12, 2013, 04:53:49 pm
Hmm... I think it's more that they're simply "above" morality, if that makes any sense. They put science first, and don't really care about much else... it's in line with how they released the Holistic Spawn on everybody as a test.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 12, 2013, 05:09:20 pm
So they churn out experiments and results without regard for society?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 12, 2013, 05:13:45 pm
So they churn out experiments and results without regard for society?
Other people's societies, yeah. I imagine the girl they got was probably an Everoccan, but I could be wrong.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 12, 2013, 07:25:10 pm
Hmm... I think it's more that they're simply "above" morality, if that makes any sense. They put science first, and don't really care about much else... it's in line with how they released the Holistic Spawn on everybody as a test.

That pretty much is Blue And Orange Morality, at least from my understanding. Their values are vastly-different than most peoples' to the point where you can't really even draw a comparison between them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 12, 2013, 08:38:11 pm
One would think I would be done reading Spearbreakers so I could read the tale above. Well, I had other things that got in the way. :-[ So, I will get back to reading when I get my head straightened and my priorities set. On the account of stories, I decided to revise my character's backstory a bit. Other than that? Nothing much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 12, 2013, 10:38:44 pm
I still have tons of reading to do I still haven't gotten around to reading Reudh's and Tomio's turns and all the stories and journals and AAAAAAAAAAGGGGGGGGHHHHHHHHHH ITS IMPOSSIBLE TO DO!!!!!!  :'(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 13, 2013, 02:40:06 am
Spearbreakers:
Impossible. Is. A. Mug.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 13, 2013, 12:09:00 pm
Spearbreakers:
Impossible. Is. A. Mug.


That doesn't make sense..... Mug fine impossible fine but impossible being a mug?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 13, 2013, 01:02:50 pm
(http://tnypic.net/8sjk1.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 13, 2013, 01:56:39 pm
Hilarious. Didn't wanna get up, but glad i did now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 13, 2013, 02:46:14 pm
I... Have no idea how to react to this. Pretty awesome.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 13, 2013, 04:42:18 pm
Spoiler (click to show/hide)


How did you make that? It is awesome and I'm curious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 13, 2013, 06:24:19 pm
Spoiler (click to show/hide)

That is the epic, Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 13, 2013, 07:15:42 pm
I'm glad I wasn't drinking my coffee (out of a mug, of course) when I read that, or else I may have spewed it over my monitor in laughter. That was hilarious, Talvieno.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 13, 2013, 07:54:41 pm
Can I nominate that whole image as a quote?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on February 14, 2013, 05:22:35 am
Assuming it's not too grotesque to imagine, I think the size difference between individual manamaids would be enough to let them mount each other...

OH MY GOD MY BRAIN!!!!!!

i think i suffered a mini stroke just from imagining that.......
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 14, 2013, 05:42:51 am
Bit random, but I was just on dictionary.com, and apparently the "hot word" for whatever time period they use (day, week, whatever) is... holistic.

I find this to be completely random, but hilarious. I may be slightly tired, but still - what are the chances?

And apparently ecru is very light brown. That's good to know >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on February 14, 2013, 12:26:55 pm
wow, you lot got through 3 turns and managed to fill up ~ 300 pages in that time MAN, so when is my turn :-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 14, 2013, 01:15:45 pm
If that mens you'd like to reenlist for a second turn, then I'll put you down for a second go. We've had a turns reset due to a distrubing trend of disappearances and save corruptions.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 14, 2013, 06:59:59 pm
Lol, glad you guys like it. :P It wasn't that hard to make, and I did a messy job of it. For about five minutes, that page actually existed on TVTropes - as Spearbreakers Haiku. I simply copy-pasted-edited the "A God Am I" trope. That's why you see "Characters" up in the top right - I forgot to fix it to make it look more like a regular page. (The "shear" spelling error isn't my fault. I forgot to fix that, too, but that was the tropers.) Afterwards, I just did some quick image editing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on February 14, 2013, 09:38:35 pm
The history on the Haiku page looks nuts now due to that. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 15, 2013, 05:29:39 am
*WARNING! STORY WRITING IN PROGRESS*

Splint, what time are you actually up to? I need a good time for Clarity to make her dwarven debut.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 15, 2013, 12:53:47 pm
Just due to clutter and piles of units My own updates are actually two days ahead of the game, it still being in the early final third of Granite.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 16, 2013, 12:04:45 pm
I was reading through the old chapters, trying to get into the swing of things again and get past my writer's block issue (I hate writing boring chapters), and I realized a couple things... First, I completely forgot about the comb Reudh gave Vanya. Second, and more alarming: I've been pronouncing "cavy" incorrectly for almost a year now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 17, 2013, 01:03:54 am
Does nobody use the tinychat anymore, or am I just logging on at the wrong times? :/
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 17, 2013, 01:17:11 am
I haven't been on it in some time, mostly due to it being nearly abandoned most of the time. Just opted to use steam instead.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 17, 2013, 09:26:42 am
Huh, after reading the past 100 pages(ALMOST. BLOODY. DONE!), I learned that my dwarf's appearance isn't going to be the first to be related to magic to join this fort. (Given, he can't perform ANY magic due to inexperience*.) This fort already has enough with technology and timewars.  :-\

EDIT:*Besides an increase in longevity which hardly helps besides telling everyone who has known him for a long time that he is a very crappy and inexperienced necromancer.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 17, 2013, 12:40:43 pm
Oh, yeah. We've had lasguns, railguns, armored mechs, tanks-that-look-like-tanks-but-arent'-really-tanks-at-all, portal tech, doomsday weapons, epic machines of death, multiuniversal time travelers dropping grenades in places they aren't supposed to go, magical genetic mutants, naturally-invisible mages, might-be-vampiric mad scientists...

I could go on for a while. lol

Choose your magic type - Runes or Prayer - and it'll fit right into the canon. As I recall, your dwarf was a necromancer apprentice... That would give you Runes magic, which is what Terrahex has. Talvi had it briefly, too, but that was just a dumb move on her part. lol    Runes are power, tomes teach you what you need to know. The rules are laid out pretty well, but you have plenty of wiggle room.

"Enough"? Not remotely! Always fun to throw a few new elements into the mix. I think when Splint originally started Spearbreakers, he was aiming for a classic Fantasy story... Then Mr Frog turned Talvi's imaginary friend into a major villain, Splint turned an offhand comment into an interdimensional company, I turned a throwaway narrator into a lead protagonist, and everything escalated from there. Vanya won't be hanging around Parasol forever, so if you want to help work your character into her story (or for me to help work her into yours), lemme know. ;) I'm of the opinion that we've created one of the most over-the-top, awesome universes ever... but as one of the top posters in this thread, I'm horribly, horribly biased.

Re:Tinychat:
I can't log on. It's blocked, and if I try to get around it, the site itself blocks me, thinking I'm a bot. It's a lose-lose situation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 17, 2013, 02:30:39 pm
I'M CAUGHT UP. HECK YEAH!

I like the magic system that was brought up. From my character's origins, I suspect that my character would know a little bit on runes, but due to that unfortunate incident spoken of several pages back he hardly got anywhere with it. Don't expect him to go anywhere beyond Animate Dead, and maybe figuring out the full secrets to Life and Death. I'm kinda against the latter due to immortality age-wise and losing fatigue and hunger/thirst being a very Marty Stu-ish thing. I feel inclined to post an overview of my little dwarf's backstory, so that a full grasp of my dwarf can be accomplished. Made a few adjustments since I last posted it.

EDIT: Grammar issues bug me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 17, 2013, 03:53:46 pm
Oh there's many a deathless abomination running around, in differing forms. Plus I would imagine for appearances a necromancer can simply change his/her appearance and eat and drink for appearances. Plus if they really want to I'm sure they could figure out a way to relearn how to sleep, as fucktarded as such a thing sounds. But hey, when there's nothing to do at night because the people you hang out with are all asleep, you may as well try and join them.

My mood's been slowly lightening up, so I may get an update out within a couple days. No promises though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 17, 2013, 03:55:31 pm
I'M CAUGHT UP. HECK YEAH!
I think we should have a "Hall of Fame" section just for people who manage to make it all the way through the thread without their minds turning to goop.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 17, 2013, 03:58:39 pm
I don't recall him saying his sanity remained intact. It's just reading the thread through has granted him  the Functional Madness perk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 17, 2013, 04:11:40 pm
Can I have a turn?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 17, 2013, 08:31:20 pm
Alrighty, first poor bastard to sign up since the list  sort-of reset. I'll put ya down. Sure you'll be able to take it after I finish? Considering i'm sort of crawling along it may be a while.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 18, 2013, 05:25:01 am
Good to know that people are signing up again. Has activity stopped, or something? Personally, this thread doesn't belong in the second page of the forums.

Anyways, concerning Runes magic, we already announced that the circle around the rune defines how much power is left in the rune before needing a recharge. What is the possibility that the markings surrounding the rune can be expanded so that the rune may store more energy. With a price of course, like a chance of the spell backfiring, or something similar.  ???
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 18, 2013, 06:46:33 am
Activity hasn't stopped I'm just in a slump. The turns were wiped because as a whole we felt that due to a disturbing trend of people flat out vanishing or being otherwise unable to complete their turns (Corruption, crahses, computers twisting inward and imploding under the sheer madness...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 18, 2013, 07:43:04 am
So going by the runes having more accessible power by surface area, does that mean that a morbidly obese person with one single giant rune over their entire body could cast a devastating spell?

That a giant whale could cast a spell to end the universe itself?

yeah I don't know where I'm going with this, in a weird state of mind atm
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ninjabear53 on February 18, 2013, 11:29:53 am
Hi. lol wow its so awesome to finally say something on this thread. i have been reading this for about to or three weeks from page one on my Nintendo 3DS. well ya hi :D great work on everything you guys have done i am so impressed. im currently at the beginning of Reudh turn. hope its exciting :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 18, 2013, 04:26:39 pm
'Exciting' is most definitely one word for it ;D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 18, 2013, 10:23:56 pm
Alrighty, first poor bastard to sign up since the list  sort-of reset. I'll put ya down. Sure you'll be able to take it after I finish? Considering i'm sort of crawling along it may be a while.
Considering my track record with succession forts, I have nothing to complain about. Expect updates to come late at night, from a crappy phone, with no screenshots.
Activity hasn't stopped I'm just in a slump. The turns were wiped because as a whole we felt that due to a disturbing trend of people flat out vanishing or being otherwise unable to complete their turns (Corruption, crahses, computers twisting inward and imploding under the sheer madness...)
This needs to go on the quotes page. Imploding from sheer madness, what a crazy ide- (looks at save) *FWOOSH*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 18, 2013, 10:30:24 pm
Hey, updates are updates. Mine for most projects tend to be very picture lite.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 18, 2013, 10:59:27 pm
I know the best way to stir up interest.  Have one of the sides in the timewar reveal an army of cyborg-vampires!

And yes, splint, I know you clearly said that vampires were driven extinct.  But there are many different worlds/realities/whatever that they still have access to, right?  I doubt vampires have been driven extinct in all of them.  And even if that weren't the case, it wouldn't be surprising if it turned out ballpoint captured a few before they went extinct in case they wanted to do some sort of experiment with them in the future.  And this isn't a serious suggestion anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 18, 2013, 11:39:14 pm
They could just be humans who have had a gene switched off so they developed porphyria. Much easier than making evil vampires, just use mad humans who like blood.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 19, 2013, 12:03:59 am
Pff. Necromancers are more killy and destructive.

After all, Ballpoint dumped self-propagating, deathless, bloodsucking abominations on Everoc specifically because they weren't killy enough. And they be the experts of destructive and psychotic creatures. Sort of. Ok not really but the point is its their fault.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 19, 2013, 09:25:05 am
Ok, so a little bump and an alert, I may need to get my appendix taken out, nothing serious. But I think it may be the source of my down mood. Hopefully if it has to come out, my mood will lighten noticeably when it does and I'll be able to get myself to make an update.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 19, 2013, 03:44:15 pm
Whoa, was not expecting that. Hope you recover quickly from it.

In the meantime, we're going to need more stuff to talk about.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 19, 2013, 04:26:01 pm
Is a dwarf's appendix vestigial, or do they actually use it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 19, 2013, 06:20:11 pm
The only two organs they seem to require are their liver and brain, both for processing alcohol and comprehending hot and cold booze.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 19, 2013, 06:26:01 pm
Well, think of the appendix as what it used to do in other creatures:

It is the caecum, a small organ which houses mutual bacteria that aid in the digestion of cellulose. Dwarves would not need an appendix because they do not consistently eat difficult to eat plants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 19, 2013, 06:29:46 pm
They will however become upset upon its removal, due to their understandable dislike of having pointy metal shit shoved into them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 19, 2013, 07:24:42 pm
I think they'd be more upset at being forced to drink water rather than alcohol while they're undergoing surgery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 20, 2013, 01:01:10 am
If anyone's interested, I've set up a Spearbreakers steam group (http://steamcommunity.com/groups/spearbreakers)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 20, 2013, 02:40:28 pm
Whoa, Splint. Hope you get well soon, man. Appendicitis isn't fun, and that by itself is a bit of an understatement.

Reudh, lol... I think you're right about that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 20, 2013, 03:06:54 pm
Eh, it's no big deal. I'd be in and out in a day, two max. And upon recovery I'll hopefully be ina better mood and thus able to continue my turn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 20, 2013, 03:21:18 pm
I agree with Talvi - I hope you get well soon, Splint. That, and I hope it does put you in a better mood afterwards.

No hurry on releasing updates, either - I'll just lurk in the background and wait patiently :p
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 20, 2013, 03:26:52 pm
Get well soon, Splint.
On a more hilarious note, however, should you wake up with ladies bits between your legs, these are the magic words for you to scream: MALPRACTICE SUIT. Remember kids, MALPRACTICE SUIT always saves the day!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 20, 2013, 03:41:43 pm
Remeber, these aren't dwarves. If they manage to misdiagnose me I'll feel too sorry for them to press charges.

May be a kidney stone instead, not sure yet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 20, 2013, 03:46:33 pm
Do dwarves get kidney stones?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 20, 2013, 03:48:01 pm
Do dwarves get kidney stones?
No. Dwarven excretion only happens through the pores or through vomiting, therefore they have no kidneys. Because why should they? It's not like kidneys are important or anything...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 20, 2013, 05:28:49 pm
Right now I feel bad that my attention is focused on how the poll seems to have miscounted something.  It says the vote breakdown is 22-3-4... for a total of 28 votes.  Why does my mind tell me that's more important than Splint having appendicitis?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 20, 2013, 07:44:04 pm
Spearbreakers broke Bay12.

Somehow, I'm not surprised.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 20, 2013, 08:03:49 pm
Since when did Spearbreakers NOT break something?

Anyways, concerning my idea from a page ago, a rune gaining more capacity for energy and/or power from surface area committed to it should have the drawback of being more unstable. As such, a whale using a universe ending spell will most likely have a 99%+ chance to explode into a pile of gore. WITH MILLIONS OF DWARFS BASKING IN THE GLORIOUS REMAINS CRYING "CARNAGE!"

EDIT: Strikethrough text needed more flair to it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 20, 2013, 08:16:02 pm
That actually does seem reasonable.

The prospect of exploding into a sloppy mess without accomplishing jack would certainly be a put off even for most demons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on February 20, 2013, 08:30:10 pm
Spearbreakers broke Bay12.

Somehow, I'm not surprised.

I'm nominating this.  Anybody want to second it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on February 21, 2013, 06:48:18 am
Spearbreakers broke Bay12.

Somehow, I'm not surprised.

I'm nominating this.  Anybody want to second it?
Tomio agrees!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 21, 2013, 04:26:50 pm
I just thought of some reaction of the soldiers of Ballpoint in thier large scale attack during Vanya's return saying something along these lines.



Soldier 1: Sir, we have no idea where we are, we don't even know if some of these doors actually go anywhere.  It's fucking nightmare for us down here! There's fucking tripwires and traps everywhere, Vasetimber just got mauled by a giant godsdamned emu, And we sent Patrons into one room in the living quarters to check for dwarves and the last thing we heard from him was the word 'Cavies' and screaming! WHO THE FUCK DESIGNED THIS PLACE?!

Soldier 2: (To be said sounding sort of like C-3PO) We're doomed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 21, 2013, 04:28:26 pm
Spearbreakers broke Bay12.

Somehow, I'm not surprised.

I'm nominating this.  Anybody want to second it?
Tomio agrees!
+1
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Ethanland on February 21, 2013, 06:37:29 pm
Spearbreakers broke Bay12.

Somehow, I'm not surprised.

I'm nominating this.  Anybody want to second it?
Tomio agrees!
+1
I like it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 21, 2013, 06:45:22 pm
why not.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 21, 2013, 06:48:17 pm
Spearbreakers broke Bay12.

Somehow, I'm not surprised.

I'm nominating this.  Anybody want to second it?
Tomio agrees!
+1
I like it.
+1 ☼pig tail fiber sock☼
+2 for the forming quote pyramid
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 21, 2013, 08:54:22 pm
No pyramids people. This is Spearbreakers, not ancient Egypt.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on February 22, 2013, 08:28:11 am
No pyramids people. This is Spearbreakers, not ancient Egypt.

so tempting......but i wont.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 22, 2013, 06:46:15 pm
Ok boys and girls, I'm gonna try and get at least a shorty out Either tonight or very early tomorrow. barring me deciding to procrastinate like I always do. Feeling a little better so for all I know it was just a minor intestinal infection of some kind since my tests came back normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 23, 2013, 08:59:10 am
[As promised,  an update. I doubt I'll follow through but I may get another shorty out today. Largely all filler below.]



18th Granite, 210

Seems Markerlight is out of the hospital I went to check on him and his hand injury when I had a free moment and he was gone. I've inspected the expansion of the clover as well since I was out, and all has progressed nicely.

I've found Simon has a smaller apartment and would like the chest he made relocated into it. Not sure why he even has it, but it's probably just a holdover from his time before election. Honestly, he's served so well I guess he can retain it. Besides, he did make the chest himself so why not let him keep it.

19th Granite, 210

Notification of Talvi making some new masterworks have been reaching me. She seems to have become more dedicated to her varying crafts since she was released from prison. She... She doesn't seem to talk much anymore. It's worrying, and a far cry for her usual self. I asked Terrahex about it, and he didn't seem to want to comment on the matter, only mumbling something about a book he's been translating having something to do with it.

20th Granite, 210

Why can we not stablize our animal population? It seems like for every one we kill (wether by spawn or butcher,) two more are born. Unrelated, the armory now has some semblance of organization to it since that massive bin order I made weeks ago. Now if only I could get those disaster areas we call general storage in order, but that'd take clear cutting the forests surrounding the fortress and we just don't have the dwarf-power for such an operation; need for materials aside, the forests are also helping us by restrianing movement of the enemies who seek to assail us and make the caravans arrive along designated routes. Our indoor groves can only provide so much for us though...

I've also been informed my shrine to my beloved is complete. I've requested four statues be made to adorn it and I've also been inquiring about Corai's office table. I asked around amongst our stoneworkers and Brass said he'd get to it after he finishes with a statue he's working on.

I've been hearing something... Whispers... I don't know what is, and I keep finding these deranged, and I sincerly hope simply sobriety-induced scrawlings in my journal. The Whispers speak of some terrible force, one seeking to destroy our home, kill our people... Is it the demons? The fell monster that dwell below?

Or is something getting into the air again? Draconik said he was fiddling with some chemical or another and that the results were seeping into the air. I asked him about when I saw him and he says it shouldn't be causing anything of the sort.

21st Granite, 210

Either.... Either her voice is quite real, or I am going quite mad. I know she is both interred and memorialized, but I hear her calling to me. Warning me. Driving me forward, or more accurately, downward...

Stova, are you the one whispering to me? I always suspected the hum of my hammer was you... Have I been right all this time? Are you the one I saw in the shrine?



[For the explaination of my stupid idea, click below.

Spoiler (click to show/hide)
I dunno, just a thought.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 23, 2013, 01:08:27 pm
Yay, I get a quote. :)

The big event in Vanya's story is supposed to come in the winter (the same way everything seems to hit the fan at the end of a reign), just to make sure I'm clear on that point. :P I have no issues with anything you said, and I'm glad the story is progressing a little more.

Quote
She... She doesn't seem to talk much anymore.
...whoops. >.> I should make a post with her, I guess.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 23, 2013, 01:31:25 pm
Actually that was a sweeping statement about how in general she seems to be getting increasingly withdrawn, couple with many of her friends insisting on dying or going missing (or in the cavies' case, being used as test subjects and spawn food.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 23, 2013, 03:05:08 pm
Hmm... this is true. She used to be very friendly and open with everyone... but by now she's either alienated or otherwise lost everybody through her actions. I think she'd still be her friendly, loving self if she had the chance, but she's a bit too far gone for it. I think the whole necromancer thing was her way to try to get revenge, but that failed miserably. In canon, she's probably depressed and sulky. lol
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 23, 2013, 03:34:06 pm
The fact she'd more or less snapped completely at the revelation of an age-old cautionary myth being true probably didn't help....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 23, 2013, 05:16:29 pm
Yeah, but then there was whatever Mr Frog gave her that had the adverse effect of partially restoring her sanity... And then the memory wipe... And she became part cavy before all of that, so she's pretty messed up as it is. lol   Even without the necromancer runes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on February 23, 2013, 07:58:28 pm
yeah, sign me up splint ;-)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 23, 2013, 09:04:13 pm
Everything seems to be under control. Damn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 23, 2013, 09:54:08 pm
I could pretty much begin the invasion any time now really. I'm just working on ammo production and waiting on Fischer to fucking wake up. May install a new gate so we can button up during the invasion and not worry about external aggressors.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 24, 2013, 06:37:33 pm
Taking bets, who's getting the most kills in the invasion?
All odds are in First Squad First Division's favour!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 24, 2013, 06:42:12 pm
It will certainly be 1st squad leading the charge once the initial onrush is defeated. Otherwise first kill goes to whomever manages a bodyshot on one of them in the civil defense corps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on February 24, 2013, 07:03:52 pm
May the murderizing commence soon. I hope we are be able to take 'em all down with as few casualties as possible.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 24, 2013, 07:35:04 pm
Well... Do animals count as casualties?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 24, 2013, 07:37:58 pm
They count as dead things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 24, 2013, 09:09:44 pm
Well... Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 24, 2013, 09:13:00 pm
Good thing I started a breeding program then. Fun Fact: in a different fort in the same word, Giant Emu have shown to be excellent at killing kobolds and Dauros is capable of running down fleeing spawn scouts and kobold thieves.

Dauros: Master of Offense
Fischer: Master of Defense (Because got the crap beat out of her head with no ill effects.)

Also: Draignean seems to be suffering from the same thing as Fischer, being listed as drowsy despite sleeping. Any thoughts on this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 24, 2013, 09:13:25 pm
Well... Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
This for the quotes page. Stop being so quoteable, people!

Splint's new prefstring - "likes giant emus for their modded clutchsize"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 24, 2013, 09:15:08 pm
I wonder how a teeming horde of ducks would do against charcoal demons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 24, 2013, 09:18:24 pm
Well... Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
QUOTES PAGE?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 25, 2013, 04:36:47 pm
Well... Do animals count as casualties?
Only if they're giant emus.

Well... Actually, scratch that. Then they count as leather.
Yeah, quotes page. Even the original line is very quote-worthy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on February 25, 2013, 06:40:29 pm
At the rate we're going, our quotes section will end up longer than other fortresses' entire topics >.>

And now all I can think of is a group of pitch black charcoal demons being swarmed by a horde of angry ducks. Kinda like the cuccoo swarms of old, for those Zelda fans out there.

Not much else to say, so... *returns to lurking*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 26, 2013, 04:36:48 pm
I'ma little stressed at present but an update may be forthcoming in the following days. Turn list finally updated. Here I will make a list of requirements for Overseership.



That's all I can think of, but do these things/ try to think of them, and we won't have any problems OOC. If you guys have any suggestions/revisions, feel free to make them known. Just don't let it get to debate levels.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 26, 2013, 04:52:18 pm
I feel as though rule 8 was hidden due to inferring that the spontaneous blazes should be tamed. But I'm sick, so who's to say?



Anyways, should there be a hard limit on excess construction/manufacture?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 26, 2013, 04:58:05 pm
As far as pointless projects, I'd say the only real limit is on building materials and available space, which we're sort of running afoul of, since trees actually help us now by forcing most caravans to use the road.

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

And I can't believe I misnumbered those, but that is a good idea actually...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 27, 2013, 09:16:37 am
Two questions: first, will turning temp. off have any effect on our defenses? Second, have we built a coinstar trainer yet?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 27, 2013, 02:02:28 pm
Quote from: Splint
[offhandedly] Sometimes fires start on the surface for no discernible reason. [...]

I find this funny enough by itself to nominate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 27, 2013, 02:22:30 pm
-peaks in- ...
<.<
>.>

Is this stamp on my hand still good for a free re-entry?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 27, 2013, 02:43:31 pm
Quote from: Splint
[offhandedly] Sometimes fires start on the surface for no discernible reason. [...]

I find this funny enough by itself to nominate.
seconded
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 03:20:33 pm
@ Tahu - We don't really need a coinstar trainer since the original danger room works fine for training(Plus we already have a small one built, though it could use expanding...) Plus we already have more than enough iron and don't need to replicate metal. The added clutter would just make things worse.

As far as turning off temperature, I was wondering that myself, but more due to the incidents my last turn regarding magma dumping.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 27, 2013, 04:45:39 pm
So, has Rose done anything important since I vanished?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 04:55:40 pm
You'd have to read through the copious amounts of stuff. She's doing her job quite well though.

Oh and I have a DFhack script now that will let me make their (Splint and Rose's) relationship official in-game now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 27, 2013, 05:00:21 pm
After reading the tv tropes page, and the quotes section, my only question: how the hell has The Doctor not dropped into this story?

Well, off to attempt to catch up. ALLONS-Y!!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 05:02:22 pm
He probably would have been killed twice over just because the locals thought it's be funny to hit him with sharp things/shoot at him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: CognitiveDissonance on February 27, 2013, 06:26:19 pm
This is still going, right? I'm only on page 37... but I did draw an inspired rendition of The Spawn. Would you be interested?
(I'll upload when I'm not at work)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 06:28:13 pm
Why yes it is still ongoing! And we're always interested in artwork from the community.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 27, 2013, 06:51:22 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 27, 2013, 07:07:58 pm
Spoiler (click to show/hide)

Huh. Small world.

The eye made me think of Yukari from Touhou.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 27, 2013, 07:47:55 pm
Spoiler (click to show/hide)

Huh. Small world.

The eye made me think of Yukari from Touhou.
The sheer madness of the Spawn is more reminiscent of Flandre, or maybe Sakuya on a bad day.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: CognitiveDissonance on February 27, 2013, 09:09:06 pm
As I was reading this, I got a fairly clear image of what the Holistic Spawn look like. I'm not that good at drawing at all, but I just had to pen this one.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 09:12:47 pm
OH SWEET MOTHER OF GOD IT'S HIDEOUS. (And I mean that in an "If i saw that I'd shit my heart in fear" sort of way.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on February 27, 2013, 09:22:35 pm
OH SWEET MOTHER OF GOD IT'S HIDEOUS. (And I mean that in an "If i saw that I'd shit my heart in fear" sort of way.)
You would, if you had any left after seeing the blood plains, the hospital, and the giant emus.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 27, 2013, 09:25:28 pm
As I was reading this, I got a fairly clear image of what the Holistic Spawn look like. I'm not that good at drawing at all, but I just had to pen this one.

Spoiler (click to show/hide)

That's a pretty good rendition, it preserves the original dwarf as well as warping them beyond belief.

I really need to get writing for Reudh again... when was the last post I made for the Reudh story? Some pages ago, I know that much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 27, 2013, 10:07:16 pm
I love the writers this thread produced/drew out. I love them so. No homo.
SCREW IT! ALL THE HOMO!!!

I had to say something. Terrahex, your portrayal of Rose is pure excellent. I just finished your seventh of the third. Splint, talvi, i'm so sucked in i'm gonna be awake til i'm caught up. Master, you rock so hard you broke the rock.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 10:18:41 pm
Shame his turn never got finished :c
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on February 27, 2013, 10:56:33 pm
Xahnel, welcome back!! We'd been wondering where you'd gone.
After reading the tv tropes page, and the quotes section, my only question: how the hell has The Doctor not dropped into this story?
This is the one mess he'd never be able to fix.


We did hypothesize for a bit that Mr Frog could be a sort of "no conscience" version of The Doctor, but to our knowledge, The Doctor doesn't drink... Nor does he experiment on people... Turn them into cavies... Mess with people's minds... Create serrated disc launchers... I could go on for a while.


Cognitive - Excellent pic!! It makes a lot of sense with the way they're able to move with all limbs missing... Looks freakishly creepy, too. As to page 37... You have a good read ahead of you. A lot of it is filler fluff, or us getting into debates over things that seemed matters of life and death at the time... but the story develops dramatically in all directions.


Reudh - I'll get that for you. The archive is here (http://www.bay12forums.com/smf/index.php?topic=102730.msg3487575#msg3487575), and your last post is here (http://www.bay12forums.com/smf/index.php?topic=102730.msg3931341#msg3931341). I was rather rushed when putting everything in the archives, though, and I still need to come up with better names for your chapters.

And yeah, I would've loved it if The Master could've finished, too.


And... new front page quote. I'll get that up before I go to bed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 27, 2013, 10:56:34 pm
I think so too. Sounds like they're trying to trick Catten.

Edit: For the lulz: I got in touch with the person who made Reudh's favorite Mary Sue Litmus Test (http://www.springhole.net/writing/marysue.htm). She added #8, just for Rose:
8. Is your character strong enough to wield a huge weapon like a warhammer, giant gun, or huge sword, yet has a waifish figure instead of 'unattractive' bulging muscles?
that was a dirty dirty trick!

I'm flattered~ :D
EDIT: In fact, i'm gonna use one of the Faces of Frog, just cause i don't want them going to waste.

(http://i760.photobucket.com/albums/xx241/halen2020/mr_frog_very_happy.png)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 27, 2013, 11:47:35 pm
@Cognitive:

Pretty sure the chest-mouth is supposed to open sideways. At least, that's how it is in every other depiction I've seen.


@Xahnel:

Getting a new criterion added to the Mary Sue litmus test is not a good thing. It means that others found her irritating.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 27, 2013, 11:51:13 pm
I would say it's happiness over getting to help other avoid a pit-fall.

And besides, it seems we've managed to salvage Rose.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 12:16:51 am
I guess you've forgotten how odd i am, mr frog. Getting my own rule is something i find entertaining. Anyways, i've asked people to tell me when the have a problem with me, and i haven't had an ounce of contact, let alone complaints, in months.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 28, 2013, 12:31:52 am
It's not you they'd have a problem with but Rose, which seems to be a nonissue now since, while stilla relatively flat character has been done justice in the stories involving her. Who knows, maybe the others willd o more with her.

And glad to see you back man. Been quiet around here without ya.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 28, 2013, 12:44:44 am
@X:

Perhaps they just didn't want to confront you directly, to avoid a fight? I have reason to believe that others besides myself found her grating. For example, Splint just indirectly admitted twice to having had a problem with Rose; by saying she was salvaged, he's implying he disliked her at some point in the past.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 01:24:43 am
@splint: i noticed, and again, thank you for including mycharacter in this amazah blue hole.
@mr frog: i only fight with my parents. Everyone else i debate. I don't mind that people disliked her or aspects about her, i just wantto be informed so i can correct mistakes. As a roleplayer, it is VERY important to me to know when i'm screwing up with my writing or my characters. I beg ALL OF YOU. Inform me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 28, 2013, 01:31:15 am
To invite The Frog to inform is to invite the metaphorical wrath of Hades.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 28, 2013, 01:41:47 am
To invite The Frog to inform is to invite the metaphorical wrath of Hades.
Hades, Satan, Mercury, Flandre, Fischer, All the versions of the Toyota Corrola, AND THE MINI!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 02:17:23 am
To invite The Frog to inform is to invite the metaphorical wrath of Hades.
I guess dual wield fire extinguishers won't help too much then, huh?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 28, 2013, 02:28:53 am
No. Not even a unowheba quad-wielding liquid nitrogen sprayers would be enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 28, 2013, 02:29:51 am
To invite The Frog to inform is to invite the metaphorical wrath of Hades.
I guess dual wield fire extinguishers won't help too much then, huh?

That reminds me of the days of Deathmatching in close quarters in San Andreas Multiplayer. Get a fire extinguisher and you were practically unstoppable. The smoke/foam it shoots out deals minor damage but stuns the opponent for a few seconds, if you keep spraying the extinguisher they just can't move.

Good times, I remember choking a health-hacker to death with a fire extinguisher; he refilled his health four times but still couldn't get free and gave up refilling his health. Ahh, fun.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 02:49:01 am
Anyone else getting a "this thread is going to be locked" warning?

Anyways...

I AM CAUGHT UP! I have officially read the one hundred and something odd pages since my last post, and i and OFFICIALLY BACK. If i poof again, somebody slap me. I have no more computer access, so from now on, story posts will be written from my phone, and any pics will have to be sent to other people to post for me. On the bright side, i now have full access to the entire site, so i can receive private messages.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 28, 2013, 03:08:24 am
Ten thousand joys, Xahnel!
As for the threadlock, no word on my screen, although if it's true... Fcuk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 03:29:02 am
It's gone now. Huh... It's like bay 12 is trying to ban the insanity before the site dies of a broken brain.

On an unrelated note: COOOOONGRATUALTIONS! You have just posted the 7777th post of Spearbreakers! Tell him what he's won, Johnnie!
Johnnie: an all expences paid trip to hell itself! There, you can admire the strange and fascinating wildlife, kiyak through scenic lava flows, and literally dine in hell with all of your freinds and family! Courtesy of Spearbreakers!
Disclaimer: spearbreakers is not responsible for loss of life or limb whilst vacationing in hell. Vacationers should not admire wildlife or kiyak in lava flows. Vacationers must first build a dining room before any dining can take place.

Another unrelated note: speaking of the relationship between rose and splint, how would he react to her dragging him to dinner? And, what color goes good with red hair and green eyes?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 28, 2013, 03:31:43 am
To invite The Frog to inform is to invite the metaphorical wrath of Hades.

That's the bare minimum level of suffering I'd like to inflict, yes.

Anyways...

Spoiler: Unpleasantness (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 28, 2013, 03:39:01 am
That's the bare minimum level of suffering I'd like to inflict, yes.

Anyways...

Spoiler: Unpleasantness (click to show/hide)

As I said earlier...

Hades, Satan, Mercury, Flandre, Fischer, All the versions of the Toyota Corrola, AND THE MINI!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 03:51:50 am
Thank you for your honesty. Only one point i want to argue: as best as i can recall, i wrote rose hitting two people who weren't enemies: splint (for ignoring her requests for a job) and draig (for consistent stupidity). As splint was overseer, he could easily have thrown the book at her, as my entries were written after his updates, and i told him in advance what she would do. As for draignean, her punching him only achieved her hurting her hand on his adamantium face, and him thanking her for her respectful salutes.
I'll be perfectly honest, i'm not satisfied with her as she is now either, but as yet she's been minimally involved in the story (terrahax' story posts were the most involved she's been anywhere) and i haven't had time to develop her further. I am back, and i am going to do my damndest to bring her up to snuff.
 As for halen, i'll do my best to either keep his appearances to a minimum, or subject him to character development and expansion.
Again, thank you for your honesty, and please be sure to point out any issues you have going forward. It is the only way i can improve. Sorry there was no suffering, though.
EDIT: just went back and counted on the journal entries i have on my computer.
Four slaps in total against splint: three for ignoring her requests to do anything besides haul, one for when he got all pissy whne farms weren't being built, only for it to turn out he locked the door.
One punch to draig when she found out he was the overseer that made it okay to enter a monogamous relationship with your combat gear.
One trip to draig when she first met him and he decided to try seducing her the zap branigan way.
Finally, she shouted at a guy who hit someone cause they touched his beloved, his cherished, his spear. That's the most violent she's been to the dwarves of spearbreakers.
EDIT 2: Then there was that one time she and splint beat up lord "sexy spawn" reudh cause of his drug induced paranoia.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on February 28, 2013, 04:38:21 am
@Xahnel:

Okay, rebuttal sort-of-accepted on the casual violence thing, though I think slapping Splint around like that just because she wasn't getting her way is still pretty bad -- if I saw someone acting like that IRL, I'd be intensely-alarmed. It's not quite as bad as the image in my head, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 28, 2013, 05:16:02 am
Another Reudh update, because hey why not?

Spoiler (click to show/hide)

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 02:52:40 pm
Yet another well written insight, Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 28, 2013, 03:02:09 pm
someone found out how to have ammo evaporate. see the fallout mod for details.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 28, 2013, 03:43:21 pm
@ X (Great system btw) - Dragging him to dinner depends on how badly the liaison is annoying him. Given how long it's taking to get shit done he'd probably gladly arrange something just to not have to listen to the prick keep droning on about things Splint either can't help with or doesn't care about, let alone have quality time with Rose.

@ Reudh's newest piece - *Happyclaps*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 04:06:21 pm
How long have they been meeting?
Also, what system?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on February 28, 2013, 04:11:00 pm
Pfffff.... Some time now really.

You are now X. Live with it (Aren't I hilarious?)
Yeah I know I made no sense.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 04:16:09 pm
I'm good with that. Know how hard it is to naturally be nicknamed "X", instead of name dropping it? Alright, i'll be getting writing on the official first date.
EDIT: Double Post for story. Sorry!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 08:17:26 pm
Spoiler: Proper Evening Out (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on February 28, 2013, 08:25:18 pm
!
what did i miss?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on February 28, 2013, 09:51:08 pm
Interesting...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 10:24:21 pm
Them being together has been a thing for a while so, it's finally happening. Any complaints, oh amazah writers?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on February 28, 2013, 10:25:26 pm
Just one. Non-overseer story posts should be hidden in a spoiler for ease. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on February 28, 2013, 10:42:26 pm
I can't modify the post at this point. It is too long, when i click modify, it erases part of the post. Anyone wanna be trusted with my password?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 03:25:40 am
@ X - I can take care of prettying up your story posts for you if you'd like.

@ The thread - I'll be doing an  update that will be out this evening at the latest. Who needs sleep?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 03:41:31 am
Friday night! Sleep is taboo!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 03:44:26 am
Actually I plan fully upon releasing a shorty quite soon and another today. So.... yeah.

EDIT: New poll up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 04:03:27 am
Sleep? What is this sleep? Is it tasty and scrumptious? Perhaps cruchny? No, but srsly, i'm blowing a ragged hole through the fire ant forces of marigold station. With three doors down rolling on my xbox. 'Tis sweet and awesome. Especially when VATS pulls off a music synched shotgun headshot, right on a heavy drum beat. I'll be up for a while. SPLINT, you has me number.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 04:07:05 am
I'll hit you up when my phone is done with its software update.

NEWS: I miss Bombzero. The latest operation in animal control would have been just her thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 04:15:41 am
Rest in peace, ye olde nutcase. May ye sleep with the crawlies forever.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 04:18:04 am
I too am the missing of the bombzero. The wonderful peotry of the butcher's blade slicing through flesh... Hell, i bet she'd have made an excellent cutter-doc, or failing that, postmortem doc.
Software patches take too long. Mine at least update in the BG.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 05:00:49 am
22nd Granite, 210

Last night I was able to spend a little quality time with Rose. It's a good thing she interrupted the meeting otherwise There would have been a small... Altercation with the liaison. Honestly if I didn't want to place a large order for brass o we can make Simon's accommodations to his liking as a thank you for his years of service as mayor, I'd have had Crusher and Thumper take him to the old garbage and persuade him to stop living.

Overall it was actually a very good night; her taste in food is a little... Off, but to each his own. My cousin wants to live in a forest retreat and I was able to accept that, so I can deal with a dwarf who enjoys eating those vicious little desert lizards.

This explains where the things were coming from actually... I'll bet some were following her here or were stowed away in that caravan that came up from the southeast.

23rd Granite, 210

Got a flood of reports regarding Talvi's craftsdwarfship. And animal births.

I'm sick of animals and quite frankly it's tempting to just herd everything extra we have into the prepared battle zone for the invasion and let the vagrants who still haven't paid their rent solve our livestock problems for us. I also found out this brain-dead liaison was stalling because he didn't want to go home, something about a barbarian siege or something there.

In case he hasn't noticed, we have a sizable amount of dead coalskins cluttering up our front lawn. If his soldiers knew anything about proper fighting He'd not need to worry. At least now I know why he was wasting so much time and driving me to the point where I wanted to slice out his voice box.

-

I've put out an order to raise a new general food stockpile. I've put out an order for all errant livestock besides our more... exotic specimens and the emu butchered, which since we've processed all the animals to be sheared and milked, I believe is perfectly understandable. I have however opted to spare any pets that are found that have lost their owners and am putting them back up for adoption. Personally, I have found a jaguar down by the prepared site, and have opted to adopt it. I had my guards also have their pick, with Crusher opting for the giant dingo and Thumper taking a giant boar, and Rose taking a trio of dogs. Something about strength in numbers or some such nonsense.

I have spared all of the young animals as well, if only because you can't get as much useful material from a fawn as you can a full grown buck.

24th Granite, 210

If I hear one more fucking complaint about inaccessible spider's silk, I'm going to have Zulban exiled to live on the surface. I'm not heartless of course though; he'd be given a decent dwelling to live in and a means to sustain and himself. If he manages to survive two years out there alone then I'll ask Fischer if he can be inducted into 1st Squad.

.... Maybe I should exile him there anyway as a means to test his mettle...

-

That's it. One silk-related complaint too many Zulban. You should have taken the threat seriously.

25th Granite, 210

When I had a moment away from the diplomat I was informed by Crusher we're out of tallow. Convenient that the first mass slaughter reports are in my inbox. He also told me that when he first went to work on soap production some deranged little fellow named Ordogoth threw sand in his face. Crusher beat him quite roundly with a chair, after which Ordogoth agreed to let Crusher make soap at his workshop. The fact Ordogoth came out of it with only some particularly nasty bruises and a black eye means Crusher showed an amazing amount of restraint. Kudos to the big dwarf.

The rollers finally got to work squashing errant dead shrubs in the fields. Now when we do need them, we'll have nice presentable farms to show for it.

Oh, And I plan on dismantling all out looms so the others will quit complaining. There's no silk to gather because we can't use the caverns. We can't use the caverns because there's monsters there that will kill and consume stupid little mindless weavers. And you're all stupid mindless monster food because YOU WANT TO GO INTO THAT PLACE TO GET SILK.

Oh, and while I've been having the others refer to me as a Duke for my impending promotion, you'll never guess what happened my good journal!

(http://i48.tinypic.com/11to3mt.png)[I actually found this needed to be proved.]

He actually got around to making with the proper business. And if that wasn't spectacular enough, I was informed Corai and Kaspa could move into their offices! Maybe by Slate we'll be done with this crap and I can resume training.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 05:14:14 am
dorf!Splint seems to be very... liberal in his proposed actions regarding irritations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 05:23:30 am
Their names: Dogmeat, Rex, and Violetta. Name all three specific references, and you get a digi-cookie!
Can the dogs actually be nicknamed by the player? Or is it random?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 05:26:24 am
I know the first is Fallout 3/2 (I think.) Rex and Violetta are from new Vegas correct? And the dwarf names them but the player can't nickname them. They can be referred by those names if you prefer though.

And define liberal. I think it's pretty obvious Dorf!SPlint had become a touch... Unhinged.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 05:38:11 am
Not nearly specific enough, Splint.
Also, him being unhinged is a possible partial explanation of why Rose gets away with a little more than the average dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 05:41:40 am
I can't get much more specific about that which i am too lazy to look up.

And yes, it does go a bit of the way explaining the leeway she and the other bodyguards get (Crusher assaulted a soaper and went unpunished afterall.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 01, 2013, 05:42:48 am
'Rex' is a reference to the title character of the comic strip Rex Morgan, MD. 'Violetta' refers to an obscure variant of the violin. 'Dogmeat' refers to that stuff my mom keeps insisting is ground beef.

Am I close?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 05:52:47 am
So far off the mark a nuclear warhead couldn't help. ;P though i am flattered you think me smart enough to pull off such obscure references.
Dogmeat: the junkyard dog follower from Fallout 3. Unknown owner.
Rex: the cyberdog follower from New Vegas. Originally owned by The King, leader of the Kings Gang and Elvis Impersonator Extrodinaire, in Freeside.
Violetta: a Feind dog whose brain is needed for a sidequest in New Vegas. Originally owned by Violet, a Feind group leader, near the South Vegas Ruins.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on March 01, 2013, 10:28:53 am
So far off the mark a nuclear warhead couldn't help. ;P though i am flattered you think me smart enough to pull off such obscure references.
Dogmeat: the junkyard dog follower from Fallout 3. Unknown owner.
Rex: the cyberdog follower from New Vegas. Originally owned by The King, leader of the Kings Gang and Elvis Impersonator Extrodinaire, in Freeside.
Violetta: a Feind dog whose brain is needed for a sidequest in New Vegas. Originally owned by Violet, a Feind group leader, near the South Vegas Ruins.
You can use other dogs than Violetta, just so you know.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 02:41:22 pm
I know that, she's my favorite to use is all.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 05:25:31 pm
[Here' another shorty for you guys, as promised.]



26th Granite, 210

We finally get to business. I've placed a massive order for brass, miscellaneous metals and I tell them to bring as much wood as they can, double price per log. Our storage needs are great, and while we've iron aplenty, I have construction plans for that iron. Oh yes, I have a wonderful plan indeed.

I've also set the masonry shops to begin churning out blocks nonstop, as well as a few extra cabinets and chests. I've also asked done shop be designated for door making. I've handed a request to Thekaspa who now has the carpentry corps working on making bins.

Zulban continues to annoy me. I swear, if he dies even if we bolted his coffin shut and made him a nice headstone, he'd still come back as a ghost just to annoy me.

-

A flood of more angry and rudely worded notes from Zulban makes me want to begin the invasion just so I have something to occupy my mind besides ZULBAN NOT STOPPING WITH THE NOTES. I've found the workshop Zulban's been trying to sue and sent Crusher down with a message and his hammer: Reassemble this workshop and what happens to it happens to the hapless weaver who rebuilds it.

He smashed the  work station to pieces as per my orders.

1st Slate, 210

It took four days to move the construction materials to the site, and in that time we finalized the import agreement. Under Mitch's watchful eye, the masonworkers have begun errecting Zulban's hut; it should be finished in a week's time.

Paintbrush also decided to drop off a notice that Mincer has earned the title of Axelord. Good for Mincer.

2nd Slate, 210

The production of bins works well in our favor. Store rooms gain space by leaps and bounds. I actually want an elvish diplomat to arrive so I can blatantly ignore a tree chopping quota.

3rd Slate, 210

Under Mitchewawa's direction, Zulban's  dwelling has been completed. Some meat and a mixture of ale and beer were stuck in the basement and I had Rose shove Zulban's annoying hide into the hut and  told her to remember to lock the door. But, as I am not a monster, I did have a suit of cheap mail and a sword given to him via the well I had included in case he sponges up his ration of booze.

I have Given Zulban the following equipment
-2 Iron gauntlets
-2 Iron low boots
-1 Shoddy goblinoid iron shield
-1 poorly hammered iron goblin helmet
-1 crude copper sword from the capital, purchased or scavenged some time ago.
-1 suit of iron mail
-1 pair of iron greaves.

All of that kit is either of aforementioned garbage of goblin make or substandard and likely half a decade old at least if not older. If he manages to survive out there alone for a year or two then he cane move back in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 05:38:06 pm
That's one way to solve the problem. Hey, why not take advantage of his being locked outside, and assign him to farming some wheat or something? You can dig a tunnel to his feild when it's collection time, and it'll occupy him.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 06:48:59 pm
Indeed. Whip wine, anyone?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 01, 2013, 09:06:48 pm
We have a separate surface farm that produces the likes of that. Zulban spammed more job cancel messages than anyone else so He's getting punished. He actually has a (In terms of construction, not actual value) a much nicer place than damn near everyone else.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 09:10:01 pm
If he must be punished, make his house a danger room. He may be useful after his... exile.

Spoiler: Unrelated (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 01, 2013, 09:11:14 pm

Spoiler: Unrelated (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 01, 2013, 09:15:48 pm

Spoiler: Unrelated (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 01, 2013, 09:29:06 pm
Spoiler (click to show/hide)
Dangerrooming the whiner sounds good.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 02, 2013, 05:48:16 am

Spoiler: Unrelated (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 02, 2013, 05:49:39 am

Spoiler: Unrelated (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

And that's the end of that pyramid.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 02, 2013, 11:35:34 am
Ok, thanks to the fine folks in the modding forum and DF hack, Fischer and Draignean are no longer in an inexplicable coma. Let this be a lesson folks, don't use the siren command when two of your most important soldiers will be put in a coma.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 02, 2013, 12:34:30 pm
So, no more sleeping under the influence?
Also, you still gotta text me, splint.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 02, 2013, 12:46:01 pm
Draignean seems to have slightly skewed priorities. Fischer returned to duty after filling her wineskin and getting a change of shirt and pants (The ones she'd been wearing were about ready to fall apart,) While Draignean decided to saunter off to a party. Twas funny to see actually.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 02, 2013, 04:57:06 pm
Hmm... that sounds rather realistic, actually.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 02, 2013, 05:05:33 pm
Of course, the great Draignean doesn't need clothes to look dignified! Unless of course, his clothes are fine. Just using what you gave me. :L
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 02, 2013, 06:18:42 pm
The mere sight of a clothesless Fischer would probably OHKO most dwarves, without her even looking in their direction.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Jack Magnus on March 03, 2013, 01:18:10 am
Even the mere thought of that is terrifying, let alone the real thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 03, 2013, 01:29:53 am
Is that a compliment, or are you comparing her to a dwarven manamaid? I honestly cannot tell.
That's a question, isn't it? Is Fischer Norris hot?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 03, 2013, 04:08:15 am
...I didn't say that well, didn't I?
I was trying to say that if she sees you looking at her naked, you go down like a sack of bricks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 03, 2013, 04:51:43 am
No, no you did not. And I hope she nevers finds out what you said about her. The Last Daughter of Dorf!Krypton might reach out from the Bay12 forums, and throttle you with your mouse cord.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 04:55:21 am
And then you learn what "Skull-fucked with a metal pole" means.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 03, 2013, 05:15:26 am
Then it's a good thing my mouse is wireless... well, a relatively good thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 03, 2013, 05:54:25 am
Then it's a good thing my mouse is wireless... well, a relatively good thing.

She'll strangle you with the molecules of air around your neck. Fischer can move so fast she can use AIR as a garrotte.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 06:34:08 am
I find the prospect of that quite terrifying actually.

It'd explain why goblins, humans, and barbarians have trouble fighting her: Can't fight too well with no oxygen.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on March 03, 2013, 06:44:34 am
Fischer is a normal, everyday being with no form of superpower, super skills, or anything of the such.

Spoiler (click to show/hide)

amidoingitright
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 06:58:30 am
You know the bitch of that is Fischer and Stova were both pretty bog standard with some above average strength and agility. Only difference between the two is while Fischer has a poorer immune system, she lived.

And proceeded to tell all of spawndom to go and collectively fuck themselves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 03, 2013, 07:06:52 am
to bad we dont have cloning pods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 09:49:01 am
Is it wrong I feel like before the army kicked zombie ass this is what the population of the fort was reduced to? (http://tvtropes.org/pmwiki/pmwiki.php/Main/StoppedCaring)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 03, 2013, 04:26:31 pm
Fischer and Stova were both pretty bog standard with some above average strength and agility. Only difference between the two is while Fischer has a poorer immune system, she lived.

And proceeded to tell all of spawndom to go and collectively fuck themselves.
Nominating. That was hilarious.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 03, 2013, 05:20:38 pm
seconded
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 03, 2013, 05:59:40 pm
thirded. On an unrelated note do we have a list of every named dwarf and their professions? I can't remember them all off the top of my head.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 06:14:44 pm
The vast majority have nicknames for ease of identification. For claimed dwarves it isn't easy to tell who some of them are, because some players went with nonusername based names.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 03, 2013, 06:44:47 pm
The vast majority have nicknames for ease of identification. For claimed dwarves it isn't easy to tell who some of them are, because some players went with nonusername based names.

I don't want to know who they belong to just their names and professions. I imagine there must be quite a few though which is why I can't remember half of them, and aren't half of the claimed ones that way for the various stories?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 06:47:18 pm
It was simply so they'd be easier to ID in general. Having four different first names instead of four Cattens is more... pleasant.

And we have 117 dwarves at present.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 03, 2013, 07:07:34 pm
Excellent. How many arrived during your current reign?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 03, 2013, 07:12:42 pm
None. I'm barely a week into Slate because procrastinating while sort of slogging along. Not sure I want to know where they found all those skeletons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 05, 2013, 01:23:24 am
...Skeletons?
Praytell they are inanimate?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 05, 2013, 01:24:08 am
5th Slate, 210

Haha! Fischer and Draignean are among the living again! I was starting to think they died in thier sleep or something. Fischer apologized profusely for being out of commission for so long while Draignean just said somehting about the greatest uninterrupted beauty sleep he ever had. Something really must've snapped in him since he came here... Anyway, upon waking he promptly decided to attend a party while Fischer returned to duty.

I've been informed we're now out of both lye and useable tallow (as it is gobbled up by our kitchens to 'deep fry' the meats coming in from the butcheries or otherwise being used. I swear I saw that fellow trying to masquerade as Tomio use some of it to  flavor his booze. Really though he needs to work on his accent. It isn't thick enough for him to pass for Tomio.

For that matter why is someone trying to pass themself off as him? Trying to avoid being kicked in the testicles or somthing? Anyway, I've put an end to soap production for the time being. Honestly in hindsight I wish I had added a request for barrels. Lots and lots of barrels.

6th Slate, 210

Not really sure why or when I put out a mandate to forbid ballista bolt and cabinet exports... We don't even sell those things to begin with. Well, since I'm thinking about it I may as well have the extra furniture for my posting to be brought up. Not like Thumper and Rose are doing anything useful at the moment.

I also spoke with Crusher about the lye and tallow issue and quite frankly I may need to make my guards my eyes and ears around here along with Mr Frog. I cn't seem to find half of the damned workshops in this place. I've also decded that anyone with milling skill needs some milliing to do. We have tons of bags left over from the constant masses of trashed caravans over the years so I figured why the hell not.

7th Slate, 210

After having Rose check an old waste closet in the mess hall to see if everything was done decaying so we could get the useful odds and ends out, I was startled by an onrush of workers who seemed to pull the remains of a seige and ahalf from thier collective asses and thre it in there. I really ruely honestly have no idea where or how the hell they stuffed that many skeletons into that closet. Or why for that matter.

Or did I just hallucinate and they were taking the remains out for disassemblage?

Oh, and I decided to massivly expand our housing, not that we need it. But it seemed like a good excuse to give the miners some busywork. I also opted to have an auditorium carved out, so we'll have a place to let dwarves hold lectures, comedy shows or concerts. Or anything really.

Seemed like a good idea at the time anyway.



[Ok, so basically nothing happened for a about a week into Slate and much of my recent time was just designating crap. Our mighty heroes were back on their feet for all of one real-time minute before they conked out again. Either they caught something or they're glitched.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 05, 2013, 01:30:24 am
perhaps they are just really, really tired.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 05, 2013, 02:25:41 am
'Tis the work of that demon Skouro!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 05, 2013, 06:51:34 am
Honestly, i think something is really wrong with them They shouldn't be sleeping this much.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 05, 2013, 06:52:30 am
I think it's a holdover from a FB invasion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 05, 2013, 06:54:38 am
Well unless they caught something that makes them permanently drowsy, that should have worked its course. I have a counter to this, but I'd basically have to keep running it every time they got sleepy to keep them on their feet.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 05, 2013, 06:58:41 am
This is mighty troublesome. Having our best soldiers under a sleeping spell is kinda bad, what is this solution?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 05, 2013, 07:00:30 am
If all else fails, there's always Dauros.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 05, 2013, 07:10:48 am
Well, field tests suggest he's on par with, if not stronger and faster than Fischer and Draignean and merely weighed down by a lot of armor. He's run down fleeing kobolds and spawn scouts, something even Fischer only rarely does, when striped of some armor.

To elaborate, I have a fortress set two years after The Master's turn. Dauros was among the very first to come to this new fortress and is now literally the best soldier in the fortress. He actually mucked up his path to go after a spawn scout and still managed to run it down and quite messily remove its teeth and stab it until it decided to give up on existing.

For fun other claimed survivors include Doctormonch, Eldes, Mitch (who is now using a crutch,) and Draignean (who is functionally useless due to not being able to stay awake.)

Anyway, if worse comes to worse, Dauros will simply have to assume Fischer's position until she is well or until one or the other is a corpse by the look of things.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 05, 2013, 04:24:11 pm
The champion Fischer being replaced by Dauros...

Well, at least it's better than no champion whatsoever.

In other news, I got this idea of a story and a small organization in the universe. Could help with the SLIGHT decrease in energy I've been feeling.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 05, 2013, 04:29:18 pm
Try not to pervade upon the other three organisations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 05, 2013, 10:45:08 pm
Try not to pervade upon the other three organisations.
There are four. Parasol, Ballpoint, Eris, and Stone Inc., in order of conception.

Also, perhaps we should memetize Dauros in the same way we did with Fischer.

Then again, is that even possible?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 05, 2013, 11:02:41 pm
Yay! someone remembered me and the hills of images I still cant find a working scanner for! Or the images themselves at this point!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 01:17:27 am
Asea, there is a wonderful thing called a Digital Camera. Try it out :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 06, 2013, 01:41:58 am
Try not to pervade upon the other three organisations.
There are four. Parasol, Ballpoint, Eris, and Stone Inc., in order of conception.

Also, perhaps we should memetize Dauros in the same way we did with Fischer.

Then again, is that even possible?
It is not. You can't force a meme, Tal. Fischer got to where she is today by, among other things, sticking her head into the Spawn Hive King's head and biting his teeth out while bears bounced off of her. She inspired us to love and fear her. Dauros must forge his own awesomeness. SPLINT! What has Dauros accomplished?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 01:59:19 am
He kicked a Spawn's hand off.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 02:17:43 am
He kicked a Spawn's hand off.

I gotta give him that. I've never seen a current release dwarf pull that off before or since.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 06, 2013, 02:33:02 am
Gonna agree with Xahnel here (I'll give y'all a moment to pick yourselves up off the floor). I think forcing a meme is by its very nature nigh-on-impossible. Memes start and propagate (I think) when something makes some sort of strong impression on the audience, that makes them want to repeat the idea to others (or something). If an impression has been made, the meme starts on its own; otherwise, no amount of conscious repetition can force the process along, except possibly by causing a meta-meme along the lines of 'Milhouse Is Not A Meme', or by consciously establishing the forced meme as a 'secret handshake' of sorts (which I feel is dysfunctional behaviour).

Also: assuming that anyone cares, I haven't abandoned y'all or anything. I've been busy with CraftedDreams (which y'all should probably check out, by the way), and there hasn't been much for me to add in any case.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 02:54:39 am
We'll put it to a vote on what to do. Awl, Skitara, and Dauros all clearly have luck keeping them alive and not stricken by perma-drowsiness, so wat do?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 06, 2013, 03:03:01 am
Those three are easily the most skilled in the fort, but Dauros has a lot going for him as junior Badass. I agree with it being impossible to force memes, unless as Froggie said the idea of a forced meme propagates memetically itself.

Fischer's never kicked a piece off a spawn besides its teeth, a significantly easier achievement. Dauros on my last save was equally as fast as Fischer, presumably starting with a higher agility and being more encumbered by armor, as Splint says.

He's not quite as strong; he has bisected Spawn, but then again so has Jack, Fischer, Awl, Skitaro, Niccolo, PBT and a few others.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 03:11:53 am
You can't really count the axedwarves for bisection trophy, or Jack in any incarnation as even his sword has a higher likelihood of cutting things in half. Their weapons are pretty much designed for that.

Honestly it's largely a question of what will be done, as he has seniority over over all the other surviving soldiers by virtue of time served and managing to not die or be horribly injured/crippled by random sleep sickness.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 06, 2013, 03:43:22 am
Yeah, true enough. Would you care to write an official 'resignation' of Fischer? Or I could, if you wanted, if it does end up that Fischer has to step down. She'd have to stay as puppet/shadow MCom because story wise, no matter the strength of her replacement, when they hear that the tantamount-God of war has 'died'/left her position, then Spearbreakers will be at vastly greater risk of siege, in canon.

Also I've been musing on ideas and I'll pm some of them to you if you like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 03:47:01 am
Sure thing, I got time.

And I did have something in mind actually for a resignation of sorts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 03:59:00 am
Ach, m'Champion...
'Tis sorry t'see y'go.
~LFTON, The Awoken
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 06, 2013, 04:04:27 am
Ach, m'Champion...
'Tis sorry t'see y'go.
~LFTON, The Scottish

FTFY
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 04:32:24 am
Quote
~LFTON, The Scottish
HAHAHAHAHAHHA! I seriously cannot stop laughing at that.

It's a Sapiocoatl accent (minus hissing) crossed with a LOTR dwarven accent. I guess it is ridiculous...
For the record, Idyllians pronounce their homeland "Id-ai-ee-uh". They would call this place "Spee-yayr-bree-yayr-kahhs". While hissing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 06, 2013, 04:54:26 am
So correct me if I'm wrong, but given they're Sapiocoatl, a word combining old Latin and Nahuatl... that could mean 'Wise serpent' (or because of the dual meanings of Coatl, it can also mean 'Wise twin', a bit of fridge brilliance there, what with LFTON having many different alter-egos!)

Am I right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 06, 2013, 05:06:49 am
Rough draft of organization so far...

Spoiler (click to show/hide)

Kinda annoyed by the fact that it's somewhat a mix of two already existing organizations, and I intend to create a story to flesh out Aegis Ops' operations.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 05:23:13 am
Reudh, I believe you just justified my name for my winged-serpent (Coatl) men. 'Wise serpent' befits them entirely, seeing as they always outsmart my adventurers when I go on rampages...

Sapio, from sapient or whatever. Basically, I got the idea from Homo Sapiens because we da powerful!
Coatl, from Quezalcoatl (literally 'feathered serpent'), god of the Mayans (or the Aztecs) and bringer of civilisation. Also a powerful badass then.

And yes, what with all the alter-egos LFTON has... 'twin' is most certainly appropriate!

Lennox, Aegis Ops sounds like a certainly... interesting group. Particularly since Aegis means 'protector', yet they hire people to protect themselves.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 06, 2013, 05:39:14 am
Aegis also means to support something, they support those that protect them with recent discoveries and breakthroughs to refine and transform their weapons.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 06, 2013, 05:40:25 am
...So it does. Interesting.

What is the study of ancient languages, and where can I begin? There are too many awesome ones...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 06, 2013, 06:14:06 am
You could always start with english etymology, it's a fantastic starting point because of English's many parent languages.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Paintbrushturkey on March 06, 2013, 08:20:31 am
7th Slate, 210

After having Rose check an old waste closet in the mess hall to see if everything was done decaying so we could get the useful odds and ends out, I was startled by an onrush of workers who seemed to pull the remains of a seige and ahalf from thier collective asses and thre it in there. I really ruely honestly have no idea where or how the hell they stuffed that many skeletons into that closet. Or why for that matter.

GUILTY, was just a handy closet to dump crap in...

on that note what have i been up to in the fortress lately?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 06, 2013, 10:54:17 am
Gonna agree with Xahnel here (I'll give y'all a moment to pick yourselves up off the floor). I think forcing a meme is by its very nature nigh-on-impossible. Memes start and propagate (I think) when something makes some sort of strong impression on the audience, that makes them want to repeat the idea to others (or something). If an impression has been made, the meme starts on its own; otherwise, no amount of conscious repetition can force the process along, except possibly by causing a meta-meme along the lines of 'Milhouse Is Not A Meme', or by consciously establishing the forced meme as a 'secret handshake' of sorts (which I feel is dysfunctional behaviour).

Also: assuming that anyone cares, I haven't abandoned y'all or anything. I've been busy with CraftedDreams (which y'all should probably check out, by the way), and there hasn't been much for me to add in any case.
This puts me in mind of a short story called "The Crocodile's Mouth", which is about a secret sub-society called the Crocodile's Mouth, which is a sub-society of the Secret Crocodile. The Secret Crocodile is the secret society of people who manufacture the world's attitudes, control actors, and such.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: kahn1234 on March 06, 2013, 11:47:56 am
if its a glitch, cant you just make a backup of the save, go into the save files and get rid of the sleeping bug?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 06, 2013, 01:13:19 pm
if its a glitch, cant you just make a backup of the save, go into the save files and get rid of the sleeping bug?

Theoretically, yes. If you feel like poking through megabytes of raw save data in order to find the specific bytes responsible for controlling Fischer's and Draignean's sleeping behaviour and correcting them, be my guest.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 02:09:33 pm
@ Paintbrush - same as always. Scaring the shit out of your squadmates with your badassery and mohawk. I think you're the only one with a professional squad anywhere near mass-combat capacity.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 06, 2013, 06:37:47 pm
Alrighty dorfs and dorfettes, I have literally nothing to do so within the next  1-3 days I'll try and get another update out. It will be 3 days more to permit more voting until a course of action is taken regarding Fischer and Draignean's condition.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 08:23:11 am
[Update's a little lacking, sorry. I have to use fastdwarf to keep the dwarves moving at a workable pace so I strongly STRONGLY encourage all following overseers to make use of it outside of combat.]

8th Slate, 210

More godsdamned sheep. I referred to an old god named Ast and still don't know what that diety represented but I'm beginning t think its the god of animals constantly fucking. I'm sick and tired of getting reports of more animals being born. Also, Fischer came and spoke with me today. She looked tired and she said something's wrong. Even the docs couldn't figure it out so they're assuming it has to be some leftover side effect of Thili's gases. She says she can't continue as champion if she's never awake to respond to a threat. She was going to hand the position over to Draignean, but he hasn't been seen since he went to bed last night.

I asked her what she intends to do, and she said to have Dauros come to her quarters. Were it under normal circumstances I'd assume something was going on between the two, but this seems serious.



[The following is a narrative of the change in Champion.]

"Knock knock." Dauros said as he entered Fischer's room. It was a nice room all things considered. Most of the furnishings were made of valuable kaolinite, and whatever wasn't was made from shale, save the bed, assembled from well-worked featherwood. The centerpiece of the room was an nearly perfect jet statue of a famed dwarven soldier killing a goblin in a war some decades ago.

Fischer was barely awake, but she sat up. As all the soldiers did she slept in her armor, but things were off. Fischer just didn't look right without that diamond shield bolted to her forearm or Splashslowed in her hands. "Afternoon Dauros, I assume Splint sent you?"

Dauros nodded. "Aye ma'am, he did. Said you wanted to see me about something." Fischer beckoned him closer, to a box beside her bed. "Indeed I do. i have something that needs to be taken care of, and since Draignean's suffering from whatever I have, that leaves you by seniority to take over."

Dauros was taken aback as he sat on the box next to his commander. "Take over? What do you mean?" He sounded very concerned over that wording.

Fischer raised the visor of her helmet and removed it, handing it towards him. "We trade. I can't be the fortress champion if I can't go more than a couple hours without falling on my face. I checked with Mitch, our heads are around the same size. Might be a little snug on you though." Quite frankly it was the first time Dauros had actually seen Fischer's eyes. Slightly rounded, heliotrope. Honestly Dauros had always thought her eyes were blood red or something else menacing. Her hair was slightly grayed ecru, and surprisingly neat, and combed over. Honestly she'd have probably been able to get anyone she wanted is she'd just taken her helmet off, as even with the slight wrinkles on her face she was still quite attractive.

"I don't..." Dauros said, not really sure what to do.

Fischer sighed "I'm staying commander on the books. But I'm passing the mantle of Champion to you. Draingnean's got whatever I do and you have seniority over Paintbrush. If you die, then the position goes to him and from there by whoever's been here longest. So, let's trade." She said, holding out her helmet. "Maybe now those squishy humans will be a challenge for you."

Dauros reluctantly removed his helmet and took Fischer's. She set his helmet on the nightstand beside her bed and with a nod, told him "Down it goes." Motioning for him to lower the visor. It was slightly tight, but that was more attributable to the extra skullcap he had on for extra padding. When the visor came down it was like he was ina near total status of tunnel vision. "You're dismissed Champion." Fischer said after Dauros looked around around a bit.

"One more thing," She said as he went to close the door behind him. "Yes ma'am?" He asked. "You better do the fortress proud as its new champion or I'll go to hell and drag you back and make you try again myself."



10th Slate, 210

We've made some more progress but it seems the liason can't find the damned export papers so he has to draft new ones. This may take awhilxjbjbhjstg,bbxffsjbkhl the rest of the writing degrades into nonsense for a page and a half, and is ended with different handwriting

Below... Our solution lies below... You can save our kin, but you must first claim the underworld as our domain.

11th Slate, 210

That... That was concerning. I've had bouts of madness before, but that... That was not normal. Anyways, I was told animal processing was taking a very long time so I had an order sent out for a another set of workshops to be built and this has sped things up considerably. I've also put an order for our workers to head topside and fell som trees. While this hurts us in combat against enemy bowmen, we have more pressing needs for wood; the stockpiles are nearly tidied up and a few doezen more crates to store this crap in will go a long way to making our lives easier. I've also decided that our lists of dead things needs to be narrowed down. Gotta make space for the new things that die right?



[Ok, so I used the clear dead command to clean up the lists, the stockpiles are amazingly getting cleared up, we have had a massive boost in ore production because of my apartment program, and I'm going to boost the popcap waaaaay up to get migrants. After we invade hell, I'm thinking we'll just create an endgame goal of becoming the official capital, and let the fortress' fall be left to legend.

Also, for the first time in our history, a dwarf will venture forth into the caverns to face the forgotten beasts, or more specifically, give Dauros an FB kill by taking down Ebra the mud monster.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 07, 2013, 12:20:06 pm
If it's really that bad, you should turn off temp. I know I will.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 12:32:35 pm
I would prefer you didn't. If only because I'm gunshy of magma mist (which makes no sense unless those things being dump in magma ar going at terminal velocity.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 07, 2013, 01:18:08 pm
You're gunshy of whatnow? How is turning off temp going to make it worse?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 01:37:23 pm
If it gets turned back on anyone exposed to that or hit by a fireball will spontaneously burst into flames and die.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 07, 2013, 03:37:42 pm
That... sounds like a bad thing.

I have a bit of a plot idea for the next Spearbreakers. In that a expedition has been lost past the ocean and a new outpost has been commanded to be constructed.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 07, 2013, 04:27:02 pm
I also have a plot idea.

The tale of Spearbreakers, the last bastion against the Holistic Spawn, has grown to legend. As a sign of respect to those who lost their lives in the Spawn Wars, all such bastions shall be named a Spearbreaker. Only, the original Spearbreakers was struck by space-time distortions, and now the newest Spearbreaker lies on such a destined path...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 07, 2013, 06:33:51 pm
Let's save the plot ideas for when we start Spearbreakers II...

Concerning Aegis Ops, I still need more feedback before I can continue with my little group.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 07, 2013, 06:49:58 pm
Let's save the plot ideas for when we start Spearbreakers II...

Concerning Aegis Ops, I still need more feedback before I can continue with my little group.

Dude they're always coming up with new ideas for spearbreakers 2 it's what they do. The only caveat is that which ones will be used will only be decided when SB2 actually starts (I think).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 10:01:02 pm
I'd just as soon just aim to meet the goal of becoming the capital and setting Queen Sibrek up in Hell with a palace made of iron. Should all go well in the summer, when I aim to start that attack, the palace should be finished by the end of my turn. This may actually work out nicely and we shouldn't need more overseers other than Tahu and Paintbrush if the queen arrives during their turns.

I wouldn't mind making it go past that, but it'd be like forcing a meme really; there'd be nothing left to us and the game is already approaching almost unbearable levels in FPS. I'll give turning off temperature a chance, but if there's no major improvement then I'm gonna kick it back on.

Which reminds me, I need to dig out an ammo store down by hell if I haven't already...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 07, 2013, 10:10:53 pm
so lets start working on MK2, shall we?
this way we can start after the queen is in.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 10:14:08 pm
I intend actually for a little game set in Spearbreakers' continuity but from the human perspective.

Would anyone object to making a thread somewhere were we can discuss courses of action for both this game and SBII? Or would you guys prefer discussing it here?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 07, 2013, 10:20:04 pm
Lets get a thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 07, 2013, 11:01:14 pm
I intend actually for a little game set in Spearbreakers' continuity but from the human perspective.

Would anyone object to making a thread somewhere were we can discuss courses of action for both this game and SBII? Or would you guys prefer discussing it here?

Sounds good to me. Prevents derailment of this thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 11:03:56 pm
Ok then, who wants to start it? Or should I and save you guys the organizational headache? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 07, 2013, 11:06:06 pm
You do it please. and can we have a link to it here?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 07, 2013, 11:13:52 pm
Sure thing. I'm going to put a link on the OP, last question: General discussion or Community games and stories? I'm not sure where it belongs since we'll be discussing possibilities for two separate games.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 07, 2013, 11:17:58 pm
Community Games And Stories.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 07, 2013, 11:34:46 pm
dito
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 08, 2013, 04:41:01 am
What Lol said.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: CognitiveDissonance on March 08, 2013, 04:31:51 pm
CognitiveDissonance cancels Read Thread: Too Insane

Damnit guys, why is this 500+ pages long?!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 08, 2013, 04:40:59 pm
CognitiveDissonance cancels Read Thread: Too Insane

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

it's not so bad if you turn it to max replies per page or just use the links to the actual posts where things are going on. Granted I'm being a bit of a hypocrite when I say that due to not even finishing myself I still have to read Reudh's and Tomio's turns and then ALL the stories I skipped while reading...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on March 08, 2013, 04:43:04 pm
CognitiveDissonance cancels Read Thread: Too Insane

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

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

Edit: I probably got Fischer in her current state. My apologies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on March 09, 2013, 05:21:03 pm
It's not so bad if you started early and just kept up.  See if someone can lend you a time machine.  Just don't post in the past please, we don't want any temporal paradoxes making this thread more confusing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 09, 2013, 06:32:43 pm
This is quite a big thread, so have fun!

Continuing with Aegis Operations...

The "Operators"!
Spoiler (click to show/hide)
...  :-\
Thoughts?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 09, 2013, 06:58:20 pm
I won't make any statments that aren't there, but it sounds like they're probably a newcomer and any involvement they have would probably be on behalf of an employer (most likely Joseph) or their own company interests in locations major fighting is taking place in the timewar's future battlegrounds like Sewaturet or near the Eris Facility near the ruins of Spearbreakers.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 09, 2013, 08:38:22 pm
Aegis Ops being a R&D organization looking for a profit, any involvement in the war would most likely be supplying new breakthroughs in warfare technology to the the side that is willing to give them the most money. In this case, joining the war on one side will warrant attacks from the other. Most likely, they will begin supplying new weapons to one side of the future time war and will start getting attacked by the other side.

My current idea for the first story concerning Aegis Ops will revolve around the recent decision to join the (future) time war, the flaw of the current leadership system, and the company's first tangle with Parasol/Ballpoint/Eris/Stone Inc.. Needless to say, this new company is going to learn just how screwed it is when it joins the war.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 09, 2013, 08:51:41 pm
I'd say consult Mr. Frog and Talvieno on your group regardless. They'd be of greater help than I.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 09, 2013, 08:57:43 pm
I can just see people in Stone INC going "who are these people and why are they so clueless about this war? dont they know there is a war on?"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 09, 2013, 09:05:18 pm
It's more of a clash between particularly powerful corporations that happened to suck in the towns and cities near the battlegrounds. Technically the only "legal" war on is between the states manipulated by Joseph into attacking Sewaturet as part of a ploy to get Ballpoint off his back so he can focus on dealing with Parasol first.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 09, 2013, 09:54:31 pm
Hey guys, I had a sudden idea of brilliance.

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

We've already got a fair amount of art to go with it too, from our resident amazing artists. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 09, 2013, 09:57:12 pm
If someone doesn't mind maintaining it (as I have no idea how that shit works,) When I get around to starting the next game ideas discussion thread and here on the OP I'll gladly provide a link.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 09, 2013, 11:12:47 pm
Hey guys, I had a sudden idea of brilliance.

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

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

I dunno... I really don't think a wiki is the sort of thing one should start on a lark. Quality control will become a full-time task, and it will never friggin' end.

I'm all for an easy-to-update and accessible universe compendium, but not one that anyone can edit. If Wikia lets one restrict editing to certain approved accounts, I say go for it.


Speaking of art: I was actually semi-serious about my earlier offer to illustrate shit, so if anyone wants something drawn, ask away! No promises on the quality, of course, and I reserve the right to not draw something for any reason up to and including 'too hard' and/or 'don't feel like it'.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 09, 2013, 11:15:38 pm
Howabout we just work on thin gs we can link to here. like me finally getting those images uploaded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 01:48:40 am
I could maintain it, but I don't know enough of any of the characters bar my own to begin it.  :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 02:01:35 am
And lo did a great collaborative work to catalog this massive clusterfuck begin.

Gonna try and get an update out, I'm in the mood for it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 10, 2013, 02:34:49 am
And lo did a great collaborative work to catalog this massive clusterfuck begin.

Gonna try and get an update out, I'm in the mood for it.


I don't think clusterfuck properly describes Spearbreakers anymore (or several succession games for that matter). No we need a need word for well whatever this is.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 02:37:14 am
I'll get the wikia domain started.

Splint, good luck, and pray the fort doesn't turn batshit insane. More.

Ninja'd: The fort shall now be known as a Mystical Shit Typhoon.
Wiki-ninja'd by Reudh, apparently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 02:40:49 am
I think that I may put that as the descriptor for this whole warped setting we've developed. Mystical Shit Typhoon.

It also makes me laugh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 10, 2013, 04:06:35 am
...... Welp I'm never going to be able to use Clusterfuck to describe anything ever again for the rest of my life it will be Mystical Shit Typhoons and everyone will wonder what the hell I'm on when I say it. Edit: Also is it wrong that I want
Ninja'd: The fort shall now be known as a Mystical Shit Typhoon.
that to go into the quotes section? It seems inherently quotable. At least to those who understand it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 04:16:42 am
...I'm still punching myself over that. Yet I really want to edit the original to be Shit instead of Space.

Edit: Fuck. FUCK. FUCKFUCKFUCKFUCK.
There go all my mods, as well as my copy of DF. Fuck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 10, 2013, 06:06:03 am
...I'm still punching myself over that. Yet I really want to edit the original to be Shit instead of Space.

Edit: Fuck. FUCK. FUCKFUCKFUCKFUCK.
There go all my mods, as well as my copy of DF. Fuck.

What did you do?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 06:12:07 am
Fucked up, apparently.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 10, 2013, 06:49:54 am
Check it, yo. (http://spearbreakers.wikia.com/wiki/Lord_Reudh)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 10, 2013, 12:13:00 pm
Fucked up, apparently.

Not what I meant. More details.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 10, 2013, 12:43:12 pm
Talvieno, if you're still lurking the thread while posting Vanya updates, I just read them all, start to curent in one sitting. I cannot tear myself away from the story. You've crafted an amazing piece and you  should be proud.

Also, while reading I had a minor thought during the battle of Division 48D. Saemin is 'burly and well muscled' and his 'yoga is dangerous'... so I thought "Oh, well... Maybe Saemin Lo is one-eighth Manamaid (Manaman?)"
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 02:55:04 pm
Dang, the Lord Reudh page came out quite nicely. I am now awake and intend to get another update out today, both for here, and CraftedDreams (I think Mr Frog slipped an Easter egg in there for us in his last update there; see if you can find it.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 10, 2013, 04:29:27 pm
Dang, the Lord Reudh page came out quite nicely. I am now awake and intend to get another update out today, both for here, and CraftedDreams (I think Mr Frog slipped an Easter egg in there for us in his last update there; see if you can find it.)

Heehee, I'm glad someone noticed it. I don't usually like slipping references into my writing, which is funny because I'm pretty sure my final update included allusions to at least four other things I like (including this).

E: The post in question if anyone's up for an egg hunt. (http://www.bay12forums.com/smf/index.php?topic=118382.msg4080937#msg4080937)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 06:45:07 pm
Very nice, Reudh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 07:28:27 pm
Ok, after performing ALL the optimisation on my rinky-dink little laptop, I think I might be able to...
TAKE A TURN.

So please sign me up, and I'll keep this little engine that could afloat :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 08:51:40 pm
Alrighty. And just a heads up, turning off temperature doesn't do much for performance. There's not really much reason to turn it off except maybe stability.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 09:41:48 pm
Temperature doesn't fix anything anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 09:46:17 pm
It's less of a load to account for, but it still didn't help very much. Anyone wanna be the Fortress' caravan tithe collector? I just feel like assigning a tax collector for shits and giggles.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 09:50:43 pm
I already collect taxes.

...Souls count, right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 10, 2013, 09:55:47 pm
They do not. Excpt for demonic sacrifices, but these demons are known to be a little lackluster when summoned.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 10, 2013, 09:57:58 pm
In that case, not me then. >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 08:42:18 am
[Sorry for the delays. I got lazy, but here it is as promised. Next Update: Dauros' solo op into the depths.]



13th Slate, 210

Working on the paperwork has been taking longer than we thought it would. No matter. I have decided, in preparation for the invasion, to have a segment of road removed and replaced with a bridge. I think a steel one will be nice.

14th Slate, 210

I've ordered all of our crafting shops on the top floor of the fortress to begin cranking out bone bolts. The invasion begins soon. The spirit calls, and tells me our salvation lies below, a means to save our friends. But we must evict the current residents.

AussieEvil reported another vein of gold was struck. I wonder if we could purchase the capital's favor with enough masterpiece gold coinage.... And iron. And more gold.


17th Slate, 210

We're making progress. Not quite done but it's getting there. Maybe we'll be finished with this garbage and be done by the end of the month so we can button up and take what is ours below.

I've visited Mr Frog and noticed while he's got a good set-up, I figured he could use a bigger space. We had a hollowed out area that, with some tender care, a few vents installed for air, and of course furnishings, would make a very serviceable lab so he can get more done at once. He didn't file a request or anything, I just think he could use the extra space; his room's become quite cluttered with old and broken items he refuses to get rid of. Some nonsense about make use of the scraps that work in them.


18th Slate, 210

More bolts come out daily. Come summer, we will have what we need, I know it.

The levers for Dauros' journey into the caverns are in place, we need only the gates to keep other terrors at bay. Mr Frog tells me Ebra has moved away from there, but Kob is a valid target, who lurks where his extra eyes cannot see.


19th Slate, 210

Ah, how I do so love the sound of cleaver meeting skull. But if I get another report of fucking sloth bears giving birth I'm having them killed and made into ammo too.

The liaison says while many a fortress lives on the products of its herds, be they herds of cattle or cats, what we're doing seems so.... Off for dwarves, mowing down livestock indiscriminately without the thought of keeping breeding stock. Personally I see it as paying homage to a departed friend. Dicer's been declared a hammerlord as well. Good for her... Him... Whatever. I'll have to ask about that so I cans end a congratulatory barrel of booze to the new lord of the hammer.

I'll be he ran out of ammo during a training session.

I've put out a blanet order upon seeing reports in ym inbox of more gods damned animals being born: Kill them all, spare only those held dear to the dwarves, the two species of emu, and the dogs.

Also I'm going to politely ask Corai to never touch a mechanism again. He's too slow. I wonder if there's a better word for "Clumsy, sober-brained fool" for bad mechanics. And for that matter, i wonder if sloth bear skulls will make good mugs...


20th Slate, 210

Bin production resumes. Piles of shit are beginning to make themselves known again and we have the wood.

22nd Slate, 210

Dauros tells me he is ready. He will do the fortress proud. I've ordered him not to take unnecessary risks. The liaison doesn't know what Ebra and Kob are composed of, and having Dauros slay two of the great horrors on his first official action as Champion would bring a little favor to us. Plus Dauros will be among those few who've slain such eldritch monsters and if he manages to fell any others then that will just be the gravy on the cake.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 12, 2013, 03:34:31 pm
Talvieno, if you're still lurking the thread while posting Vanya updates, I just read them all, start to curent in one sitting. I cannot tear myself away from the story. You've crafted an amazing piece and you  should be proud.

Also, while reading I had a minor thought during the battle of Division 48D. Saemin is 'burly and well muscled' and his 'yoga is dangerous'... so I thought "Oh, well... Maybe Saemin Lo is one-eighth Manamaid (Manaman?)"
I don't think I've been here for a week or two, actually. I'm here now, though. Things got hectic in real life for a bit, but on the plus side, I'm getting a little closer to my goals. (Moreover, I've been sick. That kind of discourages getting on and doing much, I think... But now it just sounds like I'm making excuses - which I might be.)

Thanks for the compliments, and the reread! ^.^ It means a lot, and I appreciate the encouragement. I put the story aside for a while to give myself time to think up a way past writer's block, and I think I have most of everything planned out now. The only thing left is getting it down, which I should (hopefully) be able to motivate myself to do in my spare time.

I actually didn't think about it... Saemin as a manamaid is hilarious. It almost makes a sort of bizarre sense, and would explain why he and Katie seem to be particularly attracted to each other, if they're both genetic experiments. It wasn't actually what I was going for, but hey - it's funny.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 03:45:08 pm
Oh hey! Talvieno lives! I maked updates.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 12, 2013, 03:53:55 pm
Yeah, I see! lol   Pretty good updates, too, besides pictures. I'll need to get the links up in the second post soon. The fort is progressing nicely, it seems... Wish we could fix Fischer, though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 03:59:22 pm
I do have a temporary solution that lets her do shit, but I have to run it after every single action; Whatever that FB blasted her with makes her permanently drowsy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 12, 2013, 04:02:44 pm
It's a pity Spawn don't get tired... We could've weaponized that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 04:33:14 pm
I blame Lomoth.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 12, 2013, 05:16:22 pm
The syndrome algorithm really does know no bounds...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 12, 2013, 05:52:56 pm
I was about to suggest editing the raws to make dwarves unable to tire so Fischer is back, but I read that that can cause them to go to bed and never wake up, because they're never asleep.

I think we've seen the fall of Fischer, people. Sad as it is, younger and fitter dwarves should take up the mantle.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 05:58:05 pm
Quite the anti-climax. Someone should add that to the trope page.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 12, 2013, 06:03:11 pm
Lol, I have so much to add to the tropes page already, and those are just the tropes I happened across while randomly browsing. Maybe tropes aren't good or bad, but Spearbreakers is big enough to match quite a few of them.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 12, 2013, 07:40:48 pm
Think of it this way.

We have a dwarf who gave all her energy to protect the fortress. Who's to say that the fortress retains that energy?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 12, 2013, 08:03:57 pm
Think of it this way.

We have a dwarf who gave all her energy to protect the fortress. Who's to say that the fortress retains that energy?

Spoiler (click to show/hide)

A la whatsisface in Syrupleaf, who imbued a statue with his own soul to prevent the Spawn attacking.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 08:10:41 pm
Daeren I believe.


The image of a burning dwarf flipping the bird as the portal to Dwarfhalla shall be with me always.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 12, 2013, 08:13:35 pm
A way to test if the FB syndrome is what's really causing it would be to hospitalize her over some minor injury. The diagnosis will tell us of any syndromes affecting her. And I do mean any. In one of my FoE forts, one of my hospitalized PA soldiers was "diagnosed with power armor on the 15th of Felsite". I loled when I saw that. Damn, just thinking about it makes me want to go draw a.picture. So, hosptalize her and check her medical history afterwards.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 12, 2013, 08:24:27 pm
Alright, so we strip Fischer of her armor, then prod her with wooden spikes until she gets a hopefully non-fatal injury. Given her massive strength and endurance and mightiness, I doubt she'd be more than irritated by the spikes.

Even if it's a permanent forgotten beast syndrome, there is little we could do.

I'm not sure if reactions in buildings could be moddable and usable in the same world without regenning... but I wonder, if a permanent syndrome causing drowsiness is hit by a temporary syndrome causing drowsiness, does the temp one overwrite the permanent one? Question for Putnam, I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 08:54:46 pm
.... I now wonder if I can repurpose the rock hammer reaction into one that flushes a syndrome from a dwarf.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 12, 2013, 10:59:49 pm
I wonder, if a permanent syndrome causing drowsiness is hit by a temporary syndrome causing drowsiness, does the temp one overwrite the permanent one? Question for Putnam, I think.

Very strongly doubt it. From what I can gather, the game stores a persistent list of every syndrome affecting each unit as well as how long it's had each syndrome, which it uses to determine which of said syndromes' symptoms are currently active. I'm 99% sure, based on extensive firsthand experience, that symptom severity stacks cumulatively if two or more syndromes cause the same symptom.

E: It may technically be possible to dig through the world files, find the raw data for the syndrome in question, and set the severity of the drowsiness to zero, but I recommend against this. The chance of unintended consequences seems high.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 12, 2013, 11:20:26 pm
If someone wants to grab a copy of the save and have at it so i can reinstate Fischer, I'd say go for it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 13, 2013, 06:18:25 am
Well, Talvi's back, an update has been made, and Fischer is still screwed by sleep.

Things might as well begin looking up from here on out, with Dauros on ready to kill some Forgotten Beasts.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 13, 2013, 11:56:28 am
Cool, my being back is considered to be on the same level as an update! :D But then, aw... It's also considered to be on the same level as Fischer screwed by sleep.

At least one thing is certain. Fischer doesn't always sleep, but when she does, it's the sleep of the gods.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 13, 2013, 01:45:45 pm
Random: A collection of Colonel Fischer-related quotes, as a sort of homage.
Still, I lol'd inside upon seeing that Fischer has killed the same goblin so many times that s/he's probably gotten bored of it.
Patience, Splint. Patience. Soon the Necromancer will make a mistake, and when he does, its all over. One mistake is all it takes with Fischer roaming around.
Ok, so either there was some godmode speed glitch, or Fischer is the dwarven equivalent of the fucking flash. A snatcher got spotted, and in the time it took two civil defense guys to fire 4-5 shots at hime, basically corraling him towards the fortress, Fischer was on him.

She scares me.
Isn't it obvious? Fischer is from Dorf!Krypton, and she's realizing her potential. Hopefully, as Superdorf, she doesn't decide to enslave the planet. Otherwise we'll have to find glowing green rocks from her home planet.
Th spawn pretty much did get demoted to extras because they seem pitifully underpowered when facing Fischer and mnore often than not we use them to kill other ivaders before rewarding them with pikes to the chest.
Fischer wasn't [...] Dangerroom trained so that makes her more badass by default. Plus she faced off against a group of spawn alone and lived, along with nearly drowning in the same instance. She has since become this game's Superdorf.
Fischer: She knows the secrets of life and death... Biblically.
Fischer's only weakness is that she has no weakness. I'm... Not sure how that works, admittedly.
First thing, Fischer jokes. (Except they're not jokes.)
  • Fischer does not "hunt" because the word "hunting" infers the probability of failure. Fischer goes killing.
  • If you can see Fischer, she can see you. If you can't see Fischer, you may be only seconds away from death.
  • When bogeymen children go to sleep in the morning, they check their closets for Fischer.
Superdorf, AKA Colonel Fischer Norris: Chuck Norris' illegitimate Kryptonian dorf baby.
I like it, it's got a ring to it.
Those three jokes/facts I posted were really just adapted Chuck Norris jokes... And they fit. Fischer is the dwarven Chuck Norris, and I'd bet she could easily spear his roundhouse-kicking hide.
I'm betting Fischer could actually kill a zombie.
He downloaded the spawn or ripped them from a Spearbreakers save and one of his soldiers decided sticking his head in its maw was a good idea. Evidently it was as he came out with the spawn's tongue and his head still attached.
I assume that dwarf was Fischer.
[...]if Fischer dies that probably means most of the fort is going to be close behind so....
4. because Fischer.
Fischer is such a terrifying engine of destruction that she has become our Chuck Norris, with her crowning moment of awesome being suriving alone against a group of spawn, getting knocked into a pond, and SURVIVING.


I thought her crowning moment of awesome was when the spawn turned tail and ran in fear from her dark and terrible majesty?
Dark and terrible majesty?
...
...
...
Give fischer a rat leather backpack.
WE HAVE FOUND THE ONE TO OPPOSE HOLISTIC DETECTIVE.
No, Fischer is a walking engine of pike-based doom. She fights like a true dorf, with a proper fucking weapon.
Actually, you know what, this has been bothering me. Why the assumption Fischer fits Badass is Dark/Crazy? Whenever i read about a champion, or an army, they are called insane, murderers, montrous beings. Our Fischer, our Champion Superdorf, shouldn't be seen as a monster, or dark, just because she kicks ass. She fights for Spearbreakers. I say, she's our brightest star, and who we should strive to emulate. She didn't get strong through fell rituals, or deals with the devil. She is Fischer Norris, last Dorf of Dorf!Krypton, the daughter of the living god, Chuck Norris. She is the Dorf of Tomorrow. She is Superdorf.
You fear they haven't actually been vaporized, as you don't have a Colonel Fischer [...]
In retrospect, was Mr Frog's Combat And Training Simulator (CATS) necessary at all? Even without a couple squads of overpowered dwarves, we have Mr Frog himself, who's an interdimensional-time-traveler/neurobiologist/inventor. And if that fails, he can DJ them to death.  And not only that, we have FISCHER.

More fun with words:
I imagine Fischer's acronym would be something along the lines of "Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns".
Her name is an anagram of "Choleric Felons". I think this rather suits her...
Surprised I got so many kills, though - would've expected Fischer to have used that super speed thing and caused all of the goblins to implode or something before I did anything.
Well, compared to Fischer, Rose IS dainty.
Well I can find a peice of 40k fanart that can describe the results of Fischer being used as artillary ammo.
Fischer: Ambiguously gendered leader of the fortress military. Our Succession's memetic badass.
I'll do that. Oh and I decided to interpret fischer crushing a spawn's heart into oblivion with a punch as her tearing it out, and showing it to the spawn before crushing it in her cold, justifiably hate filled hand.
So long as we still have Fischer, the fortress cannot fall.

...So long as Fischer isn't berserk, anyway. If she is, the fortress falls regardless. (and at least we don't have husks or thralls. A Fischer Thrall would be literally unstoppable. Actually, that's a plausible apocalypse scenario, ranked up there with tidal waves and comet collisions.


Anyway, when Fischer finally dies... that will be when we know it's hopeless.


Heehee, I want this in the quotes section. Husk!Fischer could massacre entire countries.
Fischer: Only stops fighting demonic armies when she runs out hatefuel, then continues fighting by luring them to attack her while she slumbers, giving her comrades time to kill them.
Fischer must be immortalised in these forums. S/he's becoming as much a Memetic Badass as Cacame is, or even Morul.
Col. Fischer can never truly become exhausted. She merely lets the enemy hit her so they don't see her squad coming up behind them.

Fischer is so powerful a pissed off bear can't even move her when it rams into her.

Fischer is such a badass she bites the spawn in thier maw, and spits thier teeth in thier face.
Fischer is so badass, that when demons dig into the center of candy canes, they find Fischer.
When spawn want to scare each other, they tell Fischer stories.
A spawn went to a dentist to get some false teeth. When asked what happened, he said, "Some crazy dwarf bitch bit them out!"
Fischer is able to penetrate adamantium armor. With her teeth.
[Yes, a fucking bear SLAMMED INTO FISCHER and bounced off. BOUNCED OFF. She's is a living tank now. Because a bear is what, twice the size of a dwarf and twice as nasty on average?]

...

The fight continued, with the bear knocking over Fischer in her already stunned state, she quickly righted herself, and I saw her stick her head within the very maw of the hive king and came out with his teeth. HIS TEETH. AND SHE SPAT THEM IN ITS FACE.
Holy CMOA (http://tvtropes.org/pmwiki/pmwiki.php/SugarWiki/MomentOfAwesome?from=Main.CrowningMomentOfAwesome), Batman! :o Fischer has truly become an unstoppable killing machine. Too bad she didn't quite seal the deal on the hive king though, but at least she's still alive and un-spawnified... You had me worried for a while there. Thank the Gods for that candy helmet.

So, we got a second "This is Spearbreakers, bitch!" weather type: It is raining Spawn of Holistic teeth!
Oh, no, wait, that's just Fischer doing her thing.
I am WAITING for Fischer to get "lover" status on a dwarf'd dwarf.


"Dear diary, I have been officially made into a manbitch. Help me..."
Quote from: Splint, we were in a chatroom
Fischer is susceptible to disease.
Quote from: Corai
Thats just to trick them into a false sense of security, lure the germs in: then kill them.
---

Hanslanda wanted me to post this in the thread. Here you go.
Splint, you know what she is made of: Chuck Norris and Superman's genetic material, and enough badassery to destroy hell by punching one block of slade. Now, stop doubting the epicness that is fischer, or be made her manbitch.
You are tempting fate just by talking about it! Go back to thumb twiddling.


Tempting fate? This is Spearbreakers. Monsters tempt fate when they speak of us. We fear nothing. Except for Fischer dying. We fear that.
Yeah, because if she dies that means the fort is on its last legs.


And those legs are probably trying to find a well hidden corner to cower in, as whatever hellish force that defeated the mighty Fischer obliterates the remaining dwarves.
When goblins wanted a new god, they invaded spearbreakers to declare fischer it.
Fischer can sell wood to elves.
The king of demons offered to make fischer his right hand dwarf. She was eating dinner out of his skull last night.
Fischer doesn't swim. The water is too scared to touch her.
When fischer walks, elephants run.
Fischer once punched a spawn so hard it changed back into a dwarf.
Fischer doesn't hunt. Animals just offer themselves to her pike.
Fischer doesn't need to drink. Her body produces booze naturally. She just likes the taste.
Only fischer exists. We just thinkwe're the real ones.
Fischer's tears cure tantrum spirals. Too bad she never cries.
Fischer can put out hell by blowing on it.
Magma turns to obsidian just so it can have the honor of being crossed by her.
Fischer will have four children, who will be the Four Horsemen.
Fischer owns a dragon with adamantium scales. She takes it cruisin' for manbitches.
Raven problem, eh? Shoot at it? That might work... Or just send Fischer after it. Given the choice between Fischer and the Grim Reaper, I think it'd choose the latter...
Fischer must've decided it was beneath her, because she ignored the call to arms and stayed snoring.
Or did she? Perhaps she was destroying them with her sleeping mind, and when the squad reaches the ravens, nothing will be left but feathers.
A good chunk of our population doesn't seem to worship a damn thing actually.


Spearbreakers: Because in this place, there are no gods. There is only Fischer.
I feel like for the sequel, I must rename "Champion" to "Disciple of Fischer" now.
Yes, and what's more interesting is that one of them, Deler Inkblushed the Union of Haunts, the most recent necromancer to die in 207 was the first king of our civ from 1- 72 iirc. Fischer's a KINGKILLER.
Holy balls, so..... We commited regicide without meaning to. AWESOME.
Fucking Incredible Superdwarven Culler of Horrors and Ender of Reigns
So... What would we be singing? I saw someone mention that... Would we be writing parodies of popular songs?
I started writing a sort of western/southern ballad thing, part spoken, part sung. Chorus would contain:

    "Colonel Fischer, that dwarf of olden lore
    "Ain't god or man can save you when she's knocking at your door"

I planned to add things like how she swims the magma sea to hell, melts her way through candy, and kills the Devil with a stare.

    "And says she to the Devil, 'Let me cut you down to size'
    "He's hardly started laughing when she's done it with her eyes"

And other timeless bits like,

    "And if you ever find you're on the wrong end of her pike
    "You'll be dead in point-two seconds and she'll never have to strike"

Also once we successfully take hell, if the enmy ever said "Go to hell dwarf!" Then that soldier could say "I will after I kill you. There's a party in the queen's dining hall down there."
"Used to be I could say, 'Go to Hell', but we've brightened the place up, and honestly, Hell's too nice for you. Instead of that... Go to Fischer."
I guess I do need to say it: Anyone else think it's awesome we pissed off a bunch of death machines this much?

I still think they just want Fischer's autograph. But they don't know that Fischer signs her name with her pike. And signs her name on their face.
Spearbreakers: Did it go right? Praise Fischer! Did it go wrong? Blame Reudh!
Is it just me or have we developed some kind of deranged meme of our very own all because I left a production order on repeat by mistake?


It wasn't a mistake. It was the will of Fischer.

That's two memes. And we'll have three if, "Holy shit, some migrants survived." ever catches on.
If TvTropes refers to the Spawn as the 'Bigger Fish', i guess that explains why Fischer is... the Fischer.

(I'm a reservoir of horrible jokes)
All I know Fischer bites the teeth out of Spawn and has survived having a dozen Spawn plus bear mounts clawing kicking and biting her in the head in-game.
Fischer's idea of mercy to her enemies is killing them in a half-second instead of ten seconds.
One of these days. I hope it survives at least ten more years. We haven't finished the canon yet. :P


I'll only deem Spearbreakers dead when Fischer dies.
You realize very few fortresses ever make it past 20 turns right? What makes you think Spearbreakers is any different?

We have Fischer.
I'm greatly looking forwards to seeing what The Master manages to do. :D (I doubt he can kill the fort, even if he tries. We have Fischer, after all.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 02:55:40 pm
I am now reminded that Fischer is pretty much functionally dead. But it matters little.

When all of dwarfdom calls, she will rise from her resting place to defend it. Because fuck you death/sleeping sickness, stabbing shit is more fun than dreaming about shit that doesn't help me.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on March 13, 2013, 02:57:46 pm
Given how big this sub-topic turned out to be, I feel the need to re-post this.
OK, sliiiiiight problem. FB had extract thing, Fischer is now Resting Injury-ing. If she dies, how fucked is the canon?

Nothing else has happened so far, except for the three migrants that came.

I'm keeping this on the record.  That way, when things go wrong in your next update, you can only blame yourself for provoking Murphy.

Called it!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 13, 2013, 03:03:58 pm
I wish we could import her into the next SpearBreakers...
perhaps as something for engravings?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 03:05:46 pm
Thili's did nothing except extended coma. I think combined Thili and Lomoth's syndromes are the problem. And I still think we can cannibalize a reaction and possibly an interaction to scrub hers and Draignean's systems.

And yes, engravings.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 13, 2013, 03:20:22 pm
i wonder how hard the cyro chambers in the fallout mod would be to get working in this...
i know they regrow limbs, im not positive about syndromes...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 03:21:18 pm
Cue the dwarves breaking the laws of physics and making theirs work with lots of ice blocks.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 13, 2013, 03:24:12 pm
what?

oh, right.

that may work... truly. you just have to be in Antarctica or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 13, 2013, 06:26:53 pm
Okay, so I messaged Putnam; apparently if a syndrome's permanent, it's permanent. And because it's drowsiness, it affects the whole body.

A syndrome with the same effect but different durations will not overwrite the previous effect.
Removing the syndrome from the beast will not affect already infected creatures.

Unless at some point in the future an update allows syndromes to remove other syndromes, Fischer is as good as dead.

In my opinion we should move her house topside. Remember how she was able to not die with however any Spawn beating on her head? My thought is, she lives in her above groundhouse, and whenever a siege begins we lower the walls/bridges of her room and she can (if asleep) draw away the enemy and (if awake) rip them to shreds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 13, 2013, 06:34:09 pm
...Huh.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 07:13:37 pm
Yup. Anticlimax. If she's functionally dead due to being permanently drowsy, then that means we've basically lost two soldiers out side of battle, as Draignean is infected as well.

Dauros is going to have to make sure he lives up to his title now, as he's now the most senior soldier in the fortress.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 13, 2013, 07:22:25 pm
This could be worked into interesting canon...

If that...
Then that would...
But if she...
Then she is...
...
......
..............
Oh god, what have I done.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 13, 2013, 07:25:38 pm
Basically, the only way to get Fischer up and running again would be to revert to before Tomio's save...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 07:27:39 pm
She's handed off the responsibility of chapion to Dauros already, ad I can force her onto her feet to fight if I need to.

Makes me wish there was a script or something that would remove a syndrome from a specific creature.

But yeah, if anyone wants to write that disturbing revalation ina more... Significant fashion, then go ahead.

EDIT: She was already laid up when I started my turn. Lomoth had "deadly" gas and I think its that asshole's fault we've lost Fischer and Draignean.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 13, 2013, 07:41:15 pm
Right now is one of those times you wish there was a file somewhere that stored all the data for the dwarves in your fort and that it could be editied to remove shit like that. Because really that is the ultimate anti-climax. Still I say in Spearbreakers two unless Dauros does something absolutely amazing that new champions should still have the title of Fischer. Now I was going to say something else but I forgot.... dammit.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 13, 2013, 07:50:40 pm
I might write a story for Draignean and Fischer when I get home later tonight. Don't expect miracles, do expect emotion. Cos that's what I do.

Fischer's character's pretty easy to write for, and Draignean a little less so. I don't think Fischer would feel angry, more just disappointed that her body is failing her. Draignean would get on her nerves, but there'd be little either could do about it.

Do they feed themselves, or are they too far in sleep to do that?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 07:56:40 pm
In-game if I run a command in DF hack they're perfectly fine for a very short while (Long enough to eat, get a drink or change their clothes,) so story-wise we'll just assume they can't do much anymore besides take care of their basic needs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 13, 2013, 09:17:16 pm
I might write a story for Draignean and Fischer when I get home later tonight. Don't expect miracles, do expect emotion. Cos that's what I do.

Fischer's character's pretty easy to write for, and Draignean a little less so.
This is very true... your piece with Softa was brilliant.

I think Draignean's character could be a real heartstring-tugger - playing on how he's always upbeat, and how there's clearly no hope for either of them.



EDIT:
If Fischer is functionally dead, and we've been saying the entire time that all that really needed to happen for the fortress to be doomed was for Fischer to die... Then this could be used to instill a sense of dread and hopelessness into the fortress - only for them to rally at the eleventh hour and return with guns blazing, determined that if they should die, they would at least accomplish something in the process. That would be fun to write. lol   And it would lead into the Parasol/Ballpoint/Eris battle that's coming up, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 09:28:39 pm
And instead, Fischer has simply made Dauros the one to turn to. I don't think anyone would actually be too upset over it. Physcially she's still alive and may be seen roaming the fort every so often, but she's handed the mantle of champion to whom she has deemed most fitting.

...I dunno, that seemed smarter before I typed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 13, 2013, 09:32:35 pm
Every action has an equal yet opposite reaction.

If Fischer sleeps... Who knows what stirs? >:D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 09:38:13 pm
The Old Legend, that's what.

C wat i did thar.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 13, 2013, 09:39:11 pm
The Old Legend, that's what.

C wat i did thar.

You did nothing that's what we all assumed Fischer held back.....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Xahnel on March 13, 2013, 09:42:38 pm
Fischer and draig should probably be assigned to their own squad, so that they don't, say, jump out of bed in a battle, then fall asleep in the middle of it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 13, 2013, 09:49:47 pm
The Sleeping Rages

Can you even name squads?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 10:00:09 pm
That would cause an equipment clusterfuck that, due to how they were equipped during Paintbrush's reign (not that he did a bad job, it's just they have several metric fucktons of stuff per dorf) it'd be a bigger pain in the ass to move them around than just leave them. And unlike in old version, they won't stop to sleep in the middle of a fight because a present enemy interrupts the action of going to a bed to sleep in.

And yes, you can name squads.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 13, 2013, 10:26:06 pm
That would cause an equipment clusterfuck that, due to how they were equipped during Paintbrush's reign (not that he did a bad job, it's just they have several metric fucktons of stuff per dorf) it'd be a bigger pain in the ass to move them around than just leave them. And unlike in old version, they won't stop to sleep in the middle of a fight because a present enemy interrupts the action of going to a bed to sleep in.

And yes, you can name squads.
There you go - there's something for us to work with. lol    Just get them into battle and it'll all be fine... for about point two seconds. Then everything's dead, and they'll go back to sleep.

I got sidetracked with wikiwork. http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki (http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki) It's slow going by myself, but progress is being made. (hint hint, lol) I'm going to head to bed, though, so that'll be it from me for tonight.


edit:
Oh, and random. The difference between the Spearbreakers hospital of old, and a typical doctor.
Typical Doctor: "If you call me in the morning, I'll tell you what to do."
Spearbreakers: "If you can still call me in the morning, I'll tell you what to do."
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 13, 2013, 10:33:42 pm
Okay, I'm writing it up now in a new post after this one. Gonna keep me occupied on the train.

Also, thanks Talvi! The load image dialogue box wasn't working for me, so thanks for that one. :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 13, 2013, 11:10:16 pm
Glad to see the wiki's making progress. I think I just might get to having Dauros do his job as champion sometime today/tonight.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 14, 2013, 04:21:52 am
Ebra, Ugeth, and Kob lie dead in the caverns. I had to switch off temperature to kill Ugeth because the hazard avoidance AI made it impossible for Dauros to attack otherwise because of the area around him being to hot. Still wouldn't attack. Killed the fucker myself. I'm sorry, I really am, but it was getting ridiculous. page after page of just fire being thrown and blocked. The fucking idiot AI wouldn't send him at it and getting a marksman down there would have taken too long.

Now for Stozu. I'll have an update with narrative battles later today or tomorrow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 14, 2013, 05:11:31 am
Note; it won't be a journal because in her and Draignean's current state, they'd probably struggle to pick up a pen /engrave a tablet. It's just their thoughts. Additionally, a Lurit piece will come below Fischer and Draignean, because I have time.

Fischer

I suppose it is how all the champions fall, in due time. Queen Tholtig died of old age, not in battle.
Is it Armok's form of irony? No, He is not a spiteful god. He is not an angry god. I would be his champion, simply because I am good at one thing, and one thing only: killing. Killing draws blood. Blood honours Armok.

Why, then, would he stop one of his champions from drawing blood? I can hardly lift myself out of bed most days, let alone fight adequately.

It's the same with that fool Draignean. Though I'm loathe to admit it, even to myself in my own head, he is just as good a fighter as I am. Just as fast, just as strong, nearly the same amount of kills and service, and he was not even a veteran of the Vampiric Wars, like Splint, Stova, Talvi and I. And yet, here we both are, possibly the strongest dwarves the world has known outside of those who make compacts with demons and gods and we're struck down by a simple gas breathed on us.

I'm sure if Ballpoint or any of those other blasted offworlders knew that we were susceptible, they'd gas us without a second thought. I've lain unconscious from exhaustion and had tens of Spawn beating at my armored head, and not taken any more than a bruise, but this illness, whatever it is... I believe it to be from Lomoth, that gas-spewing unholy chicken Tomio sent my squad and I to kill.

Tomio. That little ratbastard. I want to throttle him but I can't get out of bed. He should count his blessings that I can't do anything. I had better tell Dauros to be careful of him... but then again, I have not seen our dear former overseer since Splint took power.

It's strange, this drowsiness. I remain awake, well, as awake as I can be, at least in my own mind while my body sleeps. Sometimes I just switch off and sleep, but nowadays I have time to think, a thing I have not done in a while. Well, that is a lie; I think all the time; I think the best place to put my pike into Tomio to extract the maximum pain from him before I accidentally tap him to death with it. Splashslowed sits by my side... It has been a fine weapon all these years, but try as I might, it cannot fight the illness I have. Not even my own body can overthrow this illness... I wonder, does that make Lomoth more powerful than I? It can bring its opponents permanently unable to defend themselves even after its own death, whereas I simply am a machine of death, not debilitation.

Is debilitation a greater weapon?

The Spawn, those bloody Spawn, they debilitate their victims as only Spawn can. They turn them.
I count my blessings that I am not made into one, that Lomoth has confined me to my room. That is a better ending than being a spawn, but then again, I doubt that a Spawn could hold me still long enough to make me one of them.

I do not know which is worse, though. My room is fit for Queen Sibrek, perhaps fitting for a Champion, but I am not worthy of the word now. That being said, I do get a lot of time to look around my room, when I am awake; while the drowsiness strikes me, I do not necessarily sleep, but sometimes lay in a state of semi-sleep, able to take in my surroundings and understand things albeit weakly. Even after how long has it been... well, at least a year now, I am still finding intricacies within the room. The engravings are amazing; if I can trouble myself to roll to the side of my bed, I can study each one in turn. My eyes are still sharp, so often I will lie and look at each engraving; a little bit of history. A bit of cheese there, a scene of me striking down the Spawn General, scenes of my lifelong exploits, and occasionally, ones of other people. There is a recurring image of Splint too; he appears a few times, every time merely admiring some pie or some such thing.

Draignean lies in his room too; I do not see him anymore.

I remember what I said to Reudh, back when Dicer's little one Lokum was frightened. I did want to have children some day, as doubtful as finding a dwarf man worthy of being my husband (I would most definitely be the superior one in the relationship, because I am me) was, it still would be nice. The children would have a lot to live up to; but no doubt I would raise them well.

I do not know why now I feel the need to start a family, quite ironic now that I'm not physically capable, and the only males I would find worthy are either dead, or part of my squad.

Back when I was a young grunt, back when Splint and Talvieno and Stova and I served, when I was a young woman, I found Splint quite dashing. That, well.. that wore off after the reality of battle. Something did change in me after my first fight. He seemed... changed too. Not the youthful, rosy cheeked dwarf he was anymore. Now that I think about it, not one of us came out of the wars unscathed. Splint has been having little bouts of madness from time to time. Stova turned... as we all know, and was killed. Talvi went flat out insane. I do wish Splint hadn't told her about the Spawn. I'm the only one who came out unscathed mentally, and even then I just feel cold and hateful. I never wished I would feel that way, but detachment is better than madness.
Vampires, spawn, they're all the same. Enemies. I'm glad we wiped them out, but it did take our innocence. I was barely an adult.

The tiredness that strikes me is just... well, it is an inconquerable thing. I don't know why, but my body demands I sleep, and my liverbrain says that that's a good thing, so I sleep. I just... don't wake up. But sometimes, I think it's related to the food I've been having, sometimes I stay awake inside and so I get to think, like now.

I wonder, I have heard of 'stimulants', strange things that Parasol and Ballpoint and Mr Frog have used to help their soldiers. I wonder, I really hope, and I wonder, if I could get Mr Frog to make me a stimulant that would let me stay awake. That way I could fulfill my duties. Even if I get back to active duty, Dauros would be the champion and I just his soldier... A heck of a demotion for me, but I could live with it, if ONLY I COULD MOVE.

I think, considering how badly I have been affected by Lomoth's gas, would that work? If it did, would I even want to fight anymore?
A journal, or an instructional manual, or even memoirs of my life. I would never have seen the point before this, but I think the things I have done should be catalogued for the future.
If Spearbreakers has a future. No, I mustn't think that way. Dauros is just as strong as I or Draignean. Dauros wears my helmet, and so he is the next Fischer. When he inevitably passes on, in the future, he should pass it to the next Fischer. I must remind myself to give him Splashslowed too, because I can realise that it is as much my appearance as my strength which unnerves our weaker, more mundane foes. If word spread that two of Spearbreaker's finest were unable to fight back, on top of the ones already killed in action, we may well see a horde we cannot defeat.

Then again... we have lost so many of my bright dwarves. Jack Magnus is a pathetic facsimile of the dashing man he once was. Niccolo is barely able to fight. There are more like them, and I shouldn't dwell on them because Fischer is not a maudlin woman.
It is tough to avoid this, going so drastically from being vital and strong and hale and hearty to being downright useless. It drives a Fischer mad, it does.

I wish my friends would visit me more, but they're training hard to keep us all safe, so I suppose that's fair. I feel so tired, and I really want to sleep.

Draignean

Oh! I'm awake! What a grand time. I would like to take this time to dictate to myself just how amusing I can be, and dashing! And how strong and fast I am too.

It is terrible though, how much I feel tired these days. Lomoth spewed fine peach-smelling perfume at us all, though the grand Fischer and the equally-if-not-more-though-just-as grand Draignean were the only ones hit. That's a good thing! Only two of us were hit!

I cannot feel unhappy about my indisposition, it is a well earned rest to lie here, without Fischer telling me what to do. I miss the Spearbreakers Salute; when I am awake enough to speak, I insist my friends do it when they visit, but they say 'we do not hit crippled dwarves'. That makes me sad, but I do not mind! I am resting, am I not? I do not enjoy the combat as much as Fischer does, so my rest is not as infuriating.

That being said...

I want a mirror.
I want a mirror, that sits above me.
I want a mirror, that sits above me, so that whenever I wake up, I see my own face, and it reminds me just what a wonderful world I live in, that my face is still unharmed even after all these years. I think that if I could not see my own face, I would just want to die. There is no worse thing in this world than being ugly.

The humans do bring such things from time to time; when I can hold a pen again, I must scratch a note to Simon Tam (wherever he is) that we must buy a mirror for me. Better yet, a mirror that covers the entire roof! It could be done! To see all of the glory of Draignean, in all of its bed-ridden glory!
The worst thing about it tough, besides being unable to smile at the lasses and make them faint (I am just that handsome), is hearing myself speak. A tired Draignean is not a handsome Draignean. No, what am I saying?
I am always handsome, whether I am bedridden and exhausted and unable to speak with my sultry voice, or when I am upright and effervescent, prepared to throw wave after wave of dwarves at Fischer's disposal!

Oh sod-blast-it-all... Here is another wave of exhaustion... I must sleep again. I don't want to sleep, but when I wake up, I hope one of my sexy, sexy maids has a mirror ready for me. I must see my face!

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 14, 2013, 06:51:24 am
23rd Slate, 210

We've gotten the export agreement taken care of. I'm sure we've extra short swords aplenty to offer home. But they seem most interested in quivers, random tools of any sort (hives, jugs and what not,) and rings. Well he can eat me. The caravan will be getting nothing but mugs next time it shows up probably.

Dauros has sent a runner up to inform me he's in position. I've sent Mekkia down to hit the switches once Rodge makes the breach.



24th Slate, 210

We're done at long last. And he left carrying news of Dauros' victory over Ebra. Mr Frog came in and told me that he had expertly dispatched the monster in three swift blows. But unfortunately, he is now beyond sight, Mr Frog saying he was going up a ramp to Ugeth's last known location. I can only hope he doesn't burst into flames battling the horror.

(http://i50.tinypic.com/2gxlpox.png)

(http://i46.tinypic.com/i74flv.png)

25th Slate, 210

(http://i50.tinypic.com/34zkj86.png)

Mr Frog has sent me a report of more adamantine being found. I have no idea how he found it, but he did. I've also been told Sapper was behaving strangely, shouting obscenities at all who come near her as she gathered materials. I am told she gathered some giant kea bone, freshly tanned sloth bear leather, some fortress spun cloth of fine quality, and squar cut clear garnets.

I fear for her very soul; last time garnets of any kind were concerned The Master lost his shit and had to be struck down.


25th Slate, 210

Dauros has been in the deep for for several days now. Mr Frog has kept worry at bay, saying that every hour more of the cavern is revealed to him by his funny little machines. He says he paid Dauros a small sum to set them up down there, and Mr Frog tells me there is an absolute bounty of towering fungi just begging to become bins. He also says his machines have lost the heat of Ugeth, which tells us that the great flame is dead. I am also told Kob fell not long after, but now another monster approaches, heralded by a great roar from the deep; it undoubtedly seeks to consume our new champion.

Sapper finished her great work, a buckler of giant kea bone called Zimishnakas Azkob Lar, Phantomenjoy, The Incenses of Meeting. Rochia brought it to me after Sapper bellowed "IT'S DONE!" and falling on her face. Literally. Rochia says she fell face first into the workbench and broke it.

It is beautiful, easily worth over 30,000 gold coin. It's front is made from bone, of course, backed with fine wool and a leather grip, bot contected with rivets of bone. Spikes of bone and gem run along its edges, an absolute marvel.


(http://i45.tinypic.com/2071gt0.png)

27th Slate, 210

Dauros has returned to us, directing us to the corpse of a beast he calls Spos. It'll make fine meals, and honestly I couldn't be more proud of him. He says he searched the entirity of the caverns he dared after slaying Spos, and found nothing more than a pair of simple crundles, which he felt need to tell me he slew for fun. We now have a massive grove to exploit, and if Dauros is to be believed, countless gems and ores as well!

1st Felsite, 210

Dauros said he felt uneasy when I spoke with him this morning. Mr Frog says it may have something to do with the monster that he has reason to believe stalks the caverns where we have yet to oust the intruders. This layer seems to be where Stozu should lie, but we must be wary of Zopsu if Dauros is to face this thing.

(http://i49.tinypic.com/11i0me9.png)



Dauros' battle below.



24th Slate, 210

It was dark. Very dark. But at least it wasn't cold. Mr Frog had given Dauros a special torch that he could attach to his should, and it certainly made his life much easier. He also gave him dozens of little metal cylinders on poles with glass in the flat end, told him to 'Set them up where you feel appropriate.' He'd do that after he dealt with what he'd been asked to deal with. Behind him a gold bridge built by Talvieno raised; no monster would be able to bash through metal she worked.

Then he heard his first foe, though he knew not what it was. It was a roar, fell and terrible, but laced with what sounded like bubbling muck.

It rounded a corner and upon sighting him, the twisted monster's neck bubbled outward and a glob of aqua colored slop flew forth from its brown frame. Dauros dodged it with no effot, the glob smashing into the wall behind him and he charged at it. It raised a massive mud-foot to crush him with the two branching legs that formed it, but Dauros, with surprising agility leapt upward and struck away the leg with the shaft of his pike, and wheeled around midflight to deliver a shield strike that tore away the back leg, sending the beast sideways away from the champion. Dauros recovered quickly as the monster thrashed about.

He charged with a mighty shout and jammed his pike into it's body as he charged, and as his shield connected, he felt it's upper half break away, which ended with Dauros crashing into the ground, covered in brown slop. Ebra was dead, but he yet had work to do. He stood up with grunt and looked around, and din't notice the strange yellow mass that left Ebra's mud and crept up his body to his pike, where upon it glowed a soft yellow, but only briefly.

-

(http://i48.tinypic.com/qryelg.png)

Dauros stood before the fell beast Rose had told a story of. A great humanoid beast, carrying a wicked looking curving sword of the same make as itself. "Hey!" Dauros called, as if addressing a friend or acquaintance. "Let's have a look at ya big guy." Ugeth turned and it was clear he was not of this natural world: His eyes glowed bright with fire, as did his mouth when he spoke in some twisted speech Dauros could not understand

"You dare challenge me dwarf? I thought you ilk were not built of courage."

Ugeth turned and with a stomp bursted into a swirling aura of flame; the black monster was not to be seen, but now in its place stood the towering beast of flame Rose spoke of.

"Well, definitely got me on height and weight." Dauros said in response, not knowing what Ugeth said.

A sudden ball of flame flew at Dauros from a swing of the monster's blade. Before, he was toying with the dwarves, now he intended to kill one.

Dauros ducked behind his shield as the flame blasted against it, scorching the blue and orange paint from his shield. He used this chance to attack, rushing forward; he could feel the heat against his exposed lips and could swear he felt his beard begin to burn. And still, he charged on.

Ugeth brought his blade down, the ground cracking and moss catching flame. Dauros swung his pike downwards and severed the beast's enormous arm and all at once, it was reduced to a pile of ashed, sword and all.

Ugeth's face grew wide with terror, not that his form permitted it to be visible to a normal creature, and he threw a punch at Dauros, slamming him into the wall where he fell to his back. Dauros felt two more hammerfists on his shield before he managed to awkwardly swing his pike, the very tip catching the abomination's knee and bringing it crashing sideways into the towercap it had used as an impromptu throne, which came down from his immense bulk slamming into it. Dauros struggled to his feet and in a moment of weakness, Ugeth pushed his body up on his good arm and looked to see a dwarf charging at him, pike lowered, and roaring "For Spearbreakers!"

It would be the last thing Ugeth would see before becoming not but simple ashes. Dauros once more noticed not a glow that moved to him, and his pike glow red, due tot he dying flames of the battle.

-

He slid back to the entry; two monsters from before even the ancient fall of Syrupleaf lay dead. He cast a look upon the giant magma tube before him, and could faintly see a great black.... thing, swimming around over the various impure metals and other such sloshy molten gunk. He remembered he'd been asked to throw a special tube Mr Frog had given him in, and he did so, reaching into his lightly singed bag and throwing the aforementioned device in. He didn't know nor care why he was asked to do it. It was an easy ten silver regardless.

Behind him he heard a gurgling noise, and when he turned to see it, he saw his next foe: Kob, the water glob.

Kob had already fired some foul goo at him, and Dauros brought his ever faithful shield up, where the now-solidified extract shattered against it. "Gonna have to do better than that." He said loudly, and charged forward. the beast surged forth at him, crashing against the cavern floor as Dauros dodged it and swiped his pike at it, tearing away some stubby thing off of it's backside. It swung itself at him again, and again he dodged its strike, and wheeled his pike upward like a sword and spile the beast's facsimile of a head in half, where the monster's entire form fell apart and collapsed into not but simple water laced with a strange whitish toxin that was likely its spittle.

"Too easy." He said with not much care, the glow of magma masking the very soft blue glow that had briefly emitted from his pike.

(http://i48.tinypic.com/2zh43sy.png)
[That mess is all that remains of Ebra and Kob. Dauros is standing on the bodies' icons.

(http://i45.tinypic.com/123lh6t.png)
[this was how it actually went.]

26th Slate, 210

Dauros had resolved to wait the beast Stozu out. But instead he was greeted when he woke by a fell roar from above and was knocked on his back by some gigantic sloth.

(http://i47.tinypic.com/2zri89d.png)

He rolled aside as it tried to crush him and stood tall, or as tall as a dwarf could stand. "Come on down and fight sloth! I promise I'll make it painless!"

The beast landed before him and let loose a second angry roar, only for Dauros to attack with two quick thrusts, the first only  cutting fat but the second digging deep, snapping rib and tearing lung. It didn't take kindly to this and with a shout in goblin of "SPOS SMASH!" batted Dauros away into a thicket of blood thorns. He got to his feet quickly and attacked, putting his pike through Sops' front left leg when it struck at him again. Sure, he went through a blood thorn in the process, but the limb was functionally useless now and it clearly didn't want to put any weight on it when he got up.

He rushed forwards again, dodging it's clumsy swing and sliding behind it between it's towering legs, the back left of which his pikepoint tore into as he stood up and whipped around. Spos fell sideways with a loud thud, and it began to utter surprisingly pathetic cries, which were replaced with gurgles as Dauros managed to climb on it and began stabbing wildly, ruining its other lung and ripping it's hide open, tearing wing and snapping bone the whole while. The monster's flailing and trying to move with two disabled limbs began making less and less futile efforts to resist.

Finally, in resignation it died, Dauros' tool punching through hide, flesh, bone, and brain, and the pike carried a brief amber glow with it as it left the weapon. unnoticed against the sloth's fur.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 14, 2013, 07:13:25 am
Great update, Splint!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 14, 2013, 12:05:09 pm
Spoiler: Journal of Mr Frog (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 14, 2013, 12:29:25 pm
Another way to check Fischer's status would be to use DFHack to change to arena mode, which lets you see all syndromes affecting the target. Which save did the drowziness start in?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 14, 2013, 04:29:47 pm
They fell in Tomio's reign.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 14, 2013, 04:59:02 pm
Thili got Fischer before then and it just caused her to sleep more than usual, sleeping a month to a season in game instead of a few days. Nothing too horrible but Lomoth fucked her up without hurting her.

Stupid giant chicken.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: CognitiveDissonance on March 14, 2013, 05:04:49 pm
I'm still working through the thread, very slowly. Page 261 so far, so about 50% in. I haven't been reading your guys' more recent updates because spoilers.

I wanted to throw a suggestion - there was a discussion about modding the spawn to wear armor/use weapons. The counter-argument was that they shouldn't and wouldn't as they are monsters. Wanted to throw this your way for any future iterations:
Let them butcher intelligent creatures (only, if possible). Then, make them wear armor made from those creatures. It will not be very effective, but it would really add to their feel. And potentially reduce edged weapon effectiveness by a small margin.

Care for another further modding idea? If not, ignore.
Spoiler (click to show/hide)

In addition, they could potentially bring bones as projectile weapons. If dwarf-mode units can even throw objects *shrug*

Okay, I'll get back to it! I will finish reading it
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 14, 2013, 05:11:25 pm
They already have enough sheer balls out toughness as it stands. I am considering for the next game a spawn-based megabeast (Megaspawn who have said FUCK EVERYTHING to even their own kind or may rarely appear as parts of attacking forces) and a few castes of stronger and weaker spawn (such as greater spawn (bigger, meaner, and generally harder to kill) > spawn drones (normal spawn) > spawnlings (weak cannon fodder spawn who appear as frequently or more frequently than normal spawn.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 15, 2013, 02:20:50 pm
Just figured I'd get us back on the front page by letting you guys know I'll try and get us another update out. And seriously, Talvieno can't manage all this Wiki stuff solo so where the hell are the rest of you guys?



I'd help, but have no idea the hell I'd be doing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 15, 2013, 02:49:58 pm
I have absolutely zero experience with wiki management, and I honestly don't feel that I can devote my time to it.  :(

Concerning Aegis Ops, I've got a beginning for its introduction underway, designed to explain further about its operations. Might be a while due to the work I just got today.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 15, 2013, 03:09:23 pm
I, too, have absolutely zero experience with wiki management... But I'm learning as I go along. It's not that hard - create a page, put in the bare bones stuff, and fill it out later if you need to. The rest of it is common sense, in my opinion. It's a lot easier than editing Wikipedia, for sure.
We need pages concerning Ballpoint, our overseers, our soldiers, places in the fortress, canon characters, etc. It's mostly pretty easy.

edit: One thing that's bugging me is the fact that pages look so much better with pictures, and it's ridiculous to try to get enough for every page. XD Still, wiki editing is more fun than you'd think. Just write it out and remember, everything is meant to spoil everything for everyone by default. :P

second edit: Mr Frog, I'd be interested in seeing that drawing program you came up with - you kicked out some impressive pieces with it in a reasonably short timespan.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 15, 2013, 04:53:45 pm
Welp. I am now thoroughly annoyed. Almost finished what I had intended for Ballpoint; Google chrome crapped out on me as I was finishing the last bit I was gonna do.

Hour of work down the drain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 15, 2013, 05:10:24 pm
Mr Frog, I'd be interested in seeing that drawing program you came up with - you kicked out some impressive pieces with it in a reasonably short timespan.

Okay, I'll do some last-minute polishing (there's one little thing that I've been meaning to do but haven't yet bothered), upload it to Mediafire, and make a Creative Projects thread.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 15, 2013, 05:21:19 pm
@Talvieno You are doing a great job with the wiki :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 15, 2013, 05:33:08 pm
I have fiddled with it and Provided work on Stova and The Blood Plains.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 15, 2013, 05:58:15 pm
Here's a link to the Creative Projects page for my drawing program, if anyone cares. (http://www.bay12forums.com/smf/index.php?topic=123965.0) I only realised after uploading it that I'd forgotten to include any sort of licensing or copyright info, so plagiarise away, Internet gremlins!

E: Incidentally, my old rendition of Mr Frog (the one currently on the wiki) makes my soul hurt, so I'm going to draw up another. I'm going to try a rendition of Joseph as well. Are there any other characters that need pics? I'm looking for opportunities to practice drawing people, so this is perfect.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 15, 2013, 06:42:34 pm
Now why would anyone plagiarise that..?

Hmm... reckon you could draw LFTON? Please?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 15, 2013, 06:43:07 pm
Spoiler (click to show/hide)
Yay, I made arts... sort of. Well, it's better than stuff I usually make, at least. Thanks, Mr Frog. I'm still getting used to it, but it works wonders. (the above is after only fifteen minutes of fiddling.)

edit: Sus doesn't have a pic, as far as I know... And neither does Count Splint, at which I am actually really surprised. Or Paintbrushturkey. Mitch has his "social reforms" pic... Tomio doesn't have a picture, though how you would draw an adamantine-colossus-turned-farmer, I have no idea. Draconik Sankis doesn't have a pic... Jack Magnus doesn't have a pic... SSJ doesn't have a pic... And Urist doesn't have a pic, which also surprises me.

reedit: The work on Stova and the Blood Plains looks great, Splint! -thumbup- Now we just need pics... It's fun to see the wiki fill up, though, and it's a nice change of pace. What'll really stink is when we finish up with the universe and the wiki is done.

Rereedit: Lolfail, you're helping, too, I noticed. Thanks for that. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 15, 2013, 07:12:31 pm
I was helping and then Firefox ate three hours of article work for Lurit :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 15, 2013, 07:13:29 pm
You're welcome, Talvieno :3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 15, 2013, 07:17:18 pm
@Lolfail:

Okay, sure, after I'm done Mr Frog's new pic and Joseph's I'll get on to yours, because you asked first.

Incidentally, it'd be a good idea to give me some details on what the character's supposed to look like, because I probably won't know. Other details like their general temperament, as well as what they should be doing in the pic and what sort of scenery should be present (provided it's not too complex) will also help.

Basically, I'll try my best to fulfill any art requests to the letter, but I won't know to include specific details unless they are provided.


So, that aside, what does LFTON look like, what does Zedo look like, is there anything specific you'd like them to be doing, etc..
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 15, 2013, 07:18:41 pm
I have now done the Vampiric wars. if anyone wants to concoct more things for that particular part of history feel free.

Also: I know that feel Reudh. I know that feel.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 15, 2013, 07:30:35 pm
@Mr Frog
Spoiler: LFTON (click to show/hide)

Spoiler: Zedo (click to show/hide)

Thanks again for doing this, I can't art to save my life.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 12:19:57 am
*shameless double post*
I must say, the Wiki is going swimmingly! Huzzah for Talvieno!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 16, 2013, 12:59:14 am
@Mr Frog
Spoiler: LFTON (click to show/hide)

Spoiler: Zedo (click to show/hide)

Thanks again for doing this, I can't art to save my life.

Okay, that all pans out. For the beard (since these are dwarves) I will go with a somewhat-tame Xanatos-ish goatee, because a true dwarven megabeard and a tuxedo just cannot coexist in my mind.

Also, don't get your hopes up too high regarding the quality -- I am very much not a professional illustrator :p

New Mr Frog pic about halfway done.

E: Regarding the swords -- are there any important details, or should I just give him generic katanas? The TI graphing calculator where my brain should be just cannot come up with fancy weapon designs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 01:05:09 am
LFTON wields "hand-and-a-half" broadswords. Scindite has a garnet embedded in the pommel, Sarcirent a ruby.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 01:37:55 am
I always imagined he just used a pair of generic European style swords (Viking style swords I guess would probably look better? I dunno,) since he's using Spearbreakers issue adamantine short swords due to the whole flying kobold sword theft he suffered the indignity of on the way here.

Seriously, he's only got a pair of short swords, but I can try and get a couple longswords made and in his hands(which would fall under the hand-and-a-half classification better than what he has in-game)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 02:16:04 am
Really? You can make longswords?
Please do :D
Short swords are a bit... stabby anyway.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 02:34:41 am
That we can, I had intended they be badges of office for swordsdwarf squad leaders. I'll put an order in for a pair if we don't have any on hand.

EDIT: So, I found out what Zopsu's syndrome does thanks to Dauros' dog. Severe swelling to the point of necrosis.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 04:23:35 am
3rd Felsite, 210

Preparations are underway. Dauros insists he be permitted to exterminate the timeless ones, and with luck, the monsters who plagued us will all be dead and masses of untapped resources at our disposal, even more than what we have already claimed!

4th Felsite, 210

Well, I decided I'd make a mandate for some random thing. Pulled ballista arrow out of a hat, so ballista arrow it is.

5th Felsite, 210

I decided to have a bit of exploratory mining done, and I daresay it paid off! Rodge and AussieEvil inform me we have calcite, which means we may have far greater reserves of flux than previously thought! I mean, granted we really don't need steel.... Well steel anything at this point really thanks to Draignean insisting upon Adamantine extraction though so....

Oh, and we found a good bit of silver and some rose quartz.

I don't know what I was so afraid of. Maybe after we invade we can extract that third spire and the rest of the second, send the Queen something nice.


7th Felsite, 210

Floods of reports of perfectly made munitons flood my report box, though there was a standout one from Dauros.

"Everything's ready."

He prepares to engage the timeless ones once more. I'm sure when Fischer hobbles her way into my office when she's next able to walk she'll be proud to hear of his accomplishments. He's been down there a week, waiting them out. Evidently Zopsu is making his move, with Dirlu not long away, biding his time in the cavern lake.

15th Felsite, 210

I've been so busy training I didn't have time to write or check up on Dauros, so I sent Markerlight down. He sequestered severald warves and ropes saying they had a big catch. Glad to hear Dauros is ok.

We got visitors, an elvish caravan. I may humor thier diplomat this time around just to spite them come next year.

16th Felsite, 210

The elves brought a jaguar. I do believe I'll purchase that fine predator for myself.

18th Felsite, 210

The green tide comes.


Dauros' Second Battle in the Depths.



13th Felsite, 210

[Much of the following was  a bunch of dodge dodge stab on Dauros' part for the entire fight, though he got a few consecutive hits in here and there.]

Dauros had been biding his time for a week now, and the beast had reared its ugly head. It was some kind of ugly lobster with an elephant's trunk on its face, and if he didn't know better he'd have thought it was made of choclate.

It made a noise like an elephant too.

Dauros rushed forward at the monster, knowing full well he'd have to work at this one; so many legs, then there was the pincers and the trunk... He got the first strike in, managing to dodge a claw that snapped closed impossibly fast, on Dauro's going into a crouch and thrust upward saved him from being neatly cleaved in twain by one powerful, now limp and useless, claw. It swung the now useless limb down on him, causing him to roll aside and only just swing his pike, the tip catching it's trunk and appearently hitting an important blood vessle as blood sprayed forth for an instant.

It made a gargled trumpeting sound and charged at him, bowling the dwarf over in its angered state and slamming into a blood thorn tree before coming to a stop, shaking it's head in confusion. This thing had peculiar anatomy for a lobster indeed. Dauros got to his feet and attacked, stabbing one leg, then anaother, and then got swatted by the monster's good claw into a sweet pod bush. Dauros was a bit groggy by the repeated hard hits, but he would not be beaten by some uppity crusteacean. He got to his feet and bellowed a challenge to the beast, to which it slammed its good claw on the ground, probably as a combination of a threat display and a means of saying "Challenge accepted."

The two charged headlong at eachother when suddenly the beast seemed to be tripped up and awkwardly slid into a shocked Dauros' pike face first, the impact sendinghim tumbling backward in the muck, with his pike jutting out of Zopsu's head, carrying a muddy glow for just a breif instance.

"The hell was that about?" He asked nobody in particular when he realized he heard snarling. A dog's snarling. After wrenching his pike free he turned and saw that his faithful hound had clamped down on the monster's remaining good leg on its right side, eveidently being just enough to make it stumble. "Now who let you down here Ingiz?" he asked the pooch, patting it on the head after wiping Zopsu's blood off on the monster's shell.

"Uh, I did, the Duke sent me to check on you." Markerlight said. "Guess you're fine. I'll send a crew down here to get the body. No sense lettin'g ood meat go to waste right?"

"Better boil it first to kill anything in its blood just in case." Dauros cautioned. Ingiz's paws already looked to be in sorry shape and it had only been in contact with some of the blood smear from his cutting part of the trunk.

14th Felsite, 210

Ingiz's condition deteriorated rapidly over the following night. Dauros had a passing miner, Rodge, keep an eye on him while he set out looking for Dirlu. Soon, he would sight his quarry, a massive hairy tick with a stinger coming out of it's hind end.

Which Dauros proceeded to stab in the face several times as it tried to get out of the water, cracking chitin open and destroying one eye, as well as disabling a mandible before it threw itself out of the water, forcing Dauros back, lest he be crushed under its bulk. What followed was a furious flurry of attacks by the enraged bug, Dauros blocking and counterattacking each blow sent at him, his steel shield getting increasingly pitted and dented, his footing barely holding as he grew tired... He couldn't keep this up. He charged and shoved the beast back into the water and withdrew, his muscles aching terribly and having to use his pike for support as he fled to get a brief respite.

He limped back after an hour, the monster being audibly floundering with disabled limbs. Dauros was not pleased by what he was greeted with: Ingiz had died, the swelling in his paws having gotten so bad in the hour he was gone that the skin tore and he bled to death. Dauros sat and drank deply of his wineskin for the next few hours before setting fourth again; he would show no mercy, and this time he would not flee. Ingiz's memory deserved that much, and he needed something to take his anger out on.

He once more neared the water, and the beast angrily flopped towards the shore of the great underground lake. Dauros simply waited, a scowl on his face. Once the beast more or less rolled on shore like a morbidly obese cat hunts for prey, Dauros unceremoniously put his pike through the giant Tick's head.

He actually felt quite happy about it afterwards.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 04:43:12 am
Excellent update Splint.

Also, "Plagam Extremam Infligere" works so well for those Dauros sections. Took exactly as long to read, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 04:51:13 am
This assault brought an abnormal number of trolls. I think they're getting desperate.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 16, 2013, 02:09:45 pm
Finished the new Mr Frog artwork. I apologise in advance for the horrifying blobbish tentacle-things where his hands should be:

Spoiler: Brace Thyself (click to show/hide)

I screwed up his cloak pretty hard -- it's not as bulky as it should be, for one -- and the perspective's pretty wonky (as is the case with most of my art), but I'm sure you'll agree that it's much better than my previous drawing of him.

Joseph and LFTON going to have to wait until I've learned how to draw hands that actually look like hands, as opposed to molluscky hamblobs.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 02:35:14 pm
Dang, hand aside he came out pretty damn awesome.

EDIT: I have added pages for the home country, spikewalk, Softa, and Ashsaber. We are also going into battle against the green tide.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 16, 2013, 04:29:49 pm
I added a page for Joseph. Hopefully I didn't screw anything up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 05:46:03 pm
@Mr Frog The new picture is definitely better  :P

Come to think of it, the Civil Defence Units could probably take the greenskins by themselves...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 05:54:40 pm
Yeah but that's no fun and a waste of ammo being made for the invasion. Hell I even decided to put myself in harm's way!

Thumper scored the Noble Hammer's first kill with a three shot kill.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 16, 2013, 07:21:28 pm
Hey, Mr Frog, only one hand is odd looking. and is much better than anything I can do, even if they ARE in spacesuits*!

*the only time anything of mine looks sane if it is a living thing.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 16, 2013, 10:02:16 pm
I've been lurking a lot lately, it seems.

Reudh - I know that feel. :( This is why I always write in notepad/notepad++ and save often. lol   Even if I'm just making wiki pages... well, provided they aren't short. I hate losing things. What really sucked is when I saved over something I'd spent a month on... I was really upset for a while. lol    I can relate to losing three hours work. Not fun.

Mr Frog - Mr Frog has never looked so badass. I really think he deserves "Mista Muthafuckin' Frog" now. lol   The hand is a little odd, but it's not really noticeable unless you mention it. (wink wink) Or unless you're trying to come up with something to criticize. The whole image pulls off pretty smoothly... and I am clearly nowhere near mastering your program. And the Joseph page looks great! I have some I'll need to add to it sometime, but for now... sleep.

Thanks for helping out with the wiki, guys - it's really starting to come together.

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 10:23:03 pm
Indeed it is. Guess who smashed a troll's head with a depleted uranium hammer? if you guessed all of the Noble Hammers, you guessed right.

We finally contributed instead o hiding behind 1st and 2nd Squads :D
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 16, 2013, 10:40:21 pm
Damn, I guessed a shit-scared Terrahex...

Speaking of which, where is the little bugger IRL?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 16, 2013, 10:48:44 pm
Lurking probably.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 17, 2013, 12:56:31 am
18th Felsite, 210 cont.

Goblins come, four squads in total based on Terrahex's reports, backed by a large contingent of trolls. Zulban's probably going to die. Enemy force composition is of two spear squads lead by a pike and spearmaster each, a squad of hammergoblins lead by a macelord, and a group of swordsgoblins lead by a master lasher. apparently two trolls were already killed and one was captured and likely to die in the cage.

We went up to the fist to watch the goblins and saw rather humorously one of their leaders and a scrub get squashed under the drawbridge; probably was gonna try to scale it. Bet that backfired horribly didn't it? We continued to watch and we all found it pretty funny watching various weapons swing out on mechanical limbs to slice, bash, and stab them up. Honestly, today's initial onrush of goblins resulted in most of them dead or caged and the leader and that grunt turning into drawbridge paint. Dauros, Awl, and Skitara are moping up now.

19th Felsite, 210

One of the goblins routed yesterday came back with a pack of trolls in tow. We watched the fight fairly intently and were a little worried when Dauros' team got knocked into a pile. Turns out that pile turned into a bristling pointy ball of beard and hate. Th- The writing ends abruptly here.

19th Felsite, cont.

Well we finally got stuck in. Apparently TheKaspa thought that Dauros' team wasn't engaged and went to clean out a trp. Troll jumped her, but she's fine now. We were the closest ones able to respond because of being on the fist and when we saw the troll round a corner while 1st Squad was still caught up with other trolls, we all freaked out and rushed in. The rest of us were right behind Thumper when he got to the door the troll was trying to rip off its hinges. He took it out in two swings with his hammer, the first gaining an audible crack when he struck it in the leg, and then smashed its head. We're heading back out, I just wanted to pick you up journal. Saw a pack of trolls that could use a good beating.


Drop the hammers


The Duke and his bodyguards had finally joined the fray. Thumper had reduced a toll's head to mushy gunk in the skin on its head, and they arrived to see Awl more or less liquify three trolls surrounding him.

"Sir? What the hell are you doing down here?" Slitara asked upon seeing the four hammerdwarves.

"Troll got by you guys, so Splint told us to come down. There's a mess of Swordgoblins and a lasher coming towards us, and some trolls to the south by the surface farms." Rose answered. "We figured we'd deal with the trolls while you take on the greenskins." Splint said.

"I don't suppose there's a way we can make you reconsider such a stupid course of action?" Dauros asked.

Splint shook his head."We're already down here so... No, not really. You already bested two groups, two mor eina day should make the rest think twice about trying to press the attack."

Splint ushered his guards to follow him and they rounded the corner, Rose shouting to them "Here they come boys, get ready!" before disappearing out of sight.
-
The Hammerdwarves crept closer as the sounds of screaming -goblin screaming- filled the air behind them. As soon as they were close enough to see the trolls were leaderless, Splint gave the nod, and Crusher and Thumper charged headlong into the trolls, Thump destroying the lead troll's leg and sending it crashing into the crusty  mud-laced blood while Crusher delivered a bone snapping blow to the second's arm. The troll roared in anger at Cusher, who then bashed it in the mouth, sending teeth flying with a "TROLLS DONT TALK, TROLLS DIE!" Really, the precision Crusher showed truly made his simpler intellect seem out of place, as he had only removed its bottom front teeth to make it stop spitting on him.

Splint made contact with the third, blocking a punch and smashing the now off-balance troll in the head with his hammer, a crack being audible over the snarling trolls and freely flowing obscenities; He was also pretty sure he saw one running around trying to pry Halen off its head by smashing it on a tree. At this time Rose engaged, blocking an angry fist and smashing her hammer into the troll's chest, cracking its sternum and sending it back clutching the injury. By this point, Crusher had already overpowered and caved in the second troll's head.

Splint blocked and swung his hammer as hard as he could, the dense  mass shattering the troll's arm. ina fit of rage, the beast threw aparticularly mighty punch and while blocked, it sent Splint sprawling across the ground; thankfully, before the troll could attack again, Crusher slammed into it and drove it into another troll. Crusher helped the duke to his feet but found himself shoved down with a "Look out!" Splint threw Crusher down and delivered a kick to the groin of a troll that was rushing at them, causing it to double over in pain with a howl before Splint slammed his hammer into its head.

"We're even." Splint said. Crusher nodded in agreement.

Rosewas still trying to pry her hammer from one fo the remaining trolls' head when she got grabbed and thrown by another into a tree, knocking the wind out of her. The troll looked ready to crush her with a double hammerfist to the chest when it staggered sideways. Splint had kicked it in the back of the leg and when it went down and looked sideways, Splint saw its temple as such an appealing target.

So he smashed it with his hammer.

He helped Rose to her feet and they looked around. Crush and thumper had already down another two, though they were fleeing so it couldn't really be considered much. They could see one twitching on the verge of death, which Splint put out of its misery. There were two others, but they had already made it to the edge of the forest and fled through the thickets of herbs and saplings into the deeper forest.

_

By the time they'd gotten back to the main gate, the second day's battle was over, Dauros and Awl finish off thier respective prey and Skitara could be seen on the hill kicking a goblin off her pike.

"Sir, good to see you. Look a bit winded, but, glad to see you alive and well." Dauros said, saluiting Spling before ripping his pike out of a straggler troll's face. "Enemy sword squad has broken ranks and any we missed have scampered off with thier tails between thier legs."

"Whole squad broke ranks and fled just before you got here too." Awl said as he walked over. "Fellow you always have on patrol is up on the fist and says there's still some hammergoblins, though by the looks of things they're about ready to crack after seeing so many of thier buddies run for the hills. or from seeing Skitara chase thier guys up hill just to get one more before he got away. I'd believe whichever really."

"Alright then. Everyone, stand down. And good work. We've done the fortress proud today." Splint said with pride in his voice.



20th Felsite, 210

Terrahex remained posted on the fist and even took a potshot at one of the goblins still in the area after we came in [there was a goblin pikeman dragging himself around with a wolrdgen injury.] He tells me the remaining goblins have fled the field.

We all did well yesterday. 1st Squad absolutely demolished the enemy under Dauros' leadership. Awl said he saw Dauros' pike make a funny glow for a moment after he killed a goblin. Bet his pike has been partaking of the souls of his enemies and making him stronger or something. Wouldn't that be grand! it'd certainly explain why Fischer was such a monster on the battlefield.

My bodyguards performed admirably, and each slew a troll, though crusher killed four according to Thumper. Plus I've been down to the food stockpiles and between Sops, Dirlu, and Zopsu, plus the mass culling (We're down to less than a hundred  larger animals now!) we'll not want for food for a very long time.

I've decided to end Zulban's exile early. May even assign him som recruits to help fill out the army. As it stands we can afford to have weavers collect silk now.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 17, 2013, 01:36:42 am
Wait, Zulban LIVED??!!  :-\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 17, 2013, 02:27:11 am
None of the trolls got by me or 1st squad to his hut. one got into the walled area and tried to rip a door down but Thumper shamed its head in for attempted vandalism.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 17, 2013, 10:34:13 pm
Earlier I started on a project that may end up being a bit much for me... It started when someone (I'm assuming you, Splint) added the wiki section about The Amber Barb... and I realized we didn't have a picture.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 18, 2013, 01:46:52 am
Yes it was; I've been adding to the wiki where I could. If you need pictures I can slap something together depending on what you need.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 18, 2013, 05:56:40 pm
Mr Frooooggggggg...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 18, 2013, 05:59:23 pm
The only sad thing is that jade has to be applied retroactively. He used blue garnets, not jade.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 18, 2013, 06:01:00 pm
Well, the hammerers are quite capable!


AEGIS progress...

Alright, prologue done and feeling less than great about it.

Anyways...

BEHOLD MEDIOCRITY!

Spoiler (click to show/hide)
... :-[
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 18, 2013, 06:01:14 pm
Hrm. :\ So... this entire time, we've been calling it a jade spearhead when it actually wasn't jade at all? How did we screw that up?

edit: You're right... I was the one who screwed it up, it seems.

reedit: Typo.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 18, 2013, 06:03:57 pm
Possibly a miscommunication, why else would I have a crippling fear of garnets?

Because the last time a dwarf touched those damned things ina mood he lost his shit and needed his head speared.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 18, 2013, 06:11:21 pm
All right, well... hrm. The original composition doesn't seem to have been mentioned since Armok engraved the runes on Urist Okablokum's spearhead, which was supposed to be The Master's... So... in the interests of keeping myself, Hanslanda, and Lolfail from rewriting story bits... maybe Armok transformed it into a different material when he blessed it?

edit: Reading your story bit now, Lennoxite, sorry I missed it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 18, 2013, 06:17:35 pm
I just assumed something got misread and assumed material was applied retroactively to avoid problems after the first or second mess-up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 18, 2013, 06:25:35 pm
Mr Frooooggggggg...
[snip]
I actually think I'm improving. lol

The shading on the edge-y part's pretty chaotic; try to keep a better idea of where the light's coming from and how it would interact with the object's surface. The shaft-y part has nice shading, though. Pretty good for what I'm guessing from a number of cues was a pretty hasty job (I typically spend upwards of 6 hours on each drawing, even the shitty ones). The engraving was pulled off really well.

I think your main problem with art is that you haven't really built up an intuitive idea of the shape of objects in physical space. Try picking up household objects (particularly simple shapes like cans or boxes) and examining them carefully from every angle to get an idea of their dimensions and such. A firm grasp of basic trigonometry (math is awesome!) helps as well when drawing things at an angle. It's the sort of thing that can only really be learned on an instinctive level, but it helps a lot to look at what you're already drawing and asking yourself what's wrong with it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 18, 2013, 07:47:55 pm
Random: West Everoc, a work in progress... in all its three-dimensional glory.

Spoiler (click to show/hide)

Mr Frog: Yeah, the edge shading was a bit off... I was trying to use something as a reference, and there were multiple light sources in the room, and it kind of messed it up because of it. :\ But you're right. The "shape of objects in physical space" isn't something I've gotten to an instinctive level yet... I'll try to work on that. (And yes, I know I colored outside the lines. lol   I was working on the above at the same time, and between the two I missed a few things.) Thanks for the constructive criticism - very helpful. :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 18, 2013, 08:11:35 pm
@Talvi:

So is that image from another program, or did you make a 3-D world map visualiser from scratch?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 18, 2013, 08:29:07 pm
Either way, it's bloody amazing.

the Four Counties is north east of the blood plains, iirc, and Gugiromon to the north.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 18, 2013, 09:53:10 pm
Mr Frog: Lol, I wish. I'm nowhere near that level, unfortunately. Most of what I do programming-wise is two-dimensional. But no, it's the Crysis Sandbox 2 editor:
Spoiler (click to show/hide)
It's useful when you're wanting to make a landscape, and I've put a lot of time into working with it, even though I haven't messed with it in a pretty long time. I'm surprised it would actually come in handy, but it reads heightmaps. All I have to do is add the textures, mess with the rivers a little bit, fix the mountain height, etc.

Reudh, thank you very much. (: I honestly never realized the blood plains were so extensive while I was writing. The place marked "desert" isn't actually a desert - that's just very, very hot grasslands. I colored it with a desert-ish color and a sandy texture by mistake and forgot about it when I was putting the text onto the image. It's not perfect, but I'm working on it. Right now it's at least good enough to see The Amber Barb, which is what I was going for (you can see the mountain range in the above pic, it's in the background).
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 04:18:08 am
22nd Felsite, 210

Well, clean-up's begun. Got some of the the skulkers outside scrubbing down the walls and roads while mitch and Talvi unclog the weapon traps. I really should consider putting more of those down for crowd control. Did a great job of thinning them out during the last attack.

I've begun a small scale renovation effort, and even decided to try and reinstate the wagon road in case we need it. I think a nice golden road will certainly be a good way to flaunt our wealth a bit, you know, really rile up the local greenskins.

23rd Felsite, 210

Some lost soul's pet caught a thief trying to make off with some greaves. We found the dog barely able to stay away and the greaves, so I assume a theft was prevented. I've asked that the dog be euthenized. Poor pooch. At least you'll be with your master now. Seems it managed to drag itself outside and passed out on a weapon trap. According to Talvi, the poor thing got brained by a maul.

I'm having several headstones relocated to the hall of heroes as well.

Oh, and evidently some traps I had laid have snagged a bugbat.


27th Felsite, 210

We must be quick cleaning up the bodies. We need to invade soon. Yes.... Quite soon...

1st Hematite, 210

It is summer now. By the middle of the season, no matter what, We begin the invasion. We have ammo aplenty, all my extant projects are complete... More or less anyway. Oh and Dicer evidently has taken to hammer usage. Dunno where that came from, but you know, whatever works for him.

7th Hematite, 210

Rose is working us all hard so we'll be able to fight come the next attack. We did well, but she says we still need work. Hmph, she's one to talk, at least I didn't get thrown at a tree. Though I gotta give her credit, she's pretty durable, since she only got a pretty nasty bruise from that and some splinters in the back of her neck. I have also had a new clothing and weavery station dug out; now we can have fresh silk!

Oh, and my dear journal we've done it! We've almost finished crating everything! I've decided to alievate future problems and keep bin and barrel production going in tandem with a massive deforestation order in the caverns. now that we have the resources, we're gonna use'em damn it!

Oh and the headstones have been shifted. Nearly filled a whole damned row.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 04:25:50 am
Let's hope Spearbreakers doesn't pull a Deathgate and spawn *another* chaotic entity that keeps it alive mere seconds from destruction.

EDIT: Holy fucknuggets, 8000+ posts??!!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 05:13:40 am
At this point there won't be any reason to continue on past Paintbrush's second go, except to deliberatly kill everyone which is no fun and too artificial an ending.

As such, its fall shall be left to legend, and when Paintbrush Turkey's second reign ends (or if he is unable to take it, Tahudjt's) we'll get an epilogue together and move on. That seems like the most economical option since we all seem anxious to move on and since the big over-reaching story we have going concerning Ballpoint, Eris, and others should be wrapped up by Tahu's turn, it'll be good to move on and set to work on the rest of this wonderful psychotic mess of a setting we've forged.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 19, 2013, 02:28:31 pm
Right. I got the end of Stone INC ready.
Spoiler (click to show/hide)
So... how bad is it?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 19, 2013, 03:32:22 pm
Huh, got in here a little too late then.

Welp, time to rewrite and prepare for whatever comes next. :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 04:21:34 pm
At this point there won't be any reason to continue on past Paintbrush's second go, except to deliberatly kill everyone which is no fun and too artificial an ending.

As such, its fall shall be left to legend, and when Paintbrush Turkey's second reign ends (or if he is unable to take it, Tahudjt's) we'll get an epilogue together and move on. That seems like the most economical option since we all seem anxious to move on and since the big over-reaching story we have going concerning Ballpoint, Eris, and others should be wrapped up by Tahu's turn, it'll be good to move on and set to work on the rest of this wonderful psychotic mess of a setting we've forged.

So how does turn structure work for SBII?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 19, 2013, 06:17:07 pm
Joseph pic completed. As a bonus, his hands actually vaguely resemble hands:


There's something weird about the shading on his face, but I'm not sure what it is. The light source is supposed to be right in front of his face.

Unfortunately, since it only shows him from the middle of the torso up, it doesn't really properly-show how ridiculous his clothes are.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 06:57:15 pm
Wow, you weren't kidding about that unnerving  perfection thing. He's downright eerie looking.

And his suit looks suitably strange so unless he's wearing poofy pants...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 19, 2013, 07:19:04 pm
That's not creepy at all. /Sarcasm

No offense, you have quite the artistic ability.

Can we expect the battle between Ballpoint and Parasol to end by Tahudjt's turn, along with the arc as a whole? Don't like the prospect of some random faction appearing in the final stretch of the time war.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 07:36:12 pm
Man you reminded me I really need to finish my Sewaturet bit but I have got zero motivation to get on it...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 19, 2013, 08:13:12 pm
I gather that my post is evil.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 08:55:18 pm
Partially. I would imagine they would have had to leave ALOT of shit behind to cause catastrophic damage, and doing so would possibly imply they were actively being malevolent and attempting to destroy a large portion of the Coastal Reaches.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 09:08:52 pm
Whoa, nice pic of Joseph. o.O It's not exactly what I'd imagined, but it definitely gets the "eerily perfect" factor down perfectly.

Random: I don't know how many people would be interested in seeing this, but... For the next hour or so:  I'm working on West Everoc. (https://join.me/767-855-406)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:13:12 pm
I am unsure of what I'm looking at.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 09:15:03 pm
The Sandbox 2 editor. If you're still watching, you're watching me make this post, which must feel pretty bizarre.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:20:30 pm
Well that was a bunch of mindfuck to watch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 09:20:44 pm
XD Lmao, how so?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:21:46 pm
Skippy and jerky. Some occasional post-inception shit going on I think.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 09:25:16 pm
Ah, well, at least you got to see the volcano. I didn't even know it was there until the editor rendered it - it's practically within walking distance of Spearbreakers and we haven't mentioned it even once the past year.

Also, I think I went a little too far with my mischief.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:28:44 pm
I didn't see it. And honestly I didn't even know there was a volcano in the area. I must've thought it was a normal peak or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 09:30:25 pm
I've been reading through Deathgate and Murdermachines, and I just want to clear up that my Voidspawn are completely different from theirs. Mine are mostly formless, for a start. Not insectoid. And...

Lolfail0009, Forum Lurker has gone stark raving mad!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 09:46:59 pm
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:48:48 pm
I'm just gonna go with them assuming it was just a run of the mill mountain.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 09:49:53 pm
That creator looks really comprehensive and user friendly.

(He lied...)

Also, are we the largest thread for a succession game?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:52:27 pm
Given we're a year old or so, I would assume... Maybe?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 09:53:30 pm
Deathgate I was more than a year old, and that ended at page 174.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 19, 2013, 09:57:10 pm
Wow really? Thought it was older than that.

We've been a hell of alot more active though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 19, 2013, 10:01:43 pm
In terms of view count, Nist Akath has the most, by a very large margin. Failcannon and Spearbreakers are neck and neck for second, with Failcannon just a little ways ahead.
In terms of post count, Spearbreakers is a little ways behind My Little Fortress, Glitterglen - which, by the way, is 90% roleplay. The fortress ends very early in the thread.

I agree with the idea of the volcano being mistaken for a mountain... Better than retconning everything. :P UNLESS... The dwarves were MEANT to think that the volcano was just a mountain, and it actually houses something very sinister. Or perhaps the blood of the blood plains is flammable somehow and the apocalypse is coming. (I for one would love to see that.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 19, 2013, 10:03:21 pm
Is it !!SCIENCE!! time? *eyes begin to glow turquoise*
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 19, 2013, 11:05:10 pm
@Talvi:

How did you imagine Joseph looking?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 20, 2013, 07:42:42 am
@Talvi:

How did you imagine Joseph looking?
A slightly darker complexion, darker hair, a bit of a sturdier jaw, deeper shadows, etc - a sort of "surfer dude" rugged handsomeness while maintaining a solid perfection in the areas of tidiness... Your image of him certainly has the "eerily perfect" look, and nails that part a lot better than my version, but I don't think yours would look overly threatening when angry. It could just be me, though. Also, Joseph was never angry in your stories - just in mine, when he was manipulating Talvi and Vanya through intimidation.

Edit:
Aside for rivers (that's a serious pain to mess with), I think it's done. I'm also ignoring trees and vegetation in general because the map is a lot smaller than it ought to be, and trees would just be a greenish color. Individual plants would be unrecognizable.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 20, 2013, 03:17:36 pm
So I will now elaborate on what Stone INC did when they left:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 20, 2013, 07:15:15 pm
...My original question hasn't been answered yet.

Not sure how to continue the story now, should it be after the time war or in its final stretch? Either way, quite a few changes have to be made.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 20, 2013, 08:10:56 pm
Shit goes bang, time quits.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 20, 2013, 08:19:59 pm
...My original question hasn't been answered yet.

Not sure how to continue the story now, should it be after the time war or in its final stretch? Either way, quite a few changes have to be made.

sorry about that, let me clarify.

The Ballpoint/Parasol war, or at least the Eris portion of it, is supposed to end by the end of Splint's current reign.

Player members in factions:
Spoiler: Ballpoint (click to show/hide)
Spoiler: Eris (click to show/hide)
Spoiler: Parasol (click to show/hide)

Eris is trying to get Parasol and Ballpoint to destroy each other. It's spoilerific, so...

I guess my question would be, are you actually trying to have Aegis successfully destroy Parasol?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 20, 2013, 08:22:31 pm
...My original question hasn't been answered yet.

Not sure how to continue the story now, should it be after the time war or in its final stretch? Either way, quite a few changes have to be made.

sorry about that, let me clarify.

The Ballpoint/Parasol war, or at least the Eris portion of it, is supposed to end by the end of Splint's current reign.

Player members in factions:
Spoiler: Ballpoint (click to show/hide)
Spoiler: Eris (click to show/hide)
Spoiler: Parasol (click to show/hide)

I guess my question would be, are you actually trying to have Aegis successfully destroy Parasol?

Well done! You only missed one of mine, that is; Strohe.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 20, 2013, 08:27:30 pm
Strohe? Yeah, sorry, my mistake. I couldn't remember if we sent him back home or not, so I left him out.

Edit: Also, wiki stuff that can be clicked:
(http://images1.wikia.nocookie.net/__cb4/spearbreakers/images/8/89/Wiki-wordmark.png) (http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki)
(we probably need a better pic)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 20, 2013, 08:28:34 pm
And you have Stone banging out causing mass oddness as some idiot ( i think it was the pilot's brother... bonus if you find THAT quote) screwed up shit causing collapses, explosions, etc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 20, 2013, 08:37:16 pm
@ Asea - So basically dwarves being dwarves involved in the creative process? And actually I planned on a Stone airship being hired to help out in the attack in the future in-dimension facility of Eris.

Said airship opened up a major can of whoopass in what I had in mind.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 21, 2013, 12:15:45 am
So... when shit happens, colours?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 21, 2013, 12:23:26 am
Okay, so I've got a bunch of things to say.

Firstly, thankyou everyone who leapt aboard the wiki, especially Talvi, Frog and Lolfail. We're up to 52 pages and 37 photos!

Secondly, I hope to wind up Reudh's 'interviews' with his friends soon, and begin a short arc of them returning home for a short visit before Reudh, and SOME of his cohort stay with Parasol.

Thirdly, I'd like to commission some artwork for the wiki; either by Splint or Mr Frog. I would love the following:
Tedaz, Strohe, Hathur, and Lurit (before or after injuries, I don't know).

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 21, 2013, 12:39:39 am
I've been helping too, just accountless.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 21, 2013, 12:43:51 am
So you're Mr. Mystery...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 21, 2013, 04:51:49 am
@Talvi:

Has Silena done anything since I ragequitted my story?


I may take a while to get any more drawings done. A wisdom tooth has recently decided to begin burrowing its way out of my lower jaw, and so I am very much not in the mood to draw anything right now. I finally ran out of painkillers half an hour ago, so I predict tomorrow morning will be particularly-harrowing.
    I've got a dentist appointment in a few days; hopefully they'll be able to yank it out or install a bionic replacement jaw or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 21, 2013, 05:08:29 am
You'd probably be smart to just have them cut in and rip all of them out in one go. It'd save you alot of time and money on painkillers down the road.

@ Lolfail - Yes, I am Mr. Mystery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bp920091 on March 21, 2013, 11:15:17 am
I for one am incredibly happy that i never grew wisdom teeth (Never figured out why, they just didnt show up)

Additionally, are you still taking overseer slots? if not, can i be dwarfed (I dont think i have, but i did post WAY back in this thread)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 11:42:44 am
I dont know if you are still taking new overseers, but ill join up if you are. (perhaps the fort ended, i haven't seen a post resembling an update for a good 10 pages, i gave up at that point.)

If not, awesome read, i am steadily making my way through the gargantuan thread of this fort.
Yeah, I thought I recognized your name. I think you can be dwarfed, yes. Well, if you haven't been already. You may have been. As to an overseer slot... If you've read the first post, I'm sure Splint wouldn't mind. We may have to get you up-to-date on the lore, though.

@ Mr Frog: No, Silena has done nothing except a few things I mentioned offhandedly, which we'd already talked over.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: bp920091 on March 21, 2013, 12:56:20 pm
i have been going through the lore, but its rather slow going (on page 75), Rather entertaining, but ive been just using the forums. Is there an offline version or something for the various lore?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 01:01:31 pm
Yes there is, in the form of a PDF I made... It's only updated to last August, though... It's a good portion of the thread, but it's far from everything. It ends close to the end of Splint's second reign, so you would be missing Lord Reudh and Tomio.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 21, 2013, 02:04:32 pm
@ Asea - So basically dwarves being dwarves involved in the creative process? And actually I planned on a Stone airship being hired to help out in the attack in the future in-dimension facility of Eris.

Said airship opened up a major can of whoopass in what I had in mind.
perhaps a bit of time dilation? can we send things forward in time? I think we can but...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 02:11:14 pm
We can, but it's supposed to go against multiuniversal law, to keep things from spiraling out of control.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 21, 2013, 02:15:18 pm
ah. woops...
can people go back to a certain location? like can I send a dude to spearbreakers from the ocean?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 02:21:14 pm
Normally, yes. Right now, no... There's a temporary hold on anything getting in or out of Spearbreakers save through Mr Frog's portal, as he's put up a Portal Interference Generator (or PIG). Basically, it means Ballpoint can't invade anymore... well, until they bring their army and try to bring everything down.

You could send a dude to about half a mile outside Spearbreakers from the ocean, if that helps.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 21, 2013, 02:40:25 pm
Woo! so I can send a ship to where splint wants from, say, pluto?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 03:10:27 pm
Maybe not Pluto - I've included Earth a little bit into Vanya's story, but only enough to place Parasol's origin in the same universe as ours. lol   But yeah, from pretty much anywhere. Stone Inc. headquarters if you'd like.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 21, 2013, 03:25:03 pm
as an example.
so I can do it from a spaceship?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 03:45:40 pm
Definitely. No issues there.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 21, 2013, 04:08:06 pm
well, I might want to change a post a bit...
here it is!
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 21, 2013, 06:05:14 pm
...My original question hasn't been answered yet.

Not sure how to continue the story now, should it be after the time war or in its final stretch? Either way, quite a few changes have to be made.

sorry about that, let me clarify.

The Ballpoint/Parasol war, or at least the Eris portion of it, is supposed to end by the end of Splint's current reign.

Player members in factions:
Spoiler: Ballpoint (click to show/hide)
Spoiler: Eris (click to show/hide)
Spoiler: Parasol (click to show/hide)

Eris is trying to get Parasol and Ballpoint to destroy each other. It's spoilerific, so...

I guess my question would be, are you actually trying to have Aegis successfully destroy Parasol?

Nah, I would like them to play some form of supporting role for at least one of the sides. To them, supplying a vast amount of powerful weapons to a company at war could mean potential profit.

They aren't fighters, they are more along the lines of a helper.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheFlame52 on March 21, 2013, 06:09:06 pm
I read the whole topic. All 541 pages of it. All I have to say is that Fischer and Dragniean's sickness is the saddest end to a military dwarf's life imaginable. Even death from old age would be better.

I would also like to be dwarfed as one of the future Swordsorphans as Flame.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 21, 2013, 09:07:25 pm
@ TheFlame52 - Welcome aboard.

@ Lennoxite - So basically they're more on par with being a squishy wizard  that's even squishier than the already squishy Parasol or Eris?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 09:13:49 pm
I read the whole topic. All 541 pages of it. All I have to say is that Fischer and Dragniean's sickness is the saddest end to a military dwarf's life imaginable. Even death from old age would be better.

I would also like to be dwarfed as one of the future Swordsorphans as Flame.
I did mention we ought to have a Hall of Fame for anyone that manages to brave the length and read the entire thread... You, sir, have my respect. Welcome to the madness. :D

the already squishy Parasol
I object! Parasol is far from being squishy. They may not be as military-oriented as Ballpoint, but they undoubtedly have the better technology and defenses. Ballpoint definitely has better manpower, too, but what good are a hundred soldiers against... a tank, for instance?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 21, 2013, 09:21:28 pm
Ballpoint definitely has better manpower, too, but what good are a hundred soldiers against... a tank, for instance?
Well, I managed to blow up a tank with an assault rifle on Planetside 2. And an airborne personnel carrier. Just saying, don't discount sheer madness...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 21, 2013, 09:26:26 pm
Depends on what the soldiers have. I call them squishy because of their lack of numbers(sort of anyway) and more reliance on heavy machinery compared to the more infantry oriented Ballpoint.

And it's not like they go into battle without contingencies. It's just the AT guys kind of have this thing about being vaporized to line up a shot...

Ballpoint definitely has better manpower, too, but what good are a hundred soldiers against... a tank, for instance?
Well, I managed to blow up a tank with an assault rifle on Planetside 2. And an airborne personnel carrier. Just saying, don't discount sheer madness...

Balls to the wall insanity does help, yes.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 09:48:31 pm
Ballpoint definitely has better manpower, too, but what good are a hundred soldiers against... a tank, for instance?
Well, I managed to blow up a tank with an assault rifle on Planetside 2. And an airborne personnel carrier. Just saying, don't discount sheer madness...
Game physics. It's basically giving a three-dimensional object an armor rating, deciding how much "armor piercing" power the projectile weapon has (math can vary here) and then adding up how much physical punch is left. In Mass Effect it's possible to kill the largest enemies in the game with a pistol, the weakest weapon, simply because these gigantic enemies don't have any armor value. In real life, bullets ricochet off tanks pretty much 100% of the time.

Granted, DF is not real life.

Depends on what the soldiers have. I call them squishy because of their lack of numbers(sort of anyway) and more reliance on heavy machinery compared to the more infantry oriented Ballpoint.
Okay, here's a scenario. 10000 ancient Mesopotamian warriors versus 10 tanks and 100 soldiers with guns. OR - BETTER - a real life, historical version: The Spanish Conquistadors versus the Aztecs. The conquistadors only had what troops they could carry on their small fleet of ships, while the Aztecs had an entire empire. The Aztecs had every advantage - they knew the land, superior numbers, stealth, etc. However... the conquistadors had better equipment. They had guns, and actual armor. All the Aztecs had were obsidian swords, maces, and atlatl, and the conquistadors wiped them nearly completely from existence in their lust for gold.

Edit: Not saying Parasol could possibly do that to Ballpoint. Just saying that superior technology can equal superior manpower.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 21, 2013, 09:51:20 pm
The Spanish Conquistadors versus the Aztecs. The conquistadors only had what troops they could carry on their small fleet of ships, while the Aztecs had an entire empire. The Aztecs had every advantage - they knew the land, superior numbers, stealth, etc. However... the conquistadors had better equipment. They had guns, and actual armor. All the Aztecs had were obsidian swords, maces, and atlatl, and the conquistadors wiped them nearly completely from existence in their lust for gold.

Edit: Not saying Parasol could possibly do that to Ballpoint. Just saying that superior technology can equal superior manpower.
Because capitalism.

Oh humanity, why you so greedy?

Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 21, 2013, 09:58:51 pm

Nah, I would like them to play some form of supporting role for at least one of the sides. To them, supplying a vast amount of powerful weapons to a company at war could mean potential profit.

They aren't fighters, they are more along the lines of a helper.
Missed this, sorry.

This works great, and you have some time to get it done, too, depending on how long you want to drag it out.

@Lolfail - if only people were perfect, right? -sigh-
Although, if you think about it, if people were so altruistic, we wouldn't need money in the first place.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 22, 2013, 04:03:09 am
@ TheFlame52 - Welcome aboard.

@ Lennoxite - So basically they're more on par with being a squishy wizard  that's even squishier than the already squishy Parasol or Eris?

Pretty much. They're not meant to fight, only provide. Their weapons are pretty darn nice, though. An incentive to protect them is that all blueprints and discoveries are set to be erased, (Most of it is in a private server.), in case Aegis Ops falls.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 22, 2013, 04:50:34 am
@Lolfail - if only people were perfect, right? -sigh-
Although, if you think about it, if people were so altruistic, we wouldn't need money in the first place.

That is precisely my point.
If humanity worked towards helping each other and not towards EXTORTING each other, we would be so much happier, although science most likely would not have progressed as far.

Anyhoo, end of philosophical discussion.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 22, 2013, 09:08:05 am
So they are a squashy Stone.
because that's what Stone basically is. Except for the fact that Stone has finally taken a bit of a side.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 22, 2013, 05:26:33 pm
That is basically my concern with Aegis right now. Too similar to something already, the purpose anyway. Kinda hard to justify why one would enter a time war besides being suited for those kind of things.

I'm trying to make the inner workings of the company more original, however.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 23, 2013, 01:57:43 am
How about, instead of everybody bringing in their very own brand-new faction or whatever which is then clumsily retconned in, y'all just focus on building on what's already there in the setting? Armok knows there's more than enough material to go on, and it saves everyone the trouble of trying to make everything fit.

(Sorry if I'm being too snappish; I've been in literally-constant pain for about three days now, which has left me slightly more irritable than usual.)


E: Also, I don't care much about OT in general anymore, but @Lolfail, I'm not sure bringing that particular subject up was either wise or productive in any way. It may have been tangentially-related to something Talvi mentioned, but some things just do not merit being said.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 23, 2013, 02:54:17 am
My apologies, Mr Frog.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 23, 2013, 03:10:55 am
ALERT: THE GREAT OPERATION COMMENCES.
ESTIMATED CASUALTIES: LOTS OF DOGS. ENTIRE DEMONIC INCURSION.


Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 23, 2013, 03:13:31 am
dwarf.fortress
>miner.mine(adamantine, 1)
Mining...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 23, 2013, 04:00:15 am
ALERT: THE GREAT OPERATION COMMENCES.
ESTIMATED CASUALTIES: LOTS OF DOGS. ENTIRE DEMONIC INCURSION.


Who's been sent to the marksdwarf stationing? That would be Civ Defense 1 and 2, and Squad 3 Second Company, right?

Considering that there's access for marksdwarves on all sides and only one space for them to move in, they'll fire as long as they have ammo.
If I remember right, there's an easily accessible ammo stockpile nearby.

And of course, the wonderful mass of animals will keep the demons occupied for minutes while the bone bolts rip away their tissues.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 23, 2013, 04:29:26 am
Most of the animal stock has been slaughtered (It actually sped the game up considerably.) And yes, those aforementioned units are the ones I used in my personal copy and they'll be the ones I use again. The shooting will begin after the last of the horde of war dogs has been put in place to draw the demons up.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 23, 2013, 04:42:12 am
I'm not sure if I'd rather watch Bond, Puella Magi Madoka Magica, or this.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on March 23, 2013, 09:05:53 am
How about, instead of everybody bringing in their very own brand-new faction or whatever which is then clumsily retconned in, y'all just focus on building on what's already there in the setting? Armok knows there's more than enough material to go on, and it saves everyone the trouble of trying to make everything fit.

(Sorry if I'm being too snappish; I've been in literally-constant pain for about three days now, which has left me slightly more irritable than usual.)


E: Also, I don't care much about OT in general anymore, but @Lolfail, I'm not sure bringing that particular subject up was either wise or productive in any way. It may have been tangentially-related to something Talvi mentioned, but some things just do not merit being said.
Yeah, I kinda feel the same way about it... Making a new faction might give you a spot of your own, but your story would mesh better and probably get a lot more recognition if you're not spontaneously adding something new to the mix after said mix has been around for a year. My reasoning behind not saying anything is that I'd like getting story bits from you a lot better than not getting story bits from you at all, which I felt might happen if I made a big deal about it. I'm not actually telling you no, just pointing this out. We at Spearbreakers take Spearbreakers as serious business... As should be readily apparent from the huge argument we had in-thread about whether or not Mr Frog's character was a little more powerful than might be expected. (End result, Mr Frog wasn't "overpowered", but it was a massive derail and had far-reaching consequences.)

@Mr Frog: I can relate. I've had loads of work done on my mouth (despite its poor condition), and a few days of constant, throbbing pain is something I've had to deal with before. I feel for you, man.

@Splint: I thought we were waiting until late in your year? :\ Maybe I missed something somewhere, but aren't you still in Spring/Summer? But oh well, it doesn't make much of a difference, really. I'll make popcorn.

As to the wiki!
I attended an hour-long "webinar" (I guess it's like an online seminar?) yesterday about wiki customization. If you've noticed, the wiki now has "infoboxes" on some of the pages, most notably Mr Frog's (http://spearbreakers.wikia.com/wiki/Mr_Frog). We're still missing a lot of info on everything, though, and if you could lend a little bit of your time, it'd be greatly appreciated. :) I'll polish everything up afterwards, so you don't have to worry about making mistakes, forgetting links, or even about making typos. I just don't want to see this project fall by the wayside.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 23, 2013, 09:15:10 am
My invasion plans were for early to midsummer. I wanna have the Queen's diggs built by my turn's end y'know? And building a palace in hell out of iron, adamantine, and gold isn't something quick and easy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 23, 2013, 09:36:00 am
Aight, out with that idea. Anyway, I'm just going to wait till my dwarf comes along to begin, then. I'm kind of a bit of a huge source of boredom otherwise.

EDIT: I'll try to think of something in case Lenny doesn't come around.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 23, 2013, 09:49:58 am
Hey, heres a idea:
Spearbreakers mk2 takes place hundreds of years after the time war, so it is just a distant memory. however, as Spearbreakers is so heroic it is still well known. reason for this is simple:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 23, 2013, 12:13:34 pm
Aight, out with that idea. Anyway, I'm just going to wait till my dwarf comes along to begin, then. I'm kind of a bit of a huge source of boredom otherwise.

EDIT: I'll try to think of something in case Lenny doesn't come around.

You've had a dwarf for some time. I forget what he is (I'm taking a breather for the time being due to having school today.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 24, 2013, 03:51:57 am
Aight, out with that idea. Anyway, I'm just going to wait till my dwarf comes along to begin, then. I'm kind of a bit of a huge source of boredom otherwise.

EDIT: I'll try to think of something in case Lenny doesn't come around.

You've had a dwarf for some time. I forget what he is (I'm taking a breather for the time being due to having school today.)

...Ugh, I need to pay more attention. Anyhow, I'll get started soon.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 24, 2013, 06:11:03 pm
7th hematite, Cont.

Clean up is nearly done. Markerlight and Weaver have gotten damned good at their bolt carving, so we'll be sitting with hundreds of bolts so aerodynamic that they might be able to punch through two spawn if we had crossbows able to shoot them that hard.

I have resolved that it shall begin by the end of the month. Once clean up is complete, we button up and begin.


8th Hematite, 210

We're sealed up. No matter who comes, they shall not gain entry until we're done. I've ordered the remaining fighting dogs put into position along with a mish-mash of other animals. Monkeys, caught coati, Some spare cavies Talvi hasn't claimed for herself.

For some reason however the dogs aren't being moved to the fucking killzone. No matter.


10th Hematite, 210

I've sent word to the Civil Defense Sergeants, Solpyre and Wari, to assemble their dwarves and make sure they have full quivers. Once I receive word they're in position, Kannan has volunteered to make the breach.

---

(http://i46.tinypic.com/b4i3xt.png)

It's done. I was down there to hear it for myself.

(http://i49.tinypic.com/34y19qd.png)

Mr Frog says his machines can tell us how many are waiting. 112 in total. He doesn't know what they're made of though. All Kannan said was there was a fleet of little red dots surging up a hollow shaft. He barely made it past the door when the gate closed. Strangely the screaming was a one-time thing, and... My thoughts have never been so clear... I bet it was simply air rushing down there or something...

Evidently the monsters aren't much in a fight if they get love-tapped. Codyorr killed the first one up and it's body explodd in a  puff of... Ash I think? The troops have been laying into them for an hour now and Solpyre's count says 30 are down, but more keep flooding up. I'll check on them shortly. I hear a small crowd is gathering watching the mess.

14th Hematite, 210

Took four damned days to kill the initial rush. There's piles of ash, some still recognizably humanoid and the size of a fucking trio of cows down there.

Now we build, and send a recon team down. If she's right, then our friends may be saved.




[It actually took the majority of Hematite to get shit over with. They were speedy but they can only dodge so many crossbow bolts at once.]
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 24, 2013, 06:35:37 pm
Ash for the ash god?

THIS DISPLEASES ME.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 24, 2013, 06:35:48 pm
Aight, first journal...

If I remember correctly, my character was some kind of fail-necromancer. And he is now trying to return to his works after abandoning them for awhile now after getting kicked out of his town. He is slightly overly cautious, so let's see here...

Spoiler (click to show/hide)
*That is what my dwarf got, right?

EDIT: How many of you guys remember my guy's backstory?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 24, 2013, 06:42:03 pm
I don't remember. i can rectify it though if not. It's all thundery and shit here so I saved and closed down DF until the storm ends.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 24, 2013, 06:44:21 pm
I don't remember. i can rectify it though if not. It's all thundery and shit here so I saved and closed down DF until the storm ends.

Excellent, hopefully I can pull this guy of mine off well.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 24, 2013, 06:44:36 pm
Considering the fragility of DF, it will probably crash even when it's not running in a storm like that. (Meanwhile, in boiling Australia...)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 24, 2013, 07:24:04 pm
It was more not wanting to loose what progress I've made due to a power outage.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 24, 2013, 09:18:57 pm
I figured.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on March 25, 2013, 10:01:43 am
I feel unworthy taking over the fort after it's already breached hell. Maybe make it more like Swordthunders, with the resort and the beach and everything. Definately a shrine, like in "Children of Dwarves". I bet that's how Spearbreakers will die; sterility and depopulation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 25, 2013, 08:27:32 pm
Tooth-related pain has abated for the time being. Work has begun on the initial sketches for LFTON.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 26, 2013, 12:26:40 am
I am giddy with anticipation!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 26, 2013, 01:47:59 am
I am giddy with anticipation!

You appear to be operating on the assumption that the final drawing will be impressive in some way :V

Please try not to get your hopes up; it probably won't be what you're envisioning. (It's actually a little harder to work knowing you're so excited -- I'm worried you'll end up disappointed.)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 26, 2013, 03:36:27 pm
15th Hematite, 210

Someone's dog spotted a gremlin. No-Hair proceeded to completely tear it to shreds. Why No-hair has an axe I don't know, but whatever.

18th Hematite, 210

Construction operations begin on the great Iron Palace of the Underworld. I have decided to build a refined adamantine stairwell right into the belly of the world itself and from there build the palace around it.I'm tempted to have windows installed, as it's quite bright down there. Not quitebright enough for surface crops to live, but still.

Thirili the Oceanic Cave has been sighted bearing down on a forestry crew in the caverns. I wanted to send Dauros but the last time something with gas attacked us Fischer was put out of action. I've sent one of Paintbrush's axe lords to deal with it; after all, it's just some brainless frog.

I coulda sworn we killed that thing already...


20th Hematite, 210

Reports from Andal and Mekkia say the Painbrush sent down Gemblade and Dicer. Evidently the fight was quick and brutal, and there was a scare with Dicer taking a little dip in Lake Lomoth. After she got out Gemblade confirmed that the frog had a particularly hard head as Dicer was "a little annoyed," and cracked the thing in the side of the head with a hammer and got an audible snapping sound out of it. After Gemblade got involved directly it was over pretty quickly according to Andal. He got on top of it and just kept chopping and chopping until it was more or less torn in half.

I went down to check out the mess and the only detail the left out in the different reports was, oh, I don't know, maybe the almost-adult-dwarf-sized foot that was sticking out of a pile of lumber?


21st Hematite, 210

Evidently everyone who was exposed to that gas crap the frog spewed suffered random bruising over a large part of their bodies. Oh, and gemblade was spotted doing something with his axe. He said that he wanted to give it a name in honor of it's first truly monstrous kill. Anyway, the gas causes random fainting and dizziness as well; Gemblade faceplanted into a table instead of a bed wen he went to the hospital for a check-up.

Oh, and he named his axe Zan Tanzul, The Artifact of Nooses. Nice name I guess.



22nd Hematite, 210

Elves think they're a bunch of hardasses and left via the caverns. I hope a bat man eats them.

23rd hematite, 210

I've decided to see how long you can hear a goblin scream when you pitch them down a glowing pit when we get that far down. Should be pretty entertaining, we even got a betting pool going. I put ten silver mugs on thirty seconds.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lennoxite on March 26, 2013, 06:10:48 pm
Lennox's response:

Via journal, of course.

Spoiler (click to show/hide)

Only one day, but it's something.

EDIT: DO NOTE, I HAVE ABSOLUTELY NO EXPERIENCE IN BIOLOGY. Idea concerning necromancy. When a necromancer empowers a corpse, the energy will fly everywhere inhabiting every bit of the body with similar strength throughout, giving certain body parts unneeded strength while others a loss of actual strength that could of been better off empowering them with some more energy than the more vestigial or weaker muscles.

A good necromancer could redirect these energies so that the proper amount of energy could enter the muscles that actually need the energy while the muscles or organs that don't need it as much receive lesser quantities while still being functional to do their job. At least, about as functional as rotten flesh or bones are going to get, anyways.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 26, 2013, 08:14:51 pm
Lennox: Smaller and vestigial muscles always use less energy because they simply have less fibres to recruit.

What you could have instead, is that the necromantic magic creates an invisible framework of muscles (maaaaagic) and they all have the capacity to move at full strength. This might explain the Demonic Fortress zombies being tougher than normal.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 28, 2013, 10:50:31 pm
I have returned from the grave! I request a dwarf named Nappa and a dwarf named Vegeta post haste! HOP TO IT!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 28, 2013, 11:38:52 pm
I have returned from the grave! I request a dwarf named Nappa and a dwarf named Vegeta post haste! HOP TO IT!


Holy fuck he's alive.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 28, 2013, 11:49:59 pm
I am?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on March 29, 2013, 12:39:14 am
I am?

Apparently, or am I just dreaming this?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 29, 2013, 12:48:52 am
You are. Go back to sleep.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 29, 2013, 01:59:01 am
Aww, I broke reality Vegeta!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 29, 2013, 09:29:49 am
God damn it Nappa.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 29, 2013, 07:26:22 pm
I'm not sure if it is proximity to The Master or having Rokenzan the Mad as an Aspect, but my subconsious is now crazier than this fortress, Deathgate (And Murdermachines) and Swordthunders combined.

I blame bless The Master.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 29, 2013, 08:44:49 pm
Your God has returned, all is well in this asylum.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 29, 2013, 09:05:41 pm
OH.

SIR SPLINT? CAN I BE THE FIRST TO GO TO HELL? I THINK ITS SAFER THERE.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 29, 2013, 09:09:17 pm
Sorry, pretty sure that was Doctormonch. He built the first chunk of stair in the underworld.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 29, 2013, 09:14:29 pm
CAN I BE NEXT?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 29, 2013, 09:17:53 pm
Nope. Funner to watch you squirm.

Updates will be more sparse than usual. I'll get it done, but I've  had a strong  urge to  take a breather  from DF (been binging on M&B Warband cause i found a fucking EPIC mod.)

Oh, and random fact for the day: As of last friday I have been diagnosed with clinical depression by my doctor. So... Yeah.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 29, 2013, 09:18:51 pm
Awww man! Not even my insanity cheers you up?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 29, 2013, 09:20:28 pm
Sucks about the depression, man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on March 29, 2013, 09:24:04 pm
Awww man! Not even my insanity cheers you up?

Nope. I've also thrown in the towel on my college courses for graphic Design. Not quite my cuppa tea.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 29, 2013, 09:25:10 pm
I hope your condition improves, we're all here for you man.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 29, 2013, 09:25:56 pm
How that work?

but really, that must suck.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 29, 2013, 09:26:45 pm
Take all the time you need. We're all here for you.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on March 30, 2013, 02:08:30 am
Really now, it's not like Splint's condition has gotten any better or worse just because we've put a name to it. He's had obvious symptoms for ages -- we just have an official diagnosis now, which is a good thing. Now that a basic understanding of the problem has been attained, steps can be taken to more-effectively manage it.
(I'm doing this wrong, aren't I? :V)

Sorry I've been taking so long for Lolfail/Zedo's portrait; I don't draw anthros much, so Zedo was a bit much for me to do right away. In any case, the rough sketch for Zedo is now semi-complete (just need to figure out the colours) and I'll hopefully be able to start the full portrait on Monday (I'm busy this weekend). Hopefully I'll be able to get to other characters after, though I'll probably want to work on other projects by then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 30, 2013, 03:33:54 am
Sorry I've been taking so long for Lolfail/Zedo's portrait; I don't draw anthros much, so Zedo was a bit much for me to do right away. In any case, the rough sketch for Zedo is now semi-complete (just need to figure out the colours) and I'll hopefully be able to start the full portrait on Monday (I'm busy this weekend). Hopefully I'll be able to get to other characters after, though I'll probably want to work on other projects by then.

Sorry for giving you such a task :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 31, 2013, 12:18:09 pm
Sign me up for a turn. I'd like to make a new character too, A half Dalek-half dwarf. Watch Asylum of the Daleks if you don't get what I mean.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: CaptainLambcake on March 31, 2013, 12:31:05 pm
splint <3
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on March 31, 2013, 01:48:17 pm
Sign me up for a turn. I'd like to make a new character too, A half Dalek-half dwarf. Watch Asylum of the Daleks if you don't get what I mean.

So a dwarf in place of the Kaled?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on March 31, 2013, 02:49:21 pm
I can't believe I forgot to check up on this for ten days.  I missed so much.

Also, if The Master gets a new dwarf, I would like that dwarf to be put in a straitjacket and chained to a wall before he can do ANYTHING.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on March 31, 2013, 06:35:27 pm
Now that's just uncalled for! WHEN have I EVER done ANYTHING that would warrant such treatment? :P
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on March 31, 2013, 08:40:50 pm
Look at your sig before saying that. when you terrify people who live next to screaming former residents that want to kill you...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on March 31, 2013, 09:43:42 pm
You. Made. Asea. CRY.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 01, 2013, 08:29:22 am
But he didn't die, did he? He was just traumatized for the rest of his life!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 01, 2013, 09:00:52 am
Did you notice? that is the question.
besides, somethings are worse than death. i.e. spawn.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 01, 2013, 09:11:58 am
You. Made. Asea. CRY.
sigged.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 01, 2013, 04:52:17 pm
Ok, so, I made a little headway. Honestly I blame the guys who made Prophesy of Pendor (http://mountandblade.nexusmods.com/mods/3710/) for Mount and Blade: Warband. Hell of a lot more challenging. Don't fight the Jatu armies alone or without tons of archers and heavy cavalry if you decide to play it. Hell don't fight ANY of the armies alone unless you have plenty of backup and know you can win. And fear the Jatu pointy sticks.

So,m as far as OOC Update goes, I've successfully linked the underworld to the fortress and begun construction of the palace and story-wise we have the cure in our grubby little mits. Which means should we so choose in the future we can have spawn fodder for our army in SBII. At current construction rate, the palace should be done by the end of my turn, our chunk of hell explored, prisoners dumped into doom pits, and most of our cavern holdings completely deforested.

I'll have my good and proper update put together eventually, probably gonna save it for finishing out the season since you guys have been so patient and deserve a longer update than usual.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 01, 2013, 05:46:29 pm
I took a look at Mount and Blade: Warband. It looks... well, I'm a Touhou player, so my perspective is a little off, but it looks ridiculous.

Also, I now control The Master's sig! MADNESS IS MINE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 01, 2013, 05:58:03 pm
I am a jukebox. Fear my missiles of cow.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 01, 2013, 07:09:45 pm
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on April 01, 2013, 07:51:55 pm
Ok, so, I made a little headway. Honestly I blame the guys who made Prophesy of Pendor (http://mountandblade.nexusmods.com/mods/3710/) for Mount and Blade: Warband. Hell of a lot more challenging. Don't fight the Jatu armies alone or without tons of archers and heavy cavalry if you decide to play it. Hell don't fight ANY of the armies alone unless you have plenty of backup and know you can win. And fear the Jatu pointy sticks.

So,m as far as OOC Update goes, I've successfully linked the underworld to the fortress and begun construction of the palace and story-wise we have the cure in our grubby little mits. Which means should we so choose in the future we can have spawn fodder for our army in SBII. At current construction rate, the palace should be done by the end of my turn, our chunk of hell explored, prisoners dumped into doom pits, and most of our cavern holdings completely deforested.

I'll have my good and proper update put together eventually, probably gonna save it for finishing out the season since you guys have been so patient and deserve a longer update than usual.


I say Floris's mod pack is also awesome. So much good stuff in it. Yes I had a couple of months where I played nothing but Mount and Blade Warband.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 01, 2013, 08:05:46 pm
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 01, 2013, 08:27:32 pm
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 01, 2013, 09:15:44 pm
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 01, 2013, 10:49:51 pm
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
You all seem to think that you can best ME in a madness competition. I have Rokenzan to help me, too.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 02, 2013, 02:19:45 am
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
You all seem to think that you can best ME in a madness competition. I have Rokenzan to help me, too.
HEY, you weren't invited! Go stand in the corner of this spherical room and think about what you've done!
Also, feeding Asea his own relatives is bad, mmmkay? We get less meat if we do!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 02:23:54 am
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
You all seem to think that you can best ME in a madness competition. I have Rokenzan to help me, too.
HEY, you weren't invited! Go stand in the corner of this spherical room and think about what you've done!
Also, feeding Asea his own relatives is bad, mmmkay? We get less meat if we do!
I'm in the corner, chilling with my bitch Cthulu.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 02, 2013, 04:01:50 am
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
You all seem to think that you can best ME in a madness competition. I have Rokenzan to help me, too.
HEY, you weren't invited! Go stand in the corner of this spherical room and think about what you've done!
Also, feeding Asea his own relatives is bad, mmmkay? We get less meat if we do!
I'm in the corner, chilling with my bitch Cthulu.
So YOU'RE the one he keeps talking about! That's a big no-no to the sleepover then.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 04:07:19 am
Little master thinks he's mad... Oh, if he only saw the inner reaches of my mind, he'd become sane from all the madness in there. I think I could defeat Cthulhu with it if I wanted. I'm gonna keep him as a little pet though. He's so cute, especially when he's eating people's brains and/or minds... Oh, little cthully :)
I challenge you to an insane off! Whoever makes more people go insane by the end of the week gets to eat Asea's relatives!
Challenge accepted. But even if you win, we share his little cousin, right? I've always wanted to have a taste of THAT yummy piece of meat.
Also, I'll happily repay asea in cheese for his lost relatives. Or I'll steal his cheese. Both are good, depending on whether or not he likes cheese...
Of course! And once we finish his little cousin, I'll give Asea the greatest present he'll ever get, a fresh skull covered in melted cheese and bacon!
You all seem to think that you can best ME in a madness competition. I have Rokenzan to help me, too.
HEY, you weren't invited! Go stand in the corner of this spherical room and think about what you've done!
Also, feeding Asea his own relatives is bad, mmmkay? We get less meat if we do!
I'm in the corner, chilling with my bitch Cthulu.
So YOU'RE the one he keeps talking about! That's a big no-no to the sleepover then.
A sleepover? C.T., you told me you were staying late at the office!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 05:05:53 am
Not to ask too much, but @Splint have any migrants arrived? I need to know what and what not to put in Clarity's and LFTON's journals.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 02, 2013, 07:33:02 am
Not yet. I have high hopes though.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 02:13:15 pm
I've been working with hugothedwarf on regen lately, and one idea for a spell was to temporarily turn into a spawn but stay friendly towards other dwarves, which would be great for fighting siegers, but I'd like frog's permission to use the raws for it. Granted?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on April 02, 2013, 05:01:22 pm
I challenge you to an insane off!

Oh please no. If this turns into a bunch of people competing over who can seem the most shockingly-weird, there will be a Frog-tantrum, with big words and everything.

Is it really necessary to exaggerate our behaviour with hyperbolic terms like 'insane' (yes, I'm aware my personal text has been "a respectable sort of psychopath" for well over a year and counting)? Are inconsequential deviations from the broadly-accepted standards of normalcy really significant enough to merit mentioning? Can't we just be as we are, without the sales pitches?


Anyways, yeah, feel free to use the spawn raws for whatever as long as credit is given where it's due.



Lolfail's portrait will probably be a while yet; I seem to have lost my motivation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 05:15:54 pm
I challenge you to an insane off!
Is it really necessary to exaggerate our behaviour with hyperbolic terms like 'insane' (yes, I'm aware my personal text has been "a respectable sort of psychopath" for well over a year and counting)? Are inconsequential deviations from the broadly-accepted standards of normalcy really significant enough to merit mentioning? Can't we just be as we are, without the sales pitches?
So what you're saying is, we should go out of our way to terrify innocent bystanders with our sheer madness? Brilliant!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 06:00:18 pm
I challenge you to an insane off!
Is it really necessary to exaggerate our behaviour with hyperbolic terms like 'insane' (yes, I'm aware my personal text has been "a respectable sort of psychopath" for well over a year and counting)? Are inconsequential deviations from the broadly-accepted standards of normalcy really significant enough to merit mentioning? Can't we just be as we are, without the sales pitches?
So what you're saying is, we should go out of our way to terrify innocent bystanders with our sheer madness? Brilliant!
Well, that's certainly one way of interpreting it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 06:39:57 pm
CARNAGE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on April 02, 2013, 06:45:13 pm
How about this:  I too will participate in the insane-off by taking all the other participants, tie each to a giant stake, smother them in barbecue sauce, and leave them outside for the spawn.  While I myself like madness, I only like the type that makes the world more fun without doing anything bad to others.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 06:53:04 pm
Can I be smothered in custard instead?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 02, 2013, 07:26:25 pm
What flavor?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 07:54:04 pm
Ranch.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 08:58:16 pm
Smother me in Flux goo mixed with maple syrup and adrenaline.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 10:23:04 pm
What's that Maxwell? You...you want me to kill Splint? Oh, but I mustn't! Splint is our friend! ...what's that? Splint hurt Phillip? He wouldn't do that...would he? Yes...I will. I'll fetch Sally Peppers...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 02, 2013, 10:43:13 pm
Ok guys, please refrain from cluttering up the place with too much non-story related crazy.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 02, 2013, 10:46:14 pm
Yes father...*slowly sulks to my room*

In all seriousness(maybe), I guess we got a bit carried away, but only because you guys are all awesome!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 02, 2013, 11:41:00 pm
Sorry, we *did* get carried away.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 04, 2013, 10:53:48 am
I thought you where going to ask for custard flavored custard... sorry, british comedy have i been watching.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on April 04, 2013, 11:09:50 am
I thought you where going to ask for custard flavored custard... sorry, british comedy have i been watching.
I want spam spam spam spam eggs spam and spam flavored custard.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 04, 2013, 11:16:48 am
Sorry, we *did* get carried away.
Sorry bro.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 04, 2013, 11:24:49 am
Progress update: I had to get smelting going again. We kinda ran out of iron.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TheFlame52 on April 04, 2013, 07:24:32 pm
Pave Dragniean's floor with silver. For canon's sake, say you put a silver mirror in his ceiling. He spends a lot of time in bed, and he certainly has earned it.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 05, 2013, 08:40:15 am
I thought you where going to ask for custard flavored custard... sorry, british comedy have i been watching.
I want spam spam spam spam eggs spam and spam flavored custard.
YOU WILL ATTRACT THE VIKINGS.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 05, 2013, 12:30:32 pm
Vikings are badass. They spend their afterlife beating the shit out of each other, getting shitfaced,and eating. They also beat that pansy Italian and his Spanish bitch brigade to North America by a thousand years.

So attract the vikings, so we may bask in their badassery.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on April 05, 2013, 01:37:50 pm
Vikings are badass. They spend their afterlife beating the shit out of each other, getting shitfaced,and eating. They also beat that pansy Italian and his Spanish bitch brigade to North America by a thousand years.

So attract the vikings, so we may bask in their badassery.
We can pretend that Mountain Barbarians are Vikings. They'll probably take one look at the bloodplains and run.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 05, 2013, 04:19:32 pm
viking where not the first.

some people did it IN LEATHER BOATS.
and they where christian. walrus hunters. and they lived in Canada and they still have decedents there.

fun fact: the vikings found Scotland thanks to trading (then copying boats and pillaging) trading partners. same thing with Iceland, Greenland, etc. and they did it to the same group!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 05, 2013, 10:01:33 pm
I'm going to pretend you're some mad conspiracy theorist and leave it at that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 05, 2013, 10:15:28 pm
I'm going to pretend you're some mad conspiracy theorist and leave it at that.
aren't we all?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 05, 2013, 11:59:21 pm
I'm going to pretend you're some mad conspiracy theorist and leave it at that.
aren't we all?
Leave conspiracy to the guy with self-diagnosed Multiple-Personality Disorder and a lack of other ideas to turn into characters.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 06, 2013, 11:05:43 am
Hi, there IS evidence. and a book.
want a link to the book?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 06, 2013, 12:27:59 pm
How about we drop the conversation.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on April 06, 2013, 12:29:15 pm
How about we drop the conversation.

Agreed. I'm with Splint on this one, that's the kind of chaotic randomness that most forums would slap a warning or a mute for.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 06, 2013, 06:23:14 pm
Got it. We shut up, Spearbreakers lives.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on April 07, 2013, 12:09:19 pm
Got it. We shut up, Spearbreakers lives.


This folks, This here is what half of this thread has been. GLORY TO THE SPEARBREAKERS MYSTICAL SHIT TYPHOON! I'm sorry (no I'm not) that I said that but it was totally necessary.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 07, 2013, 03:01:19 pm
So, who here votes we harvest that third adamantine spire we found?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 07, 2013, 03:05:50 pm
I'm in favor of mining.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 07, 2013, 03:54:32 pm
THE DRUMS COME EVER CLOSER! HERE! COMES! THE DRUMS! Mine it so I may resurrect.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 07, 2013, 04:15:17 pm
If you want to resurrect we have a few unclaimed dwarves running around. Would you like one? I'll be happy to shove your ass back in the army to unleash grievous bodily harm upon our enemies.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 07, 2013, 04:22:45 pm
I would love one. Give a decent reason as to why i'm back though. Like I wanted to torment Asea or something.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on April 07, 2013, 04:32:12 pm
I would love one. Give a decent reason as to why i'm back though. Like I wanted to torment Asea or something.

Poor Asea is the punching bag of Spearbreakers, it seems.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on April 07, 2013, 05:02:21 pm
Because hell is too boring.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 07, 2013, 06:05:11 pm
Oh god, HE'S BACK.

Mine the spire. We need a dump for... uncouth miscreants.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 07, 2013, 07:37:01 pm
They all go to the same hell. Although I suppose one the just dumps you into hell itself instead of the palace would be useful.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 07, 2013, 08:46:22 pm
They all go to the same hell. Although I suppose one the just dumps you into hell itself instead of the palace would be useful.

Am I the only one giggling at this?
Nominated.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Corai on April 07, 2013, 08:54:34 pm
They all go to the same hell. Although I suppose one the just dumps you into hell itself instead of the palace would be useful.

Am I the only one giggling at this?
Nominated.

I agree.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 07, 2013, 09:34:12 pm
They all go to the same hell. Although I suppose one the just dumps you into hell itself instead of the palace would be useful.

Am I the only one giggling at this?
Nominated.

I agree.
I ALSO AGREE!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Aseaheru on April 08, 2013, 03:28:19 pm
IM FOR IT.

Heres a idea: The Master, wanting to torment me, pretends to be a relative, etc, etc.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on April 09, 2013, 10:18:31 pm
Hey, guys. I disappeared for a while, I think. I need to catch up on the thread... >.>
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 09, 2013, 10:31:25 pm
Quick! Grab my first left tentacle! I'll pull you out!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 10, 2013, 12:46:25 am
Hey, guys. I disappeared for a while, I think. I need to catch up on the thread... >.>

Nothing much to really catch up on. I'm kinda dragging my heels at the moment. Began mining the third spire, The Master is back from the dead possibly because we opened hell, and we ran out of iron during palace construction.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Mr Frog on April 10, 2013, 04:21:04 am
Hey, guys. I disappeared for a while, I think. I need to catch up on the thread... >.>

Not much happened. Master came back, thread briefly devolved into semicoherent morass until Splint intervened, Mr Frog, Engraver cancelled Draw LFTON: Interrupted by Monster Hunter 3 Ultimate (but I swear to Myself I will finish it eventually even if I have to do so from beyond the hypothetical grave). I'm happy you're back, though; I was getting a bit worried.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 10, 2013, 05:40:01 am
thread briefly devolved into semicoherent morass until Splint intervened

SEMI-coherent? You mean... you could sort of... understand?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on April 10, 2013, 08:29:38 am
thread briefly devolved into semicoherent morass until Splint intervened

SEMI-coherent? You mean... you could sort of... understand?

It was completely coherent for me, but see the thing is my friends in RL are far more insane than even The Master. Trust me compared to what I do on a daily basis this is relaxing to deal with.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on April 10, 2013, 09:01:39 am
Is their an ETA till you're finished, Splint?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 10, 2013, 11:38:43 am
No clue. I'd actually have to sit and force myself to play to get it done within the next week or so.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on April 10, 2013, 01:56:38 pm
thread briefly devolved into semicoherent morass until Splint intervened

SEMI-coherent? You mean... you could sort of... understand?
Careful... Don't push your luck.

But yeah, I can be crazy sometimes. For instance, once I killed a nest of yellow jackets with a flamethrower. Overkill? Maybe. Fun? Yes.


I need to work on Vanya's story again, but I seem to have lost my motivation. :\
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 10, 2013, 03:31:03 pm
thread briefly devolved into semicoherent morass until Splint intervened

SEMI-coherent? You mean... you could sort of... understand?
But yeah, I can be crazy sometimes. For instance, once I killed a nest of yellow jackets with a flamethrower. Overkill? Maybe. Fun? Yes.
Where did you get the flamethrower?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 10, 2013, 03:31:31 pm
Improvised one?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tomio175 on April 10, 2013, 03:33:03 pm
Improvised one?
Deodorant can + cheap lighter = Homemade flamethrower

Be careful with it though, don't use it too long or well... Boom.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Reudh on April 10, 2013, 03:40:45 pm
Improvised one?
Deodorant can + cheap lighter = Homemade flamethrower

Be careful with it though, don't use it too long or well... Boom.

When I was in highschool, while the teacher was out of the room, a girl made that and nearly set fire to the room.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: zacen299 on April 10, 2013, 04:59:46 pm
Improvised one?
Deodorant can + cheap lighter = Homemade flamethrower

Be careful with it though, don't use it too long or well... Boom.

When I was in highschool, while the teacher was out of the room, a girl made that and nearly set fire to the room.

Well that girl was an idiot and I doubt somebody that stupid would get any smarter.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: soulslicerjames on April 10, 2013, 05:44:53 pm
thread briefly devolved into semicoherent morass until Splint intervened

To be fair, you warned them off first, but then I tried to help with a threat of my own only to see it backfire horribly.

When I was in highschool, while the teacher was out of the room, a girl made that and nearly set fire to the room.
I can 1-up that tale.  My dad once told that when he was in boy scouts, a friend of his once decided to fart into a lit match (sidenote: one thing I learned as a scout myself is that there is an unwritten rule requiring all boy scouts to have at least mild pyromania).  In that case it could be said to have backfired a bit more literally.  I'll leave what exactly happened to your imagination but I doubt it was pretty.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: tahujdt on April 10, 2013, 06:02:36 pm
Improvised one?
Deodorant can + cheap lighter = Homemade flamethrower

Be careful with it though, don't use it too long or well... Boom.
Bug spray works better. If you want it to last longer, get a Zippo. Unfortunately, most summer camps know this and prohibit aerosol cans of any sort.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Talvieno on April 10, 2013, 06:49:09 pm
Yeah, I used bug spray and a lighter with a long tip. I went through a phase of mild pyromania myself at one point. However... I'm not sure there's enough methane in a fart to provide anything more than a very (very) brief flash. Not to question your dad's reliability, of course, but I'm a bit skeptical here...

The closest I ever came to burning anything down was actually unintentional. I was cooking syrup on a stovetop and forgot about it for fifteen minutes. It boiled over, and, as you would guess, quickly caught fire. Huge flames and the smokiest mess I've ever seen (I put it out with several cups of water). It was next to impossible to get the solidified sugar off of everything - including the heating element. I had a hard time separating that from the saucepan I was using.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 10, 2013, 07:58:11 pm
So guys, I've been diagnosed with depression too. Disappointing to say the least. :(
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Splint on April 10, 2013, 08:23:36 pm
Welcome to the club. Here's your sertraline and blazer. has your name stitched in it with gold silk.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: Lolfail0009 on April 10, 2013, 08:46:40 pm
Spearbreakers: A Tale Of Depression And Pyromania
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: The Master on April 10, 2013, 08:49:08 pm
Spearbreakers: A Tale Of Depression And Pyromania
SLAP THAT ON THE OP PRONTO!
Title: Re: Spearbreakers - Depression. Pyromania. Mugs. (34.11)
Post by: Talvieno on April 10, 2013, 08:50:45 pm
Spearbreakers: A Tale Of Depression, Pyromania and Mugs
Fixed that for you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 10, 2013, 08:52:03 pm
Done.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Corai on April 10, 2013, 08:57:57 pm
Everyone is depressed. It's obviously a conspiracy.

Master, get your CARNAGE ready. I need a maniac to distract the FBI agents while I interrogate the president. He is clearly an alien who is trying to make everyone depressed because he feeds off of sadness.

Totally.

Corai Incorporated is not responsible for any injuries relating to facepalms, headdesks, and the such due to bad jokes. We are also not responsible for depression increasing or beginning due to bad jokes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 10, 2013, 09:06:00 pm
ALL HAIL KING SPLINT!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 10, 2013, 09:18:46 pm
Ok, this is officially one of the weirdest derails ever. Renaming the thread based on a seperate derail on how to improvise a flamethrower, and one of our members being diagnosed with depression.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 10, 2013, 09:19:20 pm
Spearbreakers: A Tale Of Depression, Pyromania and Mugs
This made the TITLE??!!
But... but...
Did I just make...
THE ULTIMATE QUOTE??  :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 10, 2013, 09:20:59 pm
Spearbreakers: A Tale Of Depression, Pyromania and Mugs
This made the TITLE??!!
But... but...
Did I just make...
THE ULTIMATE QUOTE??  :D
Yes. Yes you did.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on April 10, 2013, 09:48:51 pm
Yeah, in my spare time, i have finished reading the story... All of it.

All 560 pages of it...

Im ready to take a turn whenever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on April 10, 2013, 11:45:04 pm
Yeah, in my spare time, i have finished reading the story... All of it.

All 560 pages of it...

Im ready to take a turn whenever.

Unfortunately having read the entire thread now leaves you qualified as too insane to take a turn.  Yes, even by our standards.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 10, 2013, 11:55:06 pm
Yeah, in my spare time, i have finished reading the story... All of it.

All 560 pages of it...

Im ready to take a turn whenever.

Unfortunately having read the entire thread now leaves you qualified as too insane to take a turn.  Yes, even by our standards.
Especially since he appears to be recieving stuff from 8 pages into the future. Maybe he knows if Splint ever finishes his turn. How 'bout it, bp?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 10, 2013, 11:56:04 pm
Do migrants ever come?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 11, 2013, 02:28:47 am
Oh, stop. Don't give him such a hard time. The continuity snarl is simply stretching its tendrils into real life.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 11, 2013, 03:00:54 am
If R'lyeh and Gensokyo went to war, it might fix said continuity snarl. If only by making it so much worse that it wraps around on itself, resetting the Multiverse to the last known point of stability.

Just throwing ideas out there.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 11, 2013, 03:25:26 am
resetting the Multiverse to the last known point of stability.
At last count, that was about 3.27 seconds before the Big Bang. Good luck with that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on April 11, 2013, 03:32:10 am
Do migrants ever come?


The future is hazy, but it is filled with epicness and raining blood

Migrants do come, but they come in the form of spawn.

The continuity snarl is simply stretching its tendrils into real life.


I did think that today was Thursday... when it was actually wednesday
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 11, 2013, 03:39:19 am
But it is Thursday!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on April 11, 2013, 05:20:57 am
But it is Thursday!

Not for me, when I wrote it at least
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on April 12, 2013, 06:10:13 am
Now its FRIDAY

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 12, 2013, 06:17:02 am
And soon Saturday, then Sunday... then it's a School Day T.T
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 12, 2013, 07:25:45 pm
ARRG! I GO PLAY ONE GAME FOR A WEEK AND I MISS THEIS! ARRRRRRG!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: dewboy on April 12, 2013, 07:47:11 pm
I would like to request dorf-ing.
A male dwarf with custom profession of Philosopher. I just engave. Just that.


PS: Holistic Spawn!!! WEEEEEE
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 13, 2013, 01:25:21 pm
Wow, this continuity snarl is going to take a while to detangle. *pokes real life* None of it makes any sense at all.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on April 13, 2013, 02:43:28 pm
Wow, this continuity snarl is going to take a while to detangle. *pokes real life* None of it makes any sense at all.

Isn't that kinda inherent in snarls? That they don't make sense. As a matter of fact if you value your safety/sanity (which I doubt any of us do) I wouldn't try to untangle that snarl.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 13, 2013, 06:10:22 pm
Ok, guys, I've yet to end my binge but I'll devote tomorrow to trying to get an update out. And to  Dewboy, welcome aboard. I'll see if I can't get you hooked up with a migrant if they don't get preempted by a seige.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: DVNO on April 13, 2013, 07:39:51 pm
*Takes a glance around*

What is going on in here? Looks like absolute chaos. I like it.

Requesting a Dorf. Call 'em Deeves. Give him a profession in murder if you can.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 13, 2013, 07:55:11 pm
Give him a profession in murder if you can.
So, any?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 14, 2013, 01:25:19 pm
I lol'd. Nice, Lolfail. But so true.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 14, 2013, 06:36:42 pm
*Takes a glance around*

What is going on in here? Looks like absolute chaos. I like it.

Requesting a Dorf. Call 'em Deeves. Give him a profession in murder if you can.
Make him a craftsdwarf and have him make mugs for a year.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Corai on April 14, 2013, 06:44:14 pm
*Takes a glance around*

What is going on in here? Looks like absolute chaos. I like it.

Requesting a Dorf. Call 'em Deeves. Give him a profession in murder if you can.
Make him a craftsdwarf and have him make mugs forever a year.

Fixed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: DVNO on April 14, 2013, 08:41:07 pm
Loaded up the latest save for kicks and gigs, oh lordy.

Runs at 27 FPS and my rig is not a lightweight.

Creating a garbage dump on the magma pool in lvl 57, setting dump orders to dump everything in Set Orders are slowly returning things to something playable. LOL



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 03:01:56 pm
Ok guys, I slipped. Just couldn't help myself but I have the game running now. And DVNO, cull the animals herds (It will help. Just slaughter them all. it improves FPS dramatically,) and don't bother with magma dumping. I had several "mysterious" deaths thanks to magma mist.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 15, 2013, 04:11:26 pm
I went through the stocks armed with a fine-toothed comb, a "d" key, and "autodump destroy" there are thousands of things you can get rid of. Not to mention which, someone is making more mugs, when we have way to much already!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 04:37:07 pm
Yeah, I saw that too and canceled the order. We're finally able to see the floors in the storerooms again!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 15, 2013, 05:38:34 pm
F...f...floor?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 05:46:57 pm
Yes, floor. Also known as that hard stuff that was under the mugs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 15, 2013, 06:08:08 pm
Oh, floor...
Aren't we building a palace on this 'floor'?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 06:09:10 pm
WHy the hell would we build a palace in the mug storage? There'd be no room for more mugs!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 15, 2013, 06:11:00 pm
Wait... this 'floor' isn't just the Deadstone? The Slade? Everything else is either covered in mugs or outside, and Armok forbid we do anything there...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 06:13:18 pm
Nope, honest to god floors freshly bricked over or smoothed out. Magnetite, dirt, shale... I forgot we had floors here to be honest.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 15, 2013, 06:15:21 pm
Wow. I would record this, but my journal... doesn't appear to exist anymore, and all others burn my hand.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 15, 2013, 06:24:23 pm
A hastily written letter is found on Mr. Frog's desk. It says...
Please conduct research on this strange surface that has begin to appear throughout the fortress. It appears to be solid and flat, and doesn't shatter upon stepping on.

Regards,
A dead guy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 15, 2013, 06:35:16 pm
*whispers* My god... it's full of bricks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 15, 2013, 06:40:08 pm
*prods with swords*
Scindite and Sarcirent are powerless against it!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 15, 2013, 09:05:25 pm
Is it... is it... is it safe?

screw it. HEY, URIST! YA CAN PULL THAT LEVER NOW!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 15, 2013, 09:18:14 pm
NO DON'T THAT RELEASES THE CATS! AAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHghhhhh.....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 09:42:27 pm
We uh.... Don't have any cats. Or dogs. Or coati. Basically killed nearly everything that wasn't sapient.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 15, 2013, 09:47:26 pm
:( What about cavies?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 15, 2013, 09:49:06 pm
I think they were spared by virtue of being cages at the time of the culling.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 16, 2013, 02:20:13 am
:( What about cavies?
Spoiler (click to show/hide)
That was a dick move, sir. No remorse allowed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 16, 2013, 08:10:33 am
So, ETA please?

Also, I'm working on a DF podcast, and besides shamelessly promoting it, I'm also here to ask anyone if they can think of what I should put in my next Spearbreakers segment? Link to the podcast can be found in my sig.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 16, 2013, 01:48:56 pm
So, ETA please?

Also, I'm working on a DF podcast, and besides shamelessly promoting it, I'm also here to ask anyone if they can think of what I should put in my next Spearbreakers segment? Link to the podcast can be found in my sig.
Talk about the mugs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 16, 2013, 03:41:39 pm
So, ETA please?

Also, I'm working on a DF podcast, and besides shamelessly promoting it, I'm also here to ask anyone if they can think of what I should put in my next Spearbreakers segment? Link to the podcast can be found in my sig.
Talk about the mugs.
I already PMed Splint and asked him to do a Spearbreakers mug commercial, but he never responded. Would anyone like to make that?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 16, 2013, 05:29:05 pm
I just listened to your podcast, and it sounded great, don't get me wrong, but you know what it was missing?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 16, 2013, 05:49:24 pm
Okay, finally finished Lolfail's portrait (or at least got to the point where the amount of work that needed to be done on it exceeded my patience for doing said work):

Spoiler (click to show/hide)

I'm experimenting with some new lineart techniques, as you may or may not have noticed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on April 16, 2013, 05:56:22 pm
Okay, finally finished Lolfail's portrait (or at least got to the point where the amount of work that needed to be done on it exceeded my patience for doing said work):

Spoiler (click to show/hide)

I'm experimenting with some new lineart techniques, as you may or may not have noticed.

Oh sweet merciful Jeebus, that's amazing. I love it! And it's not even my character!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 16, 2013, 06:02:15 pm
Never have I despised my school's web filter more than what I do now. The suspense... it's even more evil than scavenging Death's Shadow with Corpsejack Menace on the field...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 16, 2013, 06:02:50 pm
He looks very... well, the words that come to mind are "dashing" and "gentlemanly". The snake thing, not the dwarf dude. jk
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 16, 2013, 06:06:25 pm
Sweet Jesus thank'ee for WebAnywhere!

Mr Frog... I am speechless. That is amazing, regardless of how I envisioned it. Pure amazingness. Amazing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 16, 2013, 06:22:24 pm
He looks so familiar too! He a bit like Sean Connery!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 16, 2013, 06:31:31 pm
So he does... That's pretty awesome, in my opinion. There's a sort of finesse to his appearance.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 16, 2013, 07:20:16 pm
Never have I despised my school's web filter more than what I do now. The suspense... it's even more evil than [tricking Deviljho into killing Crimson Qurupeco]...

Fix'd so that it's in terms I understand. (I'm on a Monster Hunter kick right now.)

I'm happy everyone likes it. It'll probably be a while before I'm open for other drawings; I want to work on my own projects for now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 16, 2013, 08:18:40 pm
I just listened to your podcast, and it sounded great, don't get me wrong, but you know what it was missing?
Spoiler (click to show/hide)
That gave me an idea for a weekly The Master's Piece Theater. This week's quote:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 16, 2013, 08:25:31 pm
I just listened to your podcast, and it sounded great, don't get me wrong, but you know what it was missing?
Spoiler (click to show/hide)
That gave me an idea for a weekly The Master's Piece Theater. This week's quote:
Spoiler (click to show/hide)
I think I just shed a tear. YOU SIR DESERVE A MEDAL.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 16, 2013, 09:18:01 pm
Thank you, sir. Next week's quote:
(Quickly re-reads the thread looking for quotes)
Spoiler (click to show/hide)
Spoiler: Incredibly Lame Pun (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 16, 2013, 11:44:29 pm
I need to listen to that podcast... and I don't think I'm quite sure what Monster Hunter is.

and on a random, depressing note... i just got dumped. it was sudden. unexpected. and i still love her. lol   yay me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 16, 2013, 11:47:59 pm
Huh?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 16, 2013, 11:55:12 pm
The second part was in response to Mr Frog.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 17, 2013, 12:33:24 am
@Talvi:

Google it, maybe? >.>;  I'd try to give a brief summation, but my 'brief summations' have a nasty habit of turning into 'full-length reviews/advertisements' :V

It was a bit rude of me to make a reference not everyone would get, though >>;  Sorry.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 17, 2013, 01:19:52 am
No worries. My "My god, it's full of bricks" is a reference to 2010: A Space Odyssey: http://youtu.be/oALxLNOhI6I?t=1m52s (http://youtu.be/oALxLNOhI6I?t=1m52s) And I don't think anyone got it.

And I'll look up Monster Hunters.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 17, 2013, 02:24:44 am
As I'm taking down or adding events to a list to make my reports of later, here's some of what I decided to do in Hematite and the better half of Malachite.




27th Hematite, 210

I neglected to decommission the surface farms but no harm done. A nice big crop of silver bar- Wait, where the hell did we get the seeds for those?? Oh, the blood plains, right.

Well, that'll make some fine cruor or if we're feeling more wasteful, fine black dye. We'll have the silk for it. Anyway, we also have a crop of sunberries coming in so that'll make some fine booze.



28th Hematite, 210

We found what she said we'd find. It's old looking, to be sure. I sent 1st squad, or, what's left of it anyway, to hunt for it. They had to deal with a pair of Shadow Devils to get to it and Skitara almost took a trip into a pit, but we got it.

They brought it up and now that I've looked at it, I can say it's old. Very old. Mr Frog says he needs time to unlock it, something about it being an old "Identity Lock" or some nonsense. I recognized the symbol though; the box containing the cure belongs to those damned foreigners.It's been down there for a very long time by the looks of things. Hinges look worn, it's paint is peeling off and there's a good layer of slade dust still coating most of it.

With any luck we could at least quiet Softa and Ashsaber, if we can get Ash to old still long enough for one of us to stick him instead of ripping us apart.


2nd Malachite, 210

Mr Frog has begun work on cracking the box open. It'll take time, what with his lab equipment being moved when the box was brought up and he's still not quite finished setting up the new location.

5th Malachite, 210

Food and bolt production is still chugging along nicely. Honestly I should really stop bolt production, but eh. Maybe I should just order a firing range to be constructed. A proper one, I mean.

We've also begun to run short on iron so I've pur in an order for more to be produced.


6th Malachite, 210

Took a bit of a spill down the stairs getting dinner. Doctor says I have a mild concussion based on the symptoms. I wish I had something to make this headache go away.

8th Malachite, 210

I've decided to begin work on the palatial furnishings early. I've put in an order for 8 admantine tables and chairs, several gold, admantine, and platinum statues, a solid gold sarcophagus and door, and gold hatch covers. Even if Queen Sibrek only stays long enough for the primary inspection, she will be accommodated in style.

After she leaves we could probably turn it into a rather wonderful museum or something. Maybe a nice break facility?


10th Malachite, 210

Metal production is now in full swing again. We have literal tons of ore and adamantine thread that needs to be processed into useful ingots. I've also received a request for a pair of longswords from Sergeant Lefton. I need to see who's on weapons production; we seem to have outstanding weapon orders that haven't been taken care of at one of the forges.

12th Malachite, 210

Well, we're now officially out of iron until the smelters work on making more.

15th malachite, 210

I've decided to have a zoo dug and filled with spare animals. Might as well put some of them smaller critters to use right? I've also remembered there was a number of coffins in a large engraved room and have ordered they and the interred by moved down to the clover, so they may rest beside the rest of their fellows.

16th Malachite, 210

Went up to the Fist with Rose to do a little overhead survey and saw a flock of crows or ravens or something up there. We started throwing mugs at them and Rose pegged one right in the head! At least I think it was the head. Either way it slammed into the side of the Fist pretty hard.

Good riddance. I hate those damned flying rats.


-The writing appears to be shakey here.-
 
20th malachite, 210

If I hadn't spoken to the dwarf myself I would have never believed it. Asea was on patrol down in the clover and reported hearing a loud thunk of a stone coffin lid crashing on the floor. When he investigated, The Master's coffin was found empty... I'd have thought he was going mad but shortly after he gave the report... The Master had come into my office asking if I knew what crate Chestnut was in.

I am also told, understandably, several dozen dwarves voided thier bowles when they saw a dwarf who's been dead for years walking around looking like nothing was wrong, aside froma strange eye-tick when he sat still too long that would be followed by an outburst of the word carnage. I told him to ask TheKaspa, since she's our de facto arsenal dwarf as bookkeeper and apparently she's in the hospital with a concussion due to her passing out at the sight of The Master.

He has demanded and been granted reinstatement into First Squad, and apparently when informed while she was conscious,Fischer shouted "WHAT!?" and scared the dwraf who told her so badly he wet himself with the outburst.

I think what's so terrifying about this is he's not undead... He's perfectly healthy in fact, at least physically. I am left to wonder... Has he become one of Armok's chosen?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 17, 2013, 03:02:12 am
Of course Armok would choose the dwarf that would do the most for Him, but the least for the health of the fort...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on April 17, 2013, 06:06:31 am
Hey, let's NOT insult the Master by comparing him to Armok, ok?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tinsplint on April 17, 2013, 01:49:03 pm
I would like a Dorf. Preferably Male non-pike using military dwarf. Looking forward to seeing it all crumble.

Edit: oh, just call him Tin  :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 17, 2013, 03:20:37 pm
I am the son of Armok. I will bring my father's kingdom down to this world of evil and wipe it clean of all those who oppose me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 17, 2013, 08:36:12 pm
Is it a bad thing that im squeaking now?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 17, 2013, 09:14:54 pm
Don't worry. He says all who OPPOSE him will perish.
Support him, but support all other parties at the same time.
Sell to whomever is buying ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 17, 2013, 10:33:36 pm
Ok, DVNO and Tinsplint, you guys have dorfs. Sadly there were no available military dwarves, so Deeves is a stonecrafter and Tin is a dyer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 17, 2013, 11:25:23 pm
I know someone who may ask for a dwarf a little later - do we have any more free, Splint?

And, question... what's the box? :P Or is that a surprise? Or did I miss something?


Finally - welcome to the madness, Tinsplint. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 17, 2013, 11:33:16 pm
Well, migrants may show later, it is only Malachite.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 17, 2013, 11:34:28 pm
We have some, but no soldiers if that's what you mean. and as for the box, it's a cure for Spawnitis that got jammed into a crevice in the slade for safe-keeping by Ballpoint and got forgotten about decades ago.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 17, 2013, 11:39:22 pm
So, it's from the future past? Also, didn't WE open hell? How the (not making that pun now) did BP get down there?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 17, 2013, 11:53:20 pm
Portal tech can take you anywhere if you can figure it out by trial and error. How do you think the first Scythod left their homeworld?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 18, 2013, 12:09:03 am
We have some, but no soldiers if that's what you mean. and as for the box, it's a cure for Spawnitis that got jammed into a crevice in the slade for safe-keeping by Ballpoint and got forgotten about decades ago.
Nah, I was just wondering if we have any free dwarves that someone could be dorfed as.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 18, 2013, 12:10:01 am
Portal tech can take you anywhere if you can figure it out by trial and error. How do you think the first Scythod left their homeworld?
They stay on their homeworld but when they sleep, they become their counterparts in Everoc. Duh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 18, 2013, 12:39:09 am
Portal tech can take you anywhere if you can figure it out by trial and error. How do you think the first Scythod left their homeworld?
They stay on their homeworld but when they sleep, they become their counterparts in Everoc. Duh.
That reminds me very much of some children's book I can't remember the name of... where some of the characters were tiny three-inch figurines that came to life when their counterparts were asleep or in comas.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on April 18, 2013, 01:16:59 am
A cure for spawnitis?  Won't that remove the one last thing that keeps the spawn threatening at this point?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on April 18, 2013, 07:47:00 am
A cure for spawnitis?  Won't that remove the one last thing that keeps the spawn threatening at this point?

He hasn't shown whether it will 100% cure them, or indeed cure them at all.
And even if it does, there is massive roving bands of spawn still in existence, so they'd be incredibly difficult to capture and administer.

To boot, the FS-00 is in production, and will likely be immune to the cure.

(If we get a master of modding to help us for Spearbreakers 2, Mr Frog I'm looking at you, we could have a reaction that takes Spawn to a curing device and converts them into a dwarf.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 18, 2013, 01:48:40 pm
@Reudh:

That'd be... doable, sort of. It'd be a pain in the ass to get the Spawn to the workshop, and remember that to my knowledge, it is impossible to actually remove a syndrome through any means other than waiting for the timer to run out, which doesn't happen with Spawnitis. The best one could do would be to make another syndrome that turns Spawn into dwarves, in which case the 'cured' dwarves would look nothing like their original forms.

FAUX-EDIT: Actually, on second thought, when I was fiddling with Greater Spawn in the updated version of the mod, I tried giving them the ability to resurrect lesser Spawn provided that the corpses were intact, and found to my intense chagrin that the corpses of converted spawn would revert back into dwarves upon resurrection; in other words, resurrecting a corpse removes any syndromes that had been affecting it prior to death (not really a bug, I think; I'm pretty sure Toady intentionally implemented this to stop werezombiesplosions or some such). Something could conceivably be done with that; converted Spawn are already treated as different species than normal Spawn in the raws, so it'd be trivial to get such a spell to only target converted corpses.
    The main problem I see arising from this method is hands, heads, etc. being resurrected seperately and each regenerating into an entire dwarf, resulting in (for example) three Ashsabers being reconstituted from one dismembered Spawn (i.e. Starfish Syndrome).


Spoiler: tl;dr (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 18, 2013, 02:37:15 pm
Perhaps it's not possible, but... I thought of a way "curing" a Holistic Spawn might be accomplished. I do, however, think that it would cause serious problems with gameplay - something about switching a species of a character seems like it would mess up the civs they are aligned to... Or, rather, if they're already enemeis with Dwarven Civ #1 by simply having been a Spawn in the first place, would they somehow change back to a "Friendly" state again once they "turn back"?

Anyway. It is entirely possible to create a reaction at a workshop that creates a cloud of vapor. I used it to make dwarves bleed out all over the place once, just for the fun of it. (seriously, that fortress was the most bloodstained mess ever.) This cloud COULD conceivably (I think - my modding is very rusty) change a Holistic Spawn into a dwarf, and the method for doing so would be simple. This is how it would be done:

Code: [Select]
╔═╗
║¢║
╚╬╝
You put the workshop at the eastern or western side of this structure. Thus, dwarves won't have any issue with job cancellation by walking in front of the Spawn, which you drop from above via a trapdoor. The hatch cover you see in the image remains locked until the dwarf is converted. The vapor can circle around the sides and into the area via the fortification, the creature is converted, and the problem is solved.

HOWEVER. I'm pretty sure this requires a creature that can actually breathe, and that creature is not a holistic spawn. :-\ So... you'd pretty much have to change the raws for this to work, but it's a neat idea, anyway.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 18, 2013, 05:10:34 pm
Honestly I had an idea in mind that it won't reverse physical mutations, simply drive out the parasite through some means, leaving the host mind intact and able to regain control of their body.

This would lead into us being able to take a sort of weakened spawn warrior (As in they need to breath for example due to not having the parasite to strengthen their systems against inconveniences like silly oxygen deprivation) as a war animal in SBII. of course they'd be insanely expensive (probably to represent more of a signing fee for their services as soldiers or something.) Plus, since the spawn are showing to evolve more and more, the cure would probably only affect "warrior" spawn, leaving stronger, nastier or those that can bring crude weapons to a fight still able to infect dwarves, barring of course they don't just tear them apart.

And who knows? Perhaps it depends partially on willpower. Mad-Dok would be able to regain his ability to function normally as he's beaten his parasite quite soundly and retained control of his mind while Ashsaber wouldn't as he's already a mindless gibbering trainwreck inside.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 18, 2013, 08:16:45 pm
Don't worry. He says all who OPPOSE him will perish.
Support him, but support all other parties at the same time.
Sell to whomever is buying ;)
Ah... i was squeaking at the update...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lennoxite on April 20, 2013, 03:06:43 pm
And so, The Master returned. This will be fun. Sorry for fading out, I lost interest. Right now, and for quite a while, I don't have the interest in this to write a bit. I'll lurk for now until I get my enthusiasm back up.  :'(

Holistic curing sounds interesting. Hoping to see what would come of it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 20, 2013, 08:46:01 pm
Yeah that's probably my fault.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 20, 2013, 09:21:54 pm
Though the derails are fun :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 21, 2013, 03:14:21 pm
Yeah that's probably my fault.
Forgive my saying so, but... you're way too hard on yourself, man. :P

I actually wrote a chapter for the Vanya story yesterday! And I just finished up a huge article on Scheck Kenzon, Katie's dad, so that's my Spearbreakers story bit for the day: http://spearbreakers.wikia.com/wiki/Scheck_Kenzon (http://spearbreakers.wikia.com/wiki/Scheck_Kenzon)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 21, 2013, 03:41:30 pm
Quote from: Talvi
I actually wrote a chapter for the Vanya story yesterday!

Spoiler (click to show/hide)

*ahem* I am very happy about this. As is everyone else, I'm sure.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 21, 2013, 07:33:14 pm
That's a big *ahem*, Mr Frog.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 21, 2013, 07:41:28 pm
Guess what boys and girls, I'm working on an update! We have a strange miasma problem for some reason that may or may not be the result of Zopsu's blood.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 21, 2013, 09:41:40 pm
So here's a short update, I decided to cut it where I did due to us getting some playmates.



21st Malachite, 210

A raven blundered into a cage trap today. I don't even know why I'm writing about it. Not like we can get at it with the gate up. I wonder fi we'll get any migrants?

22nd Malachite, 210

Spent the evening on the Fist. I decided I need to get outside more and Crusher was too drunk to even stand after dinner to take his turn on watch duty. I still gotta commend that dwarf for being able to do that. Anyways, A saw another flying rat drop. Damned thing was pecking around one of the weapon traps and set it off; jammed the thing up pretty good too surprisingly, so I may need to have the bridge lowered so the trap can be rearmed.

23rd Malachite, 210

I've decided to begin some limited reconstruction of the walls topside. I figure that before long some idiot will notice a large chunk is made of wood that, after a decade of exposure to the elemets and whatnot is in somewhat poor repair. I've also put out an order for encrusting some of our junk. It'll get some of those excess gems we have sitting in crates in the depot.

I've also put an order out for mass production of beds, cabinets, doors, and chests. We have plenty of bins now for storage, and we can even see the floors in the storerooms now!


26th Malachite, 210

Harvest of the adamantine is going well. I'm fairly possitive we've torn up everything that can be safely extracted.

3rd Galena, 210

Mr Frog still hasn't gotten that damned box open. Apparently something went wrong with the locks. I bet humans made that cheap junk of a lock if it broke down.

Been a while since it rained blood. Even got a normal rainstorm earlier. I'm sure nature will fix that. just seems so.... Strange to me now seeing the plains with so little blood on them.


4th Galena, 210

Called it.

13th Galena, 210

Where does time go? Anyways, I got word that Marlin spotted a giant rat that slipped in through the untrapped cavern entry between wood gathering errands. Some idiot forgot to put in a door like I asked. Since War happened to be closest and armed, what with her being one of the civil defense sergeants, I she took some initiative and went after it into the abandoned parts of the fortress.

16th Galena, 210

I found out what happened to Wari, by way of her dropping off a report of the battle. Apparently she spent three days hunting the over-sized vermin in the lower traffic parts of the fortress and cornered it by the old hospital. Her report says it took getting the thing backed against a wall for her to land more than a shallow cut, and she's fairly certain she tore one of its lungs and sliced both of it's right legs before it stumbled and she slew it with a thrust to the head. She came out unharmed aside from "A contusion received when the rat slammed me into the wall trying to escape." I'm pretty sure that means she got a bruise, but my first aid is pretty.... Well rusty to nonexistent since the last injury I treated was a dislocated arm.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 21, 2013, 10:34:34 pm
4th Galena, 210

Called it.
Roughly how I feel after thinking of anything bad that could happen.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on April 22, 2013, 09:34:28 am
Sorry guys I've sorta vanished. My computer kinda broke, and I do mean broke. So sad and this section hates my PS3 for some reason. Regardless I'm still alive and waiting to see if anything can get even worse before the end.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 22, 2013, 08:06:00 pm
wait, what was called? migrants or something else?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Corai on April 22, 2013, 08:40:39 pm
Did Mr Frog just... I've seen everything now. I'm gonna go sit in the corner and contemplate what I just saw.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 22, 2013, 09:19:10 pm
wait, what was called? migrants or something else?

That it would rain blood as soon as I mentioned it. Literally I typed the thing about it having been a while while I had the game running and I see it say "It is raining mountain barbarian blood!"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 23, 2013, 08:32:31 pm
Ah.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 01:44:25 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 24, 2013, 02:25:53 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 02:35:16 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
I guess I didn't think this through thoroughly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 02:45:10 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
I guess I didn't think this through thoroughly.
Still thought it through more than the Toa of Fire himself would have, though :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 02:49:18 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
I guess I didn't think this through thoroughly.
Still thought it through more than the Toa of Fire himself would have, though :P
Lol
.
.
.
.
.
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 24, 2013, 02:49:26 am
I guess I didn't think this through thoroughly.

That's what I'm here for. *disappears into the night*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 02:50:24 am
I guess I didn't think this through thoroughly.

That's what I'm here for. *disappears into the night*
Going to be sigged.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 03:52:16 am
I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
I guess I didn't think this through thoroughly.
Still thought it through more than the Toa of Fire himself would have, though :P
Lol
.
.
.
.
.
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 24, 2013, 05:35:47 am
Not to beat a dead horse but I think the intent wasn't really spam the channel but bring forward but a small sampling of people who do in fact play DF to make a point that people do play it and the forum isn't some ghost town.

On the off chance they are convinced. they may well play it themself, and if they like it become involved in the community, and possibly even make a donation. You never know. If they remain unconvinced, then the group brought forward tried and can at least say that they made an attempt to enlighten someone without being assholes about it.

I just woke up though so I don't actually know what I'm talking about here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 05:45:08 am
Not to beat a dead horse but I think the intent wasn't really spam the channel but bring forward but a small sampling of people who do in fact play DF to make a point that people do play it and the forum isn't some ghost town.

On the off chance they are convinced. they may well play it themself, and if they like it become involved in the community, and possibly even make a donation. You never know. If they remain unconvinced, then the group brought forward tried and can at least say that they made an attempt to enlighten someone without being assholes about it.

I just woke up though so I don't actually know what I'm talking about here.
Well, I did say spam the channel, but I don't think I was being serious. I can't really remember...

I was just on the SWCombine IRC channel when someone said no one plays DF any more and, quote,
Quote
Who gives a damn about Bay12
Please help me by logging on to the following irc server/channel:
irc.swcombine.com
#swc-members
And tell them Trikk_Scanthar sent you. Ideally, we could all get on at the same time and spam the channel.
So, please help me prove someone wrong about DF.

So, so much wrong with this post. Nothing against you personally, tahu -- you seem like a good guy from what I've seen -- but, just for starters, how exactly is drafting a private army to disrupt an IRC channel going to convince anyone of anything save that Bay 12ers are self-important crybabies? Further, on the incredibly-remote chance that he is convinced of this forum's value by this, what then? Does anyone -- him, you, whoever -- stand to benefit from that?
    It's frustrating when others' opinions come into conflict with one's own, but this isn't how to solve it. In order to resolve a conflict like this, both parties must form an understanding of each other's reasoning, and I don't think that's what the guy in question is looking for.
I guess I didn't think this through thoroughly.
Still thought it through more than the Toa of Fire himself would have, though :P
Lol
.
.
.
.
.
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader. 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 05:48:00 am
Found this in somebody's sig on bzpower:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 05:57:58 am
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader.
Likhan was actually quite responsible come to think of it (for a Fire Toa), and I GUESS Tahu did get better... once the Rahkshi beat the everloving shit out of him, causing him to say the most emo line in the series ever.
Quote from: Tahu Nuva
I. HAVE. NO. DESTINY.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 06:05:02 am
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader.
Likhan was actually quite responsible come to think of it (for a Fire Toa), and I GUESS Tahu did get better... once the Rahkshi beat the everloving shit out of him, causing him to say the most emo line in the series ever.
Quote from: Tahu Nuva
I. HAVE. NO. DESTINY.
Random quote:  "What do you have in mind, and does it include explosions?"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 06:09:05 am
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader.
Likhan was actually quite responsible come to think of it (for a Fire Toa), and I GUESS Tahu did get better... once the Rahkshi beat the everloving shit out of him, causing him to say the most emo line in the series ever.
Quote from: Tahu Nuva
I. HAVE. NO. DESTINY.
Random quote:  "What do you have in mind, and does it include explosions?"
Random Quote:
Quote
You just said you're an alien, and you just won me a lotta bets!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 24, 2013, 07:32:38 pm
I guess I didn't think this through thoroughly.
That's what I'm here for. *disappears into the night*
Mista Mothafuckin' Frog. Occupation: Mysterious superhero.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 07:52:59 pm
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader.
Likhan was actually quite responsible come to think of it (for a Fire Toa), and I GUESS Tahu did get better... once the Rahkshi beat the everloving shit out of him, causing him to say the most emo line in the series ever.
Quote from: Tahu Nuva
I. HAVE. NO. DESTINY.
Random quote:  "What do you have in mind, and does it include explosions?"
Random Quote:
Quote
You just said you're an alien, and you just won me a lotta bets!
My quote actually came from Bionicle, though.

Now that I've been rereading the web serials, I've decided that my new favorite villain is Vezon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 07:59:11 pm
DammitMata Nui, now you've gone and started up my fanboy rant.

Are we talking gen 1 Tahu, or Gen 3+ Tahu?
Doesn't matter. Come to think of it, you could be Vakama or Jaller and the result would be the same.
What about Lihkan? He was a fire Toa, too. And past gen 3, Tahu was really a more responsible leader.
Likhan was actually quite responsible come to think of it (for a Fire Toa), and I GUESS Tahu did get better... once the Rahkshi beat the everloving shit out of him, causing him to say the most emo line in the series ever.
Quote from: Tahu Nuva
I. HAVE. NO. DESTINY.
Random quote:  "What do you have in mind, and does it include explosions?"
Random Quote:
Quote
You just said you're an alien, and you just won me a lotta bets!
My quote actually came from Bionicle, though.

Now that I've been rereading the web serials, I've decided that my new favorite villain is Vezon.
My quote also did. The blue Glatorian (I forget her name) when she met Mata Nui.
And if I had to choose a favourite villain... Nidhiki.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on April 24, 2013, 08:58:14 pm
I wonder how much shorter this thread would be if you could take out all the posts that are completely off-topic.  Anyone wanna take a guess?  I'd say about 2/3 as big perhaps?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 08:59:19 pm
Sounds about right.
I'll take that as a subtle hint to drop it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 24, 2013, 09:06:54 pm
Define on topic. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on April 24, 2013, 09:22:34 pm
Define on topic. :P

Anything relating to anything.

Oh, and we've finally arrived at the page i predicted, 560!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 24, 2013, 09:36:18 pm
Aww, but if you took out the off-topic stuff this wouldn't have gotten as much traffic and other concepts we're using might not have been born!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 09:41:24 pm
Define on topic. :P

Anything relating to anything.

Oh, and we've finally arrived at the page i predicted, 560!
Considering I'm going to tie Bionicle in with my turn, I think this technically counts.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 24, 2013, 09:44:16 pm
Because of the infinite number of universes and Everoc being a weirdness magnet in general, I have OK'd this.

If only because I have found it fun to confuse people with such things.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 09:53:16 pm
Because of the infinite number of universes and Everoc being a weirdness magnet in general, I have OK'd this.

If only because I have found it fun to confuse people with such things.
Here's a hint/spoiler:
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 24, 2013, 10:20:14 pm
I was mildly interested in Bionicle for a while, as I used to be obsessed with Legos, but... I'm totally lost with this derail.
Also,
*raises hand*

edit: and before I forget again, I'm still iffy about the spawnitis cure idea - it does make them a lot less scary - but... I'm not irreversibly against it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 24, 2013, 10:28:33 pm
Ok, the idea I have is that since we'll be mutating the spawn to have different castes, each caste has it's own transformation syndrome transferred of course, via bite. the cure would only work on the "Warrior" caste syndrome. If someone was bitten and somehow not killed by something like a greater spawn or "craftsman" spawn and they got spawnitis, they'd mutate into a greater spawn or craftsman spawn (Basically they're smaller and have hands  that can hold weapons, meaning say a pikemaster who got this is vastly more destructive than a simple warrior transformatiuon would be,) not a warrior.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 10:37:14 pm
I was mildly interested in Bionicle for a while, as I used to be obsessed with Legos, but... I'm totally lost with this derail.
Also,
*raises hand*

edit: and before I forget again, I'm still iffy about the spawnitis cure idea - it does make them a lot less scary - but... I'm not irreversibly against it.
Really, the stories got better. Greg Farshtey really fleshed it out, he was responsive to the fan base, and immune to corporate pressure. He even wrote a story specifically for a fan site. He would actually answer questions that people asked him, and if someone had a good idea he might incorporate it into the canon. (Especially if it was a cannon, because then it would be a canon cannon.) He thinks that eventually Bionicle will make a comeback, comparable to Star Trek.

So, what part specifically lost you?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 24, 2013, 10:58:16 pm
Wait, BIONICLE'S COMING BACK!!!??
:D :D :D :D :D :D
I don't care how long I have to wait!
.
..
....
........
*ahem*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 24, 2013, 11:08:18 pm
Wait, BIONICLE'S COMING BACK!!!??
:D :D :D :D :D :D
I don't care how long I have to wait!
.
..
....
........
*ahem*
To be specific, he just drew parallels between the Star Trek and Bionicle fan bases. So, if nerds like us can keep the spirit alive, then yes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 25, 2013, 07:06:19 am
18th Galena, 210

Mr Frog finally got the damnable box open but h hasn't told us what it contains; studying it no doubt. I'm positive it's a cure, but.... What if it isn't?

20th Galena, 210

Dwarves have manned the levers to the walk of pointy pain. It's only a matter of time now before we hear the sweet scream of dying humans.

Oh, and Banai seems to have gone fey in the middle of lunch. Reports say he started screaming in Old Dwarven at Marlin, threw his soup in her face and ran for a jewler's shop, throwing Mitch down the central stairs when he shoved The Master into him and elbowing Rodge who happened to be coming to the stairs from the manufactory. Only the gods know what inane thing he plans on making from a bunch of shiny crap.


23rd Galena, 210

Evidently TheKaspa is the ballsiest she-dwarf in history. She waltzed right out into the siege and unjammed the raven-clogged, trap and came back without so much as a thought. The humans have decided to attempt to starve us out by the looks of things, as even with "easy" access to the fortress they remain huddled around their campfires, and it may simply be that they didn't notice her roaming about that she's still alive.

Banai has spent he last few days muttering things to those who pass him as he sifts through our stores. So far he's taken two large hunks of gold, some uncut citrines and bloodstones, and a bundle of leather and was seen heading for the lumber stores for more materials.


24th Galena, 210

We saw Zulban die today. He was chasing a buck that had nosed it's way into his hut and was spotted by one of the human archers. He took a hit to the leg based on how he went down, but he managed to get a distance away, taking at least four more arrows before he dropped. He may have been annoying, but... I have to give him credit for getting far enough away from the humans that they lost interest. I'm not actually sure if he's dead or not to be honest, as it's hard to tell from up on the fist, and I'm almost certain they didn't shoot at us because the archer who downed Zulban couldn't be bother to aim upwards.

25th Galena, 210

Banai came into the mess hall this evening with a beautiful toy boat. Sad that it's some mere trinket fit only for a child to play with, but still. He says that it is called Bisekmusod Egomzeg, "Veiledhaste, The Natural Tattoos." He says it's called this because... Well, that's what it has etched into it and filled with bloodstone so he assumed that was the name.

It's quite a sight to be honest though: It's hull is lined with alternating spikes of towercap and unrefined gold, hanging rings of tunnel tube adorn the length of the underside, and alternating the rows of spikes are leather held in place by octagon studs of bloodstone. The leather also forms the sail if I'm not mistaken. He also managed to somehow make thread from unrefined gold and stitched the image of a blade weed into the sail. On the sides of the main cabin are Sideclapped the raw adamantine earing in a raised citrine relief and in gold ore is Cloutwinnowed, the raw admantine scepter.

All in all though, it's truly an immaculate thing and well worth the price that I have worked out it would be able to sell for: 121200 in gold coinage.


1st Limestone, 210

It is autumn now, and one of the human groups has made it's move and is currently blundering around topside, heading for where Zulban went down the other day, likely to make sure he's dead.

No migrants came thankfully. The fact we have to bury Zulban and possibly others is bad enough, as we will certainly have to take the fight to them if they continue to pussyfoot around.


2nd Limestone, 210

Zulban had apparently survived and had been out there for days hiding in the brush. He's dead now however, and based on the human trying to get his bear to move and the maceman clutching his arm, Zulban didn't go quietly. I couldn't tell from my vantage point, but it looked like he had another three arrows in him and there was at least one dead bear and I'm certain the squad leader's was dying.

In death, I must say that Zulban has earned my respect. Perhaps soemone will read this, and read that Zulban died fighting  knwoing full well he'd die, and make him a minor saint to all who face death with dignity and go down swinging.


(http://i35.tinypic.com/33jlh77.png)
[zulban wounded a maceman (just a skin tear sadly) and bit the throats out of two bears after the master archer shot him in his sword arm. And he did this while prone and having three arrows in him from before, before getting shot four more times, chewed on by five different bears (two of  which he took with him,) and thier riders. Thank god for trancing or he probably wouldn't have done more than a few superficial scratches to the bears. Also, I discovered the second dead bear after the Zulban was dead and I watched the second bleed out.]

4th Limestone, 210

Went on the fist again and was greeted by the sight of one of the observation dogs having apparently been shot out of the damned lookout post. Literally, it was shot and sent flying, the chain snapped and it landed in a weapon trap where it is currently messily impaled and quite dead.

Well, anyways, I have converted the room that thus far had been little more than a disused washroom into a second skulker barracks. I'm sure the less fortunate will appreciate it.




[Alas poor Zulban. Time of death: 7:53 AM, 2nd Limestone, 210.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 26, 2013, 12:42:47 am
Au revoir, brave outcast.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 26, 2013, 03:50:36 am
Yeah, this was a little bit of an underreaction since few people ever die or even get hurt on my turns.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 27, 2013, 12:43:27 pm
Seige lifted. Minor demonic incursion. One dorf almost dead, and a bird was torn apart by attack dogs. Oh and a starling with no eyelids.

Things are going well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on April 27, 2013, 12:59:52 pm
"Another unspeakable crime against the natural order crawled up from the forsaken undercroft of the world today. We named it Pinkie Pie! More-importantly, those damn dogs have tracked bloody feathers all over the dining hall again."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 27, 2013, 01:01:43 pm
Actually it was black. Well, it had black feathers anyway. It has since been turned into it's component bits for use in various stews and roasts.

Here thread, have an update. We now have two deaths (GASP!) during my turn. I was stupid and forgot about grates not holding up floors. Twice. And it kinda.... Made Aerie dead...



5th Limestone, 210

There was a minor construction accident at the palace and two wounded dwarves as a result. Aerie wound up with multiple horrible bruises and several broken bones, while Talvieno suffered a severe concussion. I've suspended work on the roof of the palace until Talvi comes to and Aerie gets her broken leg taken care of.

Paintbrush was also injured by the damned Spikewalk. Apparently he was looking for something he left topside and forgot that the spikes were active. One of the humans however wasn't as fortunate and is quite impaled. I've sent 2nd Squad to deal with any humans who fall in and to cover Paintbrush's rescue.


6th Limestone, 210

Gemblade dealt with a human who fell in to the pits along the spikewalk. According to the reports, the human was in about a dozen different pieces with their helmet pushed into their skull. Hopefully with one of their noblemen dead a squad will decide maybe this won't be a very good idea and piss the hell off of our front lawn.

I'm already annoyed to the extent that I'm about to send 1st and 2nd Squads to get rid of one of the other squads to scare the humans off.

Nevyn reported a shortage of gold ore, which is.... Well, honestly quite bizarre. Thought we had more ore laying around.


7th Limestone, 210

Preparations have been made and the teams know their orders. The attack begins tomorrow.

8th Limestone, 210

The first battle was a resounding success! 1st and second squad utterly decimated the enemy hammer squad, their leader reportedly ordering a retreat after half of the squad was dead, and of those who escaped several were grievously wounded and only survived by virtue of their bears bolting when things went badly. Dauros tells me there's a pile of teeth needing to be cleaned up out there, and if we're lucky we'll have some nice bear cuts to add to our menu. They've withdrawn for the day to rest, eat, and drink, and tomorrow another unit will be removed from our front lawn, the macemen too dense to flee the field after their leader perished to be specific.

-The following appears to be a continuation-

Apparently that was unneeded planning, as Dauros didn't tell me they dealt with them already. No matter. There are still more humans in need of killing.

[Rather humorously, a whole squad had broken and fled the field after the hammer squad was eliminated and saved them some trouble. probably saw what happened and decided NOPENOPENOPENOPE- ad infinitum. Also the other remaining squad had members abandoning their bears and fleeing the field. Oh, and now this:]

(http://i42.tinypic.com/33aq4y1.png)

We also have a visitor. I've sent Jack and Lefton to cover the entrances it may have.

9th Limestone, 210

Seems the humans do have brains in their heads after all. Only three were left when we went to the fist to see the fight. Well, three humans with great axes and a mass of bears that were still all saddled up with no riders. When Dauros and Awl charged, the follow-up was a chaotic mess from what I could observe, but I know for certain I saw Gemblade slice a bear cleanly in half!

(http://i39.tinypic.com/2pq7v2s.png)

The fight is over and the main gate is being opened to make recovering Zulban's corpse, as well as a pair of assigned fighting animals bodies easier. As of noon today, the siege is officially lifted. Dauros, without skipping a beat, has gone to kill the monster we heard announce it's presence with a mighty belch.

-

Well, it appears he certainly made it dead. he came back in rolling the corpse along into the fortress. it was some kind of unpleasant looking bird that had a few noticeable holes in it. Bet it'll make a good roast.

19th Limestone, 210

Time certainly flies when you're scraping dead guy off the road. And watching a dog jump up and rip a bird apart. I've put in a work order for a massive room to house the bodies of of the slain, as well as a room to process things that can be processed, and a disposal system to smash the rest into paste or dust and bone shards. This should also make management of the remains following battles much easier. I mean sure, there's the stench to contend with if you're in the room, but hey. We can deal with that if it reduces the chance of a freak zombie infestation.

24th Limestone, 210

There was a minor demonic incursion that may have cost us Aerie today. It was dealt with by a few shots from armed citizens, but still. The damage is done and we can't seem to find Aerie anywhere.

-

Talvieno found the poor girl while she was plating over the palace roof. She has since been interred in the clover. Apparently she had bled to death. How the hell this happened I have no idea and when I went down to see for myself she had more broken bones than what she left the hospital with and was most assuredly minus the vast majority of her blood. Wari says it was probably a shadow devil or another accident that caused the fatal injuries.

.... You know an accident would explain why the scaffolds weren't where we left them yesterday... And the microcline rod that was sticking out of Aerie.... Hrmm. We really need to reinforce our grates better.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on April 27, 2013, 02:14:00 pm
UPDATE!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 27, 2013, 06:31:00 pm
Only on for a second, but wanted to get this out there before the timeline is too screwed up - this is about where Vanya would return to Spearbreakers (somewhere in your last update) and (if we actually want Spearbreakers in on the timewar) start getting the dwarves ready for battle, which means canon instances of out-in-the-open portal transit (from Parasol), maybe teaching dwarves to use mechsuits, that kind of thing... If we want them to remain in the dark, then Vanya just arrives around here. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on April 27, 2013, 06:32:21 pm
Maybe we should send the humans a thank-you for helping fill up our larders.

Also, I am now convinced that The Master came back because the afterlife didn't want him around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on April 27, 2013, 07:02:40 pm
I just had a thought: if Mr Frog builds a giant gun, and it is incorporated into a number of Spearbreaker stories, would it be a Canon Cannon?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 27, 2013, 08:03:16 pm
I just had a thought: if Mr Frog builds a giant gun, and it is incorporated into a number of Spearbreaker stories, would it be a Canon Cannon?
No, the stories would be Cannon Canon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 28, 2013, 09:32:33 am
Ok guys New poll. PLEASE TAKE THIS ONE SERIOUSLY.

This appears to be a major plot point for Talvieno's story posts and it will heavily influence what I write for the next update.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on April 28, 2013, 01:00:06 pm
Also, I am now convinced that The Master came back because the afterlife didn't want him around.
I couldn't help it! I had so many questions for Armok!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 29, 2013, 10:42:57 am
Alright guys, tomorrow at noon eastern US time voting will close and I'll begin writing the next update.

I will say I do have unfortunate new in that due to the spikewalk accident Paintbrush as developed multiple infections, one in each leg and in his right forearm. I'm really hoping he pulls through because that would be a terrible way for him to go :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 29, 2013, 05:37:12 pm
That really would be a horrible way to go... He needs to die in battle. Unfortunately, I figure he's stuck in bed... Do we have a catapult handy?



I made a couple changes to the wiki I'm iffy about - notably the glow color for the links... http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki visit and you'll know what I mean - hover over a few links. I also made there be a "visited" link color. I'm not sure if that's the greatest idea ever, either. Input?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 29, 2013, 06:09:55 pm
Those changes aren't half bad, Talvieno.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on April 30, 2013, 10:46:28 am
Alright, as the vote has been in favor of exposing the fortress to the direct timewar, I have closed the votes 15 minutes early. Talvieno, I'm gonna need a specific date for Vanya's return.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on April 30, 2013, 05:39:03 pm
Now, how to link the Timewar to the Voidspawn...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on April 30, 2013, 11:23:29 pm
Sent you a PM, Splint. Sorry I've been so busy in RL these past few days. And Mr Frog - PM coming for you soon, too. I haven't forgotten. I just haven't had the chance. We had some really heavy storm damage here and I've been doing work to try to get it fixed up before it rains again. Lots of fallen trees, and some of them in pretty damaging places. We have a few holes in the roof, for instance. I'm totally wiped out. :P Headed to bed, but I'll be on again in early morning, I think. well... if I don't oversleep.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 03, 2013, 02:22:20 pm
Alrighty boys and girls, thanks for your patience, and I promise that tomorrow will see an update if not sooner. Been binging on Mount and Blade more than usual again and been doing a bunch of yard work (which included getting shot in the face by a lawnmower.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 03, 2013, 06:07:47 pm
(which included getting shot in the face by a lawnmower.)
Should I ask?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 03, 2013, 06:09:36 pm
A hunk of bark got shorn off a tree root, got flung out of the mower, hit the tree and smashed into my face. My dad's weed whacker also through chunks of broken tree limb at me and thumped me in the chest twice in doing so.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on May 03, 2013, 06:21:09 pm
If you get a papercut then you'll know the trees have it out for you and must all be chopped down.  Though most people here would likely tell you to do so anyway, just to spite the elves.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 03, 2013, 10:26:16 pm
Ok so a minor monkey wrench in my plans. Electrician's gonna be over and as I'm going to bed shortly I may be a day late on the promised update. My apologies guys.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 04, 2013, 02:40:07 pm
APOLOGIES ARE NOT REQUIRED.
unless they are all dead. THAN APOLOGIES REQUIRED.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 04, 2013, 04:24:29 pm
APOLOGIES ARE NOT REQUIRED.
unless they are all dead. THEN APOLOGIES REQUIRED.
Someone needs to sig this.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 04, 2013, 04:29:12 pm
Hey guys, here it is. This one is all story as nothing of note happened after the adamantine shortage thing. We're actually almost to the 15th. If it isn't obvious, I just got power back. I know it's meh-worthy but hey, i attempted to deliver.



25th Limestone, 210

Due to a shortage of gold, I've decided to make some creativly patterend stone roofs for the palace. Of course now it's more... In name only, sadly, as it's not the grand structure I had intended. Still, it'll be nice once done.

27th Limestone, 210

The Palace walls are finished, made from solid irons where darkstone wasn't present. It's also half furnished; there's a need for more tables and chairs, armor stands and weapon racks, and other such amenities though. I'm sure if the Queen comes for an inspection she'll find the accommodations to her liking though.

28th Limestone, 210

Either someone's been lugging the wafer bins around or we have a shortage of the stuff. Bit annoying but no matter. Our recent boost in harvesting of the stuff with no fear of demonic retaliation will see to it we have plenty more.

1st Sandstone, 210

Well, it appears there's some bad news to write down. Paintbrush has multiple infections from his injuries on the spikewalk. I sincerely hope that he'll pull through, as it would be a terrible way for a soldier like him to go, and he's put in an application run the fortress again too, and he's more than earned the right to do it with his service to the fortress.

3rd Sandstone, 210

It appears the funny little elf who works for Mr Frog is back. Not sure how she got in here without the patrols or even Terrahex knowing, but good for her. We could always use more hands around here, even if its an elf's.

4th Sandstone, 210

I.... I don't even know what to make of what I was told today. So much... And so much of it unbelievable... It seems.... It seems there is some war that's been going on since long before my great-great-grandparents migrated here from East Everoc, all under our noses.

The mercenaries who helped finish our outdoor fortifications were among those who would like to see our fortress destroyed, for whatever reason. It seems that our relatively isolated location in the network of border fortresses made our home a prime location to insert agents of various kinds to monitor the world. Mr Frog was among them, but for different reasons. it seems he's an outcast among his home culture, an apparently advanced merchant group called Ballpoint from some other realm.

I... no amount of brew will make this make sense... I daresay for the first time in years I'm... Sober.


5th Sandstone, 210

It appears that yesterday's revelations weren't some terrible  dream but all too real. Strange rips in the air have been appearing all over the fortress and humans and dwarves, along with other strange creatures, have been flooding into the fortress, apparently to defend it against some threat we've yet to meet. Honestly I don't see how they can claim to be well protected; their armor looks as if it wouldn't stop a crossbow bolt nevermind one of those pointed metal rods their weapons fire or a good pike.

I don't know what to make of any of this though, but I know they are least respect my authority as a Duke and have heeded my orders to keep well away from the population, if only to preserve their sanity, or what little of it we can still lay claim to after all the horrors we've faced.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 04, 2013, 06:52:02 pm
RO'SUK RANAE'T RO'SUK
EIGAH RANAE'T WEGAH
EIR WUST'AT RUMAENOST EIGAH SOK RANAE'T
(Rough translation) Annihilation Comes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on May 05, 2013, 12:45:45 am
Note to self: Stop stealing adamantine wafers. Splint is taking notice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on May 05, 2013, 03:09:51 am
Damn guys just damn I leave for a while because my computer breaks (which it still is) and you guys bring the dwarves into the timewar, and now that my computer is broken it's going to take me YEARS to read all the goddamn stories. I'm kinda jealous that you all together wrote that much.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 05, 2013, 03:28:50 am
Blimey. I need to get moving with the next few pieces in my stories. Gotta get to Talvi too.


I'll write a piece up now. Tedaz's arc.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 05, 2013, 05:54:53 am
Reudh's Journal - Leaving my Love



Spoiler (click to show/hide)

There's naught to do but find Tedaz and Lurit. I will stop writing for now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 05, 2013, 06:12:24 pm
I might write up a piece later. Clarity will have to send LFTON's journal to him another way.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 07, 2013, 03:20:36 pm
6th Sandstone, 210

I've decided, as we have an excess of prisoners and don't know exactly how to work Reudh's firing range, I'm going to build a room and load it with weapon traps and our extra plundered weapons. It should be a handy way to get rid of our excess ahem, residents. I will keep some for the zoo though.

We've also nearly finished relocating coffins. The funeral for Zulban and Aerie will be tomorrow.


7th Sandstone, 210

Well, the burial was done this morning. It was indeed very sobering I guess, as their deaths remind me we aren't all powerful. While I may not have cared much for Zulban, and never knew Aerie personally, I'm sure they will be missed.

On the upside, we caught a voracious cave crawler! Yay for our beastmasters! And still better news on that front is that a herd of rutherers was seen. Small, only 4 members, but still they'll be extremly profitable if we can manage to domesticate them.


8th Sandstone, 210

Apparently the reason for malodorous complaints some weeks ago was the gremlin that was chopped up. Nobody thought to get it moved and people have been tripping on the damned thing's bones.

11th Sandstone, 210

These strangers are doing their damnedest to get ready for whatever is coming. They say that we should all head as far down as possible, out of the way of the fighting. But some of the soldiers have volunteer to assist the outsiders, and are being taught to use some of thier weapons, though 1st Company is refusing on the grounds that what they've used got them this far, and will continue to do so.

13th Sandstone, 210

Evidently some peregrine falcons have been flying into the fortress through the statue garden and now we have their corpses stinking up the place. Lovely.

19th Sandstone, 210

I really need to label the gate controls...

22nd Sandstone, 210

Still no migrants... I was hoping for new blood to fill out our banged up squads and supplement our works, but it seems that's not going to happen this year.

I have heard the whispers again... Something horrible approaches.




[Short, but here's another update.

So, I figured I'd let you guys know I've begun making physical versions of some of the locations, such as Mr Frog's lab (The new lab basically just being expanded on his old one complete with Vanya's room) And Wari's hideout. Pics available upon request.

And you bastards have been too damned quiet.]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 07, 2013, 04:39:11 pm
UPDATE!
UPDATE!
NANANANADUN!

im trying to sing...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 07, 2013, 06:04:15 pm
"FOREVER LOCKED
INTO
SEVEN LIVES BUT ONE SOUL!"

That, Asea, is forum singing.

Also, no migrants? At all? Sweet Cheez-its.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 07, 2013, 06:41:51 pm
Nada. I kinda understand none in summer because the humans showed up for blood that season, but none this autumn? Unless they intend to show up just before limestone we won't be getting jack this seas. Except a bitchin' house in hell.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 07, 2013, 09:43:54 pm
Ooh, I'm watching! I'm watching Splint!

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 07, 2013, 10:06:02 pm
.... Watching what? And I got my months mixed up.... Crap.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 07, 2013, 10:33:01 pm
[And you bastards have been too damned quiet.]

That's what I was referring to. :P

I should write another piece on the weekend. A proper length one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 07, 2013, 11:06:19 pm
Expect at least something from me tonight as well. Well, early tomorrow morning, from you guys' perspective. (I think)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 08, 2013, 01:58:27 am
Dammit, people, stop suddenly being so enthusiastic or else I might end up having to write something, too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 02:07:36 am
Do eet. DO EEEEET.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 02:17:38 am
Write a piece if you want to live.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 08, 2013, 02:26:00 am
@Splint, Lollipops:

At this point, the most immediate problem I face is sheer continuity lockout. Talvi, in keeping with his general tendency to be awesome, was nice enough to put all his stories in one spot, but nobody else really was. 500+ pages is a hell of a wall to climb over in order to be able to write something, and I'm sure nobody would really appreciate me going all Leeroy Jenkins and charging in without understanding what I'm working with.

Something that might work would be if someone knowledgeable about the setting gave me a scenario to use as a starting point for a story, along with -- and this bit is important -- information on any pre-existing setting elements that may come up. I'd still have to consult with others constantly to make sure I'm not mucking anything up, though; I suppose the wiki would be of some use there, at least.
    This probably isn't the best time for me to be writing a story, though, seeing's how everything seems to be wrapping up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 02:34:01 am
Your point has been made, I guess.

And don't call me Lollipops. I have Madams Scarlet and Scarlet on speed dial.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 03:01:54 am
Do we have... six unclaimed male adults, and one unclaimed female adult?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 03:14:34 am
Plenty. Most have nicknames for ease of identification though. Why?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on May 08, 2013, 03:18:23 am
Did i end up getting dwarfed?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 03:19:44 am
If I recall correctly I got you covered. What was the name you wanted?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: bp920091 on May 08, 2013, 03:23:44 am
same name as my username, bp920091

I will say, this is perhaps the most active thread that i have ever seen on the bay12forums
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 03:44:02 am
I think you're good. And at times yeah, the thread can be very active.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 03:53:13 am
Plenty. Most have nicknames for ease of identification though. Why?
Well, since SB1 is ending soon, I want to request seven dorfings.
0009 - Leader - Swordsdwarf (train if necessary) - Male
Nine - Ponderer - Marksdwarf (ibid.) - Male
Zedo - Reaper - Axedwarf (ibid.) - Male
Cor'Daz - Experimenter - Siege Engineer (I think we have some, but if we don't, ibid.) - Male
Rokenzan - Mad - Pike/Speardwarf (ibid.) - Male
Lolfail - Creator - Lasher (make him wield two flails) - Male
Clarity - Starlit Priestess - Animal Trainer (fucking ibid.) - Female
Please give all of them bar Clarity two weapons each.

Also, I request that LFTON's profession be changed to "Dreamer".
It'll make sense when I post my (probably) penultimate chapter. Even if said chapter won't.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 08, 2013, 04:16:42 am
Because Lolcats is apparently doing it, I propose we give sparkly one-word descriptors to everyone!

Example:

Mr Frog: the Devious
Talvi: the Cavy
Fischer: the Fischer
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 04:22:26 am
Hey, that's my idea! :P

(Hello, Remilia? Are you and Flandre busy at the moment? Oh, your getting ready for dinner? Do you like fast food?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 04:58:16 am
It's here, ladies and gentlemen. The next part to LFTON's saga.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 08, 2013, 05:53:43 am
And Lolfail's story takes a decidedly awesome turn.

Also, been reading a bit of the Abhorsen trilogy, Lolfail? Sabriel/ Lirael / Abhorsen by Garth Nix.

In that, the final battle is the Destroyer, against a group of seven and one.

Quote
The Destroyer is the Ninth Bright Shiner, and the most evil magical force or being. It had destroyed many worlds before It was defeated by the Seven Bright Shiners, the free magic entities that formed the Charter after defeating Orannis. The Seven also bound Yrael, the Eighth Bright Shiner, who was a free magic entity who would not join the charter. The Seven were known as Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, and Astarael. These Seven binders are also the names of the seven necromantic bells and some of the original natures of The Seven linger in these bells. Lirael and Sameth must escape the Abhorsen's House to stop the Destroyer and to save Sameth's friend Nicholas Sayre, who is being used by Orannis as an avatar.

The Nine Bright Shiners are:

Ranna, the Sleeper
Mosrael, the Waker
Kibeth, the Walker
Dyrim, the Speaker
Belgaer, the Thinker
Saraneth, the Binder
Astarael, the Weeper

who made up the "Charter", the law of magic.

And Yrael, the Eight Bright Shiner, who chose not to be part of the Charter but didn't oppose it.

and Orannis, the Destroyer, who opposed the Charter.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 05:57:03 am
HE GOT IT
Yes, I was loosely basing that off of the Old Kingdom trilogy. Really loosely. As in, unraveling from since three years ago. Before the Aspects took roots in my mind, and before I thought up the Isho and the Voidspawn.
Reudh is infinitely more awesome.

...Damnit, now I want to rerererereread that series... but I'm halfway through Maximum Ride....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 08, 2013, 06:02:27 am
HE GOT IT
Yes, I was loosely basing that off of the Old Kingdom trilogy. Really loosely. As in, unraveling from since three years ago. Before the Aspects took roots in my mind, and before I thought up the Isho and the Voidspawn.
Reudh is infinitely more awesome.

...Damnit, now I want to rerererereread that series... but I'm halfway through Maximum Ride....

It is easily my favourite fantasy series ever. A lot of my humour is inspired by it, and I've always wanted to meet the author Garth Nix.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 06:04:25 am
You sir are not the only one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 08, 2013, 10:08:24 am
Re-dwarf me, please, as Tahu, custom profession 'WHAT of Fire!??!?'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on May 08, 2013, 10:47:22 am
Reudh's awesomeness has always been infinite... and yet it can still become even more infinite? Hmm... *shrugs* It makes sense, I guess. It is Reudh, after all.
At this point, the most immediate problem I face is sheer continuity lockout. Talvi, in keeping with his general tendency to be awesome, was nice enough to put all his stories in one spot, but nobody else really was.
I'm not awesome. lol    I'm the one that disappears at random for days at a time, like I did just now. As to stories... I still need to keep working on the Vanya story, but I'm having difficulty finding time. I always put six to twelve hours into each chapter, and with my current schedule that's a bit of a problem.

As to you writing, Mr Frog, if you send it my way I'll try to check it for continuity issues. Then again, you know my issue with PM promptness... so that might not be as appealing as it would otherwise be. Even so, I would give it a try. If you want to look through the separate stories, though, there's a link in the second post to the archives I put up. It's nearing the 40k limit, though, and I'm not sure what I'll do with it after that... maybe make another post and split it in half.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 08, 2013, 10:55:42 am
Reudh's awesomeness has always been infinite... and yet it can still become even more infinite? Hmm... *shrugs* It makes sense, I guess. It is Reudh, after all.

EEEEEH! Yay! That just made my day.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 05:22:32 pm
Reudh's awesomeness has always been infinite... and yet it can still become even more infinite? Hmm... *shrugs* It makes sense, I guess. It is Reudh, after all.

EEEEEH! Yay! That just made my day.
Well, if you take infinity to be real integer that is constantly increasing by itself at a rate of itself, infinity can get bigger.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 05:40:35 pm
Hm. If Black Holes are where god divided by zero, are white holes where he divided by infinity?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 08, 2013, 05:44:57 pm
A division by infinity is represented by a rounded bracket, or an open circle.
White holes are a division by negative zero
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 05:46:13 pm
Well there's my mindfuck for the day.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on May 08, 2013, 06:39:08 pm
A division by infinity is represented by a rounded bracket, or an open circle.
White holes are a division by negative zero
Well there's my mindfuck for the day.
Sig'd
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 08, 2013, 10:26:39 pm
Guess what guys! After going through my old folders and shitcanning all the old projects I know I'll never finish, I have a present for you guys.


Might not be what you guys had in mind, but this is something I was sitting on for months half finished and I finished this in 45 minutes and am proud of myself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 09, 2013, 01:17:26 am
Neat-o, Splint.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 11, 2013, 04:19:28 am
So. We seem to be at the start of a rather concerning shortage of decent soldiers and can't spare workers to replace them, because, well... Seem gastot's emissions were indeed very fatal guys. Spoiler for next update.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 11, 2013, 04:38:59 am
So. We seem to be at the start of a rather concerning shortage of decent soldiers and can't spare workers to replace them, because, well... Seem gastot's emissions were indeed very fatal guys. Spoiler for next update.

Spoiler (click to show/hide)

Wait... how fatal... EXACTLY?
I have nine dwarves I need to protect! Eight may not exist yet, I don't know!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 11, 2013, 04:41:19 am
He was dead within two in-game days fatal. Thankfully he was the only one exposed and it was presumably inhaled.

EDIT: You guys get a micro update due to the sad news when I wake up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 11, 2013, 05:59:11 am
Oh good god, not Awl! He's one of the top soldiers in the fort, one of Fischer's squad, and not far behind Dauros, Draig and Fischer herself in terms of strength.

Awl ripped a Mountain Barbarian in two, just about.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 11, 2013, 07:09:47 am
I look forward to this... episode.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 11, 2013, 02:01:02 pm
27th Sandstone, 210

We will go migrantless this year it seems. We also seem to have a guest according to the strange machines these Parasol types  brought. I've sent Awl to eliminate it, as I don't want to risk Dauros, though i didn't tell him that was the reason. According to their machines, it may exude some kind of toxins, and we can't afford to lose another champion.

Oh, and another stupid bird flew in and is now minus a leg and in a puddle of blood witha guard dog chewing on it.


28th Sandstone, 210

Awl confronted the monster today, and according to the crew sent to drag the remains up it had its shell fractured in several places, both fangs cracked open, punctures along its upper half and one particularly deep wound that i guess hit the heart since it was described as "bleeding more profusely than the rest." I decided to have a look and the thing was still leaking blood out of its... Well, everything. There were three deep punctures in the top of its head too, so that's probably where the death blow was dealt.

Strangely he said it only seemed to choke itself on its fumes. Not sure what to make of that but if he develops anything strange we'll know in a few weeks hopefully.


2nd Timber, 210

Apparently he did develop something. Marmot was roaming around on patrol, making sure Skulkers weren't rummaging throught he soldiers things and found Awl dead in bed. The Parasol folk did an autopsy and apparently it was total nervous system failure. In that his spinal tissue had "Rotted to smelly gunk" failure. Also vomiting.

[Yeah I have no clue how he actually died, but Gostat was the culprit. Someone found him at the bottom of the hell stairs dead shortly after the battle. I know it also involved vomitting.]

7th Timber, 210

We've caught us a Rutherer! Yay! Whoopdee fucking do.You know what, I'm done writing journals unless something actually important happens. Oh, and note to self, send Corai a barrel of booze to calm his nerves. Apparently a Rutherer tried to kill him.



Told you it'd be really short.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 11, 2013, 02:22:04 pm
CLOUDBERG DEAD AHEAD!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 11, 2013, 08:16:19 pm
What?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 11, 2013, 08:24:31 pm
I believe I was drunk when I posted that. I don't believe there's any other way I would have posted something so ridiculous. Then again, I AM The Master, so who knows!
Add me to the turn list by the way. My turn should get to me sometime in the summer, so I should have plenty of time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 11, 2013, 08:35:43 pm
perhaps you where in the wrong thread?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 11, 2013, 08:46:03 pm
I believe I was drunk when I posted that. I don't believe there's any other way I would have posted something so ridiculous. Then again, I AM The Master, so who knows!
Add me to the turn list by the way. My turn should get to me sometime in the summer, so I should have plenty of time.
Why are you drunk, of all peopll?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 11, 2013, 09:16:24 pm
I have no idea. I must be becoming my own dwarf.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 11, 2013, 11:44:18 pm
Are you sure you wouldn't mind waiting for the next fortress? I honestly would rather just get the fortress wrapped up, as was said elsewhere, the fortress has achieved its aim and  really has run its course and is started to get really sluggish even on my higher end system with the unwanted animals massacred. Really I did want to do more, but there's really not much to do.

We've colonized hell, got some unfinished monuments of  purposelessness, got a giant middle finger on our front lawn made of metal, Most of our good soldiers are dead or incapacitated in some fashion, we wiped out a necromancer order, killed several heads of state, quite possibly wiped out a large chunk of the FB population, and we don't seem to be high on the "New migrants" list and can't spare workers for projects or replacements.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 12, 2013, 02:51:09 am
Perhaps we should have an interim fortress. DF2013 is still some months away.
Can we all write our own apocalypse stories?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 12, 2013, 11:32:35 am
Perhaps we should have an interim fortress. DF2013 is still some months away.
Can we all write our own apocalypse stories?
My recommendation is that everyone takes the save and tries to make the best fort-destroying device ever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 12, 2013, 11:47:24 am
Okay, another (overdue) story incoming.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 12, 2013, 01:38:00 pm
Perhaps we should have an interim fortress. DF2013 is still some months away.
Can we all write our own apocalypse stories?
My recommendation is that everyone takes the save and tries to make the best fort-destroying device ever.
So we're going the way of Failcannon? Fantastic! Make sure it involves elven sacrifices.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 12, 2013, 02:53:25 pm
Reudh's Journal - Leaving Parasol

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 13, 2013, 06:36:25 am
Extended testing has shown that not only can my computer only run Spearbreakers at ~10 FPS, it also corrupts my copy of Endless Space, necessitating a redownload. O.o
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 13, 2013, 10:21:53 am
Are you sure that isn't unrelated?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 13, 2013, 05:35:23 pm
Further testing reveals that it is indeed cause and effect.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 04:30:36 am
This leads me to believe if we allow too many more turns we may become responsible for making the internet implode upon itself more than it already has.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 08:36:36 am
If possible, I call one of the first turns for Spearbreakers II!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 14, 2013, 08:46:14 am
Same here. I will have a new character by then. Reudh is awesome, but he is nearing his useby.


Also, Splint! I have also been diagnosed as having depression. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 10:27:48 am
Also, Splint! I have also been diagnosed as having depression. :P
Jesus! Why is everyone getting that?! I blame Frog.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 14, 2013, 11:16:29 am
Also, Splint! I have also been diagnosed as having depression. :P
Jesus! Why is everyone getting that?! I blame Frog.

I've had it for about eight years, but the depressive episodes come and go. Currently they are here. I blame in part the excessive travel to get to uni (2.5 hrs either way, depending on train delays) and recent familial shit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 11:33:24 am
Thank god my depression is only minor.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 11:39:43 am
Seems more like we're all getting diagnosed at a point where we've finally said we've had enough and need help. And I intend to get something else going for those interested, I just need to get motivated.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 11:41:27 am
Would a cattle prod help?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 11:46:50 am
Nah. Also I just looked at Vanya's in-game personality and social skills. In-game she's apparently not above threats and shows of force (Skilled intimidater) and lying like a rug (Adaquate/Competant liar.) I find this humerous. Also, here's an idea of how bad the workload is despite our population.

Our dwarves' social skills are rusting. So badly, Vanya being an example as nearly all hers are rusty or very rusty. But she's a damned good mason now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 14, 2013, 11:53:26 am
Seems more like we're all getting diagnosed at a point where we've finally said we've had enough and need help. And I intend to get something else going for those interested, I just need to get motivated.

Well, I've shunted the extended family that are being arseholes away from me and kept the ones that weren't, and I'm intending on changing to a uni much closer to home (to the point that I'll have to walk around the corner from me and then catch a 20 minute bus ride.)

Plus our national health system gives me 10 Psych appointments free if we can prove mental illness. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 14, 2013, 12:21:59 pm
All right, I think that if I take the save I can partially improve FPS. I have gone through and picked out all of the arrows and bolts, extra armor and weapons, food, drink, crafts, applied traffic things, walled off old hallways, and got rid of almost all clothing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 12:23:44 pm
Honestly I'm probably going to give away a ton of junk for free now that you mention that. If I can conquer my stingy bastard tendencies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 12:24:04 pm
Plus our national health system gives me 10 Psych appointments free if we can prove mental illness. :P
We don't get that in America!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 12:27:41 pm
We have to pay insurance for that.

EDIT: I really hate to do a plug here, but in the meantime for the slow points would you guys please give some thought to breathing some life into Limulid? Kinda help keep that afloat between updates?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 14, 2013, 05:22:14 pm
Ok, to Limulid!
Also, I call an early SBII turn. Please.
One of the starting seven would be nice...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 14, 2013, 08:45:22 pm
You know, its funny. Last time the world health organization/what ever its called did a list of quality of healthcare showed the US below Cuba, who has next to no meds...
makes you wonder...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 09:29:24 pm
You know, its funny. Last time the world health organization/what ever its called did a list of quality of healthcare showed the US below Cuba, who has next to no meds...
makes you wonder...
I've been trying to move to Estonia for a while now actually.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 14, 2013, 09:30:19 pm
That's an oddly specific choice of country to go to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 14, 2013, 10:14:15 pm
You know, its funny. Last time the world health organization/what ever its called did a list of quality of healthcare showed the US below Cuba, who has next to no meds...
makes you wonder...
I've been trying to move to Estonia for a while now actually.

It has a high HDI iirc, and low crime rate.

Why not Liechtenstein? Lowest unemployment in the world (1.9%).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 14, 2013, 10:33:34 pm
Or Luxembourg, the nicest place on Earth to live.
Of course, what's limiting you to Earth? Pandora is nice this time of year, and you can see Neptune from it on a cloudless night.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 14, 2013, 10:49:29 pm
Oh Lol, how do you manage to remind me of myself so much?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on May 15, 2013, 05:36:33 am
Splint, was SB 2: Electric Boogaloo the fort with the guild things?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 15, 2013, 05:42:37 am
Splint, was SB 2: Electric Boogaloo the fort with the guild things?

No, that's the Triumvirate one that's not up yet. As far as I know, SB II will have the following:

-Trainable weaker spawn as pets
-Different spawn castes that are 'spawned' per dwarf caste, with a 1% chance of the transformation causing a Megaspawn, a titan sized Spawn. (I'm not sure whether a Megaspawn warping would ever occur considering how few dwarves get bitten and survive.
-Possibly prototypes of Spawn of Fischer. These fight with Spawn of Holistic, and are more fragile speedsters than lightning bruisers..
-Scythods. Maybe foe, maybe friend. Possibly several different factions.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 15, 2013, 10:05:54 am
You know, its funny. Last time the world health organization/what ever its called did a list of quality of healthcare showed the US below Cuba, who has next to no meds...
makes you wonder...
I've been trying to move to Estonia for a while now actually.
Estonia is the ultimate capitalism success story.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 15, 2013, 01:24:33 pm
Splint, was SB 2: Electric Boogaloo the fort with the guild things?

No, that's the Triumvirate one that's not up yet. As far as I know, SB II will have the following:

-Trainable weaker spawn as pets
-Different spawn castes that are 'spawned' per dwarf caste, with a 1% chance of the transformation causing a Megaspawn, a titan sized Spawn. (I'm not sure whether a Megaspawn warping would ever occur considering how few dwarves get bitten and survive.
-Possibly prototypes of Spawn of Fischer. These fight with Spawn of Holistic, and are more fragile speedsters than lightning bruisers..
-Scythods. Maybe foe, maybe friend. Possibly several different factions.

Will also have some fort defense races, exciting new and messy weapons like the railgun and serrated disc launcher, and best of all, I don't care what you guys think, no necromancers. I've had enough of them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on May 15, 2013, 03:14:17 pm
no necromancers. I've had enough of them.
I'm assuming there will still be no vampires either.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on May 15, 2013, 03:25:31 pm
I claim a starting dwarf if one is available. Preferably a soldier. If there are no more starting seven dwarves, just gimme a first-wave-er.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 15, 2013, 05:17:00 pm
I feel now is an appropriate time to ask if I'm still alive
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 15, 2013, 07:41:24 pm
I feel now is an appropriate time to ask if I'm still alive
HE LIVES!
CELEBRATE!
CELEBRATE DAMNIT!

Also, I claim the starting mechanic/mason-esque person if possible. Preferably female, named Tempora.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 15, 2013, 07:44:07 pm
Huzzah!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 15, 2013, 07:49:41 pm
It has come to my attention that I need a massive recap. I probably have to read the whole thing all over again.

sigh

Why do I do this to myself?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 15, 2013, 07:52:17 pm
Well, Reudh left, Vanya came back, the whole fort knows about the time war, and LFTON thinks he's mad but is going along with it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 15, 2013, 08:02:20 pm
anything happen to my dwarf?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 15, 2013, 08:04:00 pm
That... is an excellent question. He was dead at the end of my (skipped) turn, but I don't know when or how.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 15, 2013, 08:05:30 pm
... darn. Normally, I'd let this go and let him stay dead, but he was a good character without a proper death. I suppose it's for the better anyway. I don't have time to write for this with the fan fiction going on Fimfiction.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 15, 2013, 10:59:46 pm
You're fine.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 15, 2013, 11:14:38 pm
That means...
I KILLED HIM D:
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on May 16, 2013, 08:05:28 am
Actually now that people mention it for SBII I'd like to claim a dwarf ( not an starting 7 I'm not that self-absorbed granted I am quite concited just not to that degree ) still need to read the brick of stories before SBII starts but doing that on a PS3 sucks....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Terrahex on May 16, 2013, 05:12:09 pm
Yeah, give me a dwarf in #2. I'll write for that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 16, 2013, 10:28:06 pm
For the record, Terrahex, does your existence mean the RTD is going again?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 16, 2013, 10:41:51 pm
The next fortress should be called MasterRules.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 16, 2013, 10:56:52 pm
The next fortress should be called MasterRules.
No, it should be MagmaAbsence The Breaking Of Spears
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 16, 2013, 11:12:37 pm
It'll probably be something simple like Spearbreakers the Second Fort of Broken-Spears.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 16, 2013, 11:41:03 pm
We'll cross that bridge when we come to it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 17, 2013, 12:02:42 am
We'll cross that bridge when we come to it.

Bridgecrossed the Breaker of Spears?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 17, 2013, 01:27:25 am
We'll cross that bridge when we come to it.

Bridgecrossed the Breaker of Spears?
Reudh once again proving his awesomeness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 17, 2013, 12:52:13 pm
ComboBreaker?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 17, 2013, 06:58:30 pm
Alright guys, tomorrow I'm gonna go ahead and at least attempt to finish my turn. Probably won't, but still gonna make the effort.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 17, 2013, 07:24:36 pm
Hooray! Finally, this year will end!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 17, 2013, 11:34:58 pm
Wait...Splint is going to finish? I thought at this point we'd elected him as our eternal president and started a nuclear weapons program!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 18, 2013, 04:15:31 am
Wow. I know you guys are anxious but that finally end comment made me seem like an eternal satan. Should I be flattered or offended?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 18, 2013, 05:51:56 am
Wow. I know you guys are anxious but that finally end comment made me seem like an eternal satan. Should I be flattered or offended?
You should be studying the metaphorical grain of salt the Master hands out whenever he says something. It's probably made of gold, anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 18, 2013, 08:40:20 am
I think hes saying that he likes it better when you run this...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 18, 2013, 11:21:54 am
Well, things get done, my casualties are all the results of stupid mistakes (For example, testing FB gas with a veteran instead of a cat or unsupported floors breaking every bone in someone's body...)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on May 18, 2013, 11:33:30 am
Ah.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 18, 2013, 06:32:57 pm
Yeah I won't be delivering tonight, as expected. I'm preoccupied with other matters. OOC status update though, the palace roof is almost done and I have begun negotiations with home.

EDIT: Still plugging away here. I've nearly beaten that mod and once I manage that I'll be dedicating some time to just finishing this damned turn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 22, 2013, 08:50:07 pm
EDIT: Still plugging away here. I've nearly beaten that mod and once I manage that I'll be dedicating some time to just finishing this damned turn.
That's quite the large mod. Of course, I play Feed The Beast, so I can't really talk...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 22, 2013, 09:06:25 pm
Palace roof is done, negotiations for stuff half finished. I blatantly gave away over 100k in crap.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 22, 2013, 09:19:25 pm
Giving crap away? That sounds like fun!
Unless its wood to elves...
Then it is fun whether you hear it or not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 24, 2013, 12:20:19 am
19th Timber, 210

We've begun the usual negotiations. I've given orders that we're not going to do a whole hell of alot of actual trade besides grabbing up metals and extra booze. I intend to just  have them take some of the crates of useless junk and used mugs we have laying around by pikepoint if need be.

20th Timber, 210

In-between discussion spurts I checked my inbox for anything that may have been important and it seems bugbats give live birth.

Given their appearance, I wish I could convey a shudder in writing.


21st Timber, 210

If blatantly giving away nearly 100,000 gold worth of stuff doesn't attract new recruits come spring, nothing will. I've locked myself in my accommodations with the liaison as well, so I won't be coming out until we're done and I'll have to have my booze and food brought up to me until then.

22nd Timber, 210

Thornback has come of age. I have asked he be inducted into 1st Squad so that they'll be able to train him swiftly and at least be back to semi-functional levels.

24th Timber, 210

I was informed that due to a surplus of barrels and whatnot, we finally have some free dwarves to get them on masonry. I can have these spare hands finish the palace roof and doe some minor renovations in the hill.

27th Timber, 210

Things have become rather... Hectic. The merchants became understandably frazzled; Barbarians slipped in during the renovations, but thankfully most were were Dauros and Skitara could get them and the rest had the Merchant Guard to deal with.

The caravaners made a mess out of thier scouts and two more died when  1st Squad got out there. From what I can tell only one escaped because he was lagging behind the others.

I've put in an order for wood, booze, and extra metals we can't get or make on-site otherwise.


5th moonstone, 210

I've nearly finished with the liaison from home. Most of the time not spent talking about trade was over the state of the fortress, the realm in general, and he was pleased to hear of our accomplishments and even wrote letters of condolence to the dwarves who died recently.

6th moonstone, 210

In a flash of utter stupidity, I've asked that a vault be dug out Forgot about the one we already had, and silver coins minted to fill it. Still need a tithe collector...

We're out of shale blocks despite having plenty of unrefined shale. Guess the renovations that have been going on since late summer used more materials than I anticipated they would.


10th moonstone, 210

I've been informed Draconik has become even more withdrawn than usual. He was helping with the renovations when he dropped his brick laying kit and seemed struck by an epiphany and was last seen heading for the Magmaworks after he took an iron bar from storage, according to witnesses and he's now gathering things, only responding to questions by throwing balled up bits of paper and parchment at the inquirer but otherwise saying nothing.

I wonder what he's making?




Everyone Welcome Thornback to 1st Squad. He's got some big combat boots to fill. And Draconik went funny and decided he wants to be a legendary weaponsmith. Also, Mr Frog now has an in-game tangible lab complete with Vanya's quarters and Wari/Ordogoth's hideout is almost done.

Enjoy the update!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 24, 2013, 01:13:37 am
Hooray!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 24, 2013, 01:23:01 am
Indeed. And Draconik made a crossbow.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 24, 2013, 01:26:44 am
Indeed. And Draconik made a crossbow.

Legendary weapon smiths are always brilliant. Of course, this late in the piece, we've probably got one or two, but still that's awesome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 24, 2013, 12:26:02 pm
It'll be a good compliment to Talvi since she's a legendary or near legendary armorer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 24, 2013, 08:40:05 pm
Oh wow. This is going to be FUN!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 27, 2013, 06:17:27 pm
I wish the dream i had in the damnable ASCII was true. It involved missiles and notifications of parasol troops having been killed upon collision with a missile and craters being formed.

Aslo, what's with the lack of activity guys?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 27, 2013, 06:34:14 pm
I've been working on an art request for Reudh. Not sure if anyone else is doing anything or if so what.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 27, 2013, 07:03:28 pm
Homework decided to exist in the eyes of my parents.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 27, 2013, 07:16:18 pm
Have a minor update in the meantime.



14th Moonstone, 210

The merchants informed me they will be leaving soon, and we're no longer in danger of demons blundering in trying to escape outside. Thornback has also learned quickly enough to be considered at least a basic wrestler. [Oddly he already had competent in dodging, fighting, and striking when he became an adult. Not sure what to back of that.]

16th Moonstone, 210

Talvi was hammering out the last of an old armor order and said Draconik is working on whatever thing he's working on now.

19th Moonstone, 210

Draconik's project is finished, an iron Crossbow named Gugasmeng, or "Stokelash." It has all manner of strange gears in it and what appears to be a much  better form of Terrahex's repeater. All along the side are baguette cut blue garnets, the grip is iron wrapped in leather, and the stock composed of  blackcap with a leather pad and giant emu bone chevrons pointing towards the front and appear to be those for a Sergeant; the fore-grip is made of raised bands of iron alternating with blue garnet and it appears to have some kind of looping sight made from giant emu bone and strange image of a cut gem in rope reed on both sides. all of the remaining unoccupied space and a blackcap drum magazine appears to be of the founding of the fortress.... but... How... He's never even met Stova...

I've asked Megaman be issued it as a badge of office... So it won't go unused.


19th moonstone, 210

The last few days the liaison has decided to get blitzed on copious amounts of booze and fine food he had Thumper and Crusher bring up (when he tried to have Rose do it she threatened to "Crush you sack like charcoaled walnuts." Quite understandably he's been avoiding eye contact with her.

A jaguar cub was also born here, making it probably the first born in all the Bloodplains. At least that's better to envision than a freaking bugbat.


20th Moonstone, 210

A major war must be brewing somewhere. most of the supplies they requested are ammunition, anvils, food, shields, and armor, and tanned hides, all very important tools for a campaign... He left shortly after which is quite frankly a refreshing change of pace.

Oh, and there was some horrible growling shrieking in the caverns and the Parasolians say there's some ugly leech that was "their bad' down there.


(http://i42.tinypic.com/fx3r51.jpg)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 27, 2013, 08:54:54 pm
the Parasolians say there's some ugly leech that was "their bad' down there.[/i]

That is far funnier than it should be.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 27, 2013, 11:13:28 pm
the Parasolians say there's some ugly leech that was "their bad' down there.[/i]

That is far funnier than it should be.

Agreed. I giggled inside.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 28, 2013, 12:41:47 am
I've been working on an art request for Reudh. Not sure if anyone else is doing anything or if so what.

:D

I've been working on my TESIV screenshot LP.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 28, 2013, 01:24:09 am
Homework decided to exist in the eyes of my parents.
I know how that feels. I have to read The Grapes of Wrath over summer break.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 28, 2013, 01:30:06 am
Homework decided to exist in the eyes of my parents.
I know how that feels. I have to read The Grapes of Wrath over summer break.
The Grapes of Wrath
Dafuq?
...Is DF leaking into the real world again?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 28, 2013, 01:37:54 am
Homework decided to exist in the eyes of my parents.
I know how that feels. I have to read The Grapes of Wrath over summer break.
The Grapes of Wrath
Dafuq?
...Is DF leaking into the real world again?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 28, 2013, 05:37:41 pm
Okay, so Tedaz's picture is finished:

Spoiler (click to show/hide)

Reudh requested that his Parasol guys be drawn wearing "Parasol Fatigues" without to my knowledge specifying what that meant. I couldn't find anything on the wiki, so I just Googled 'fatigues' and copied that. Let this be a lesson.

Also, I apologise for the sloppy-looking shading. I tried a new shading technique, but it didn't really work out IMO.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 28, 2013, 05:46:54 pm
Arts AND another update! Goody goody gumdrops!



21st moonstone, 210

There was a minor digging accident. Nothing bad though, for once. Rodge got some minor bruises and Solpyre got slammed into a wall, but otherwise both are fine.

1st Opal, 210

Something isn't right... I mean, less right than usual. They're watching.... Waiting.... I know they are.

8th Opal, 210

The merchants are finally on the road out and should be off fortress grounds within the next day or so. Good. That means they're no longer our responsibility to protect.

10th Opal, 210

Captured some bizarre lanky thing called a Reacher. Off to the zoo with it!

-The following appears to be a stabled in computer printout-


(http://i42.tinypic.com/ivj29z.png)

Lifeform detected: Genetic Modification Expeiriment 157g "Usan Aspast Zebu"
Species: Acyrthosiphon pisum mutatio (modified pea aphid)
Modification: Sightless
Modification: Horned
Modification: Spinneret
Detected: Febuary 10th, 211 PS/10th Opal, 210 PS
Location: Underworld Dumpsite Sector 145
Threat Evaluation: None
Reasoning: Unable to access local population, equipment, or personel.
Recommended Action: None.

19th Opal, 210

Someone got into my journal and pegged in some nonsense. And a strange occurance of a gremlin in some ratty looking old gray tabard being bludgeoned to death by a farm hand was reported.

According to Mitch, who saw it, the farm hand punched it in the chest, threw it down the stairs and  proceeded to snap its left arm before brutally pummling its skull in.


28th Opal, 210

Decided to get some fresh air and heard a trap spring. Found out a Coati has become a tiny bit dead as a result.

3rd Obsidian, 210

Instead of the attack we thought was coming we seem to be getting more and more visitors. I've ordered the access point sealed and anyone outside it is on their own, which thankfully I think means nobody.

(http://i41.tinypic.com/258tkcz.png)

19th obsidian, 210

Skitara found a kobold.
Skitara punched a kobold.
Skitara violently perforated the kobold's skull.

....That seemed alot better before I wrote it.


20th Obsidian, 210

The noises the watch gibbon was making alerted us to some idiots coming. Apparently the spawn have sent scouts. 1st Squad will deal with them.

[INTERMISSION: AN AMBUSH! CURSE THEM!]

Skitara, Dauros, and thier raw Recruit Thornback saw the advancing group of spawn, some lagging behind and jumping up in angered attempts to get at the guard monkey that had blown thier cover.

The lead spawn, a n abnormally big son of a bitch, came shrieking at the hardened army dwarf as she swung her pike sideways, the shaft bashing the monster sideways and sending it staggering backwards. It recovered almost imediatly and lunged forward, and in the flash of movment both it and Skitara made, it's claw missed and her pike had ruined its left ankle, sending it awkwardly sideways. She then stomped down, shattering the lower teeth of its maw and began stabbing wildly at it, blocking two successive and clumsy strikes with her sheild before tearing muscle and oragns asunder. She looked up momentarily, and strangly the rest were gone, or more likely had blundered into the traps after thier leader was knocked of its feet, though one was still making a beeline for her much fast than she though possible, and as it dove for her, claw outstretched, it was stopped dead in its tracks.

And was knocked off its feet with... A crossbow!?

Thornback was standing just ahead of Skitara with Dauros, shaking his hand and cursing about it hurting. In the momentary lapse, the downed spawn swung a claw out and smashed it into Thornback's foot, causing her to yelp in pain and swing her crossbow downward, smashing it into the spawn's claww and leaving a noticable contusion on its equivalent of a palm.

The second spawn got to its feet and charged, bowling over Thornback whiel SKitara was resuming her relentless stabbery, and Dauros, shocked by that attack, charged and shield-slammed into it and threw it off the young recruit. Skitara jumped to help, wrenching her pike free and jaming it into the leg of the second, pinning it in place as Dauros delivered a  bone snapping kick to first its arm and then head, sending teeth flying in all directions. Before long, the beast was dead, a hunk of arm bitten out and more teeth smashed oose along with its heart having been forcibly removed.

"You alright rook?" Skitara said, offering her a hand.

"Foot's sore..." Thornback mumbled as she was helped to feet.

"Looks more like some pretty nasty scratch. May wanna get a new shoe too while youre down." Dauros said, taking a look at what appaered to be a very small pool of blood under Thornback's foot.

The girl's face became very grim "Does this mean I have to go to the hospital?"

"Don't worry about it." The champion said reassuringly. "Mitch made that place much less of a deathtrap. Should be out in a week, two tops if the orderlies drag thier heels."

[INTERMISSION: AMBUSH DEFEATED, END]

21st Obsidian, 210

Thornback had a minor injury in the skirmish yesterday. Evidently she wasn't properly armed. I checked over the stocks and all the pikes are either in traps or being used, so I ordered another to be forged for her.

I'm somewhat shocked nothing has happened. Has the yearly seige decided to not come this year?


22nd Obsidian, 210

Evidently they traded a full assault for probing attacks.

-The following appears hastily written-

MoRe OF theM




[Yeah, year's starting to wrap up nicely. WIll finish either tonight or tomorrow.]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 28, 2013, 08:28:59 pm
Yays!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 29, 2013, 11:01:50 am
@Reudh (and, really, anyone who gets buckets of PMs daily):

I noticed a bit of a large delay in your responses to some of my PMs (almost two weeks in one fairly-critical instance)... if you (or anyone else reading this) haven't done so already, go to your profile page, look under the 'Modify Profile' heading, and select 'Personal Messaging'. Once there, set the "Display personal messages:" option to "As a conversation". Your PMs will now neatly organise themselves into self-contained threads and your life will become measurably more awesome.

Unless you've already done this, and I just happen to not actually be the center of the Universe and so must wait in order to get responses, in which case please ignore.

(This is actually very relevant; I probably would've finished Tedaz's pic at least a week ago if Reudh hadn't taken 12 days to supply the info -- not trying to point fingers, mind; it's probably better that there was a delay, for multiple reasons)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on May 29, 2013, 11:08:29 am
@Reudh (and, really, anyone who gets buckets of PMs daily):

I noticed a bit of a large delay in your responses to some of my PMs (almost two weeks in one fairly-critical instance)... if you (or anyone else reading this) haven't done so already, go to your profile page, look under the 'Modify Profile' heading, and select 'Personal Messaging'. Once there, set the "Display personal messages:" option to "As a conversation". Your PMs will now neatly organise themselves into self-contained threads and your life will become measurably more awesome.

Unless you've already done this, and I just happen to not actually be the center of the Universe and so must wait in order to get responses, in which case please ignore.

(This is actually very relevant; I probably would've finished Tedaz's pic at least a week ago if Reudh hadn't taken 12 days to supply the info -- not trying to point fingers, mind; it's probably better that there was a delay, for multiple reasons)

:3

I had an exam last week, and hence I was a bit preoccupied. But yes, I shall do as you asked.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 29, 2013, 11:53:40 am
Well, like I said, I wasn't really looking to point fingers. Think of it as just another Mr Frog Helpful Hint, because I've been so sparing with those lately.

Strohe's character-design sketch is now being worked on in between fits of playing the new Touhou fighter (PLAYABLE KOISHI OH MY GOD YES). Gonna practice body language/poses before doing his actual portrait, though -- my lack of ability to illustrate body language is becoming a serious handicap; Tedaz is supposed to look tense and alert in the above pic, but he just looks kinda bored. Kills the whole composition, really.

I'm hoping to be more-involved with the next thread. I feel I've grown a lot as a person in the past year or so (thanks largely in part to you all, particularly Talvi), so I'll likely be able to conduct myself more-gracefully.

E: Strohe character sketch finished.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 29, 2013, 02:58:52 pm
25th Obsidian, 210

Casualties are as follows...

DEAD
____
Id Zuabntastrod, Fish cleaner, Head crushed with tooth marks visible
Wildhog Thimshurdodok, Woodcutter, torn apart, presumably bled out

WOUNDED
____

BP Logemrakas, Tanner, claw induced hand injury
Mincer Libadedem, Axe Lord, Hand severed by claw
Aseheru the second, Axe Lord, broken toe

No-Hair saved herself thanks to moonlighting as a miner when not training. She'd been out unjamming a trap when the first amabushes hit and one fo the spawn chased her out into the woods. When I was told this in Dauros' report of the skirmish I'd assumed she was dead, but was gratful to whatever gods may exist when she came stumbling in carrying the would-be assailant's head as proof of her feat.

Well... That was decidedly unpleasant.


26th Obsidian, 210

In fine tradition of our soldiers, Mincer has decided a silly thing like a torn off hand will not keep him from his duties. Not sure if I should be proud or concerned.

28th Obsidian, 210

The year draws to a close. As per tradition, and in light of my returning sanity, I have decided to hold a hat drawing for next Overseer.

(http://i40.tinypic.com/wh1suq.png)

(http://i44.tinypic.com/xao0gp.png)



So yeah, finally finished. My apologies for taking so godsdamned long. Population dropped by 7, from a mixture of syndrome (Poor Awl...,) construction accidents, and spawn. Save link will follow when it finishes uploading.

EDIT: Save here. (http://dffd.wimbli.com/file.php?id=7704)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 29, 2013, 09:05:25 pm
Tahu, unsheath thine sword!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on May 29, 2013, 09:39:06 pm
I want this fortress to have an ending like Mass Effect 3 did. Make some character we don't even know end up actually being the equivalent of god, and the force the overseer to make a choice between three different color explosions.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on May 29, 2013, 11:13:17 pm
I want this fortress to have an ending like Mass Effect 3 did. Make some character we don't even know end up actually being the equivalent of god, and the force the overseer to make a choice between three different color explosions.

Let's have a moratorium on forced references to blatant flamebait, shall we? Starting stupid fights is MY job.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 29, 2013, 11:24:22 pm
I wish DF had multicolored explosions... All I see is grey,  or if I'm lucky orange-red  from magma, and that gets boring after a while.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 30, 2013, 01:21:04 am
Make some character we don't even know end up actually being the equivalent of god
Damn, called me out :P

Nah, LFTON's no god.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 30, 2013, 01:27:58 am
Right, he's just a swordsdwarf with a severe personality disorder.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 30, 2013, 01:28:59 am
Right, he's just a swordsdwarf with a severe personality disorder.
He's also not my only character.
MUUAHAHAHAHAHHAHAHAHAHHAHA!
...ahem.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 30, 2013, 04:45:38 pm
Right now, I'm just dumping essentially all of our shit. Expect an update within 24 hours.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 30, 2013, 05:28:15 pm
Right now, I'm just dumping essentially all of our shit. Expect an update within 24 hours.
Save a pair of flails, please :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 30, 2013, 05:32:01 pm
Define dumping because the caravan left and magma mist will kill a bunch of people. Everything else will just go into the closet off the mess hall (which is full of totemables, hooves, and other goodies)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on May 31, 2013, 10:44:42 am
Also please save a sword and shield for my future swords-orphan.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on May 31, 2013, 06:20:50 pm
Actually, have all of my guys been dorfed? I know there were a lot :S
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on May 31, 2013, 06:24:03 pm
OK, I've been atomsmashing a TON of crap, nothing else much to report. I've gotten through about a month and a half.
Do you want me to save all the hooves and totemables? I don't think we really need them, but what do I know, anyway?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on May 31, 2013, 06:31:03 pm
You realize there are tons of masterworks and clothing the dwarves need amongst all that junk right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 01, 2013, 02:04:50 am
You realize there are tons of masterworks and clothing the dwarves need amongst all that junk right?
Yes, yes I do.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 01, 2013, 03:15:40 am
Please refrain from deliberate killing of dwarves unless there is no other option. We've already had a bunch of deaths as it is, we don't need madness claiming more workers we can't spare.

I'll reword that. Are you indiscriminately smashing for no reason or are you making sure the useful stuff and masterworks are being kept safe?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 01, 2013, 03:31:17 am
If I can figure out how, I'm going to set the wiki to read only except to certain people - to prevent vandalism that would be tough to revert. Just sayin'.

Stand by.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 01, 2013, 03:34:02 am
If I can figure out how, I'm going to set the wiki to read only except to certain people - to prevent vandalism that would be tough to revert. Just sayin'.

Stand by.
Oh god, what happened?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 01, 2013, 03:50:36 am
If I can figure out how, I'm going to set the wiki to read only except to certain people - to prevent vandalism that would be tough to revert. Just sayin'.

Stand by.
Oh god, what happened?

Nothing happened, it's preemptive. According to Wikia's guidelines, I'm not allowed to set it to read only, but when an article is 100% finished, you may pm an admin (me or Talvi) to Protect it, which autoreverts any vandalism after that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 01, 2013, 03:58:31 am
Please refrain from deliberate killing of dwarves unless there is no other option. We've already had a bunch of deaths as it is, we don't need madness claiming more workers we can't spare.

I'll reword that. Are you indiscriminately smashing for no reason or are you making sure the useful stuff and masterworks are being kept safe?
Yes.

No, I am not randomly smashing, I have plenty of experience knowing what needs to be kept.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 04, 2013, 11:15:42 pm
So how goes things Tahu? Any ridiculous deaths? migrants? Anything?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 04, 2013, 11:37:20 pm
Migrants? Please say migrants!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 05, 2013, 08:59:08 am
Not much of anything. Sorry for the lack of updates, I a) don't have anything interesting to post, and b) am getting a job tomorrow. I'm about 3 months in, my computer isn't taking it too well. Is it OK if I turn off temp?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 05, 2013, 09:26:03 am
If you really need to fine, but I'd still prefer you didn't to avoid any unforeseen consequences for the remaining players.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 11, 2013, 02:52:14 pm
So Tahu, what's the word man?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 11, 2013, 03:38:09 pm
The bird.

Sorry for the lack of updates, what with my new job I have time to play DF or get on the web, but not both. I'm posting this from my phone during my break. I'm about three quarters of the way through.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on June 13, 2013, 10:09:39 am
So, uh... Hey. I disappeared for a while... well over a month, I think. I'd rather not say why, but it looks like things continued pretty smoothly until... a couple weeks ago?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 13, 2013, 10:11:15 am
I think Tahu is just going to dump it all as one update.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 13, 2013, 10:15:58 am
I think Tahu is just going to dump it all as one update.
Yep, pretty much. More cleaning going on, and walling up of unused areas.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on June 13, 2013, 10:25:07 am
That would be pretty good. I'm looking forwards to see what you do with it. (: And I need to get caught up - still working on that. I also ought to get one of those chapters I wrote posted... I'll have to figure out what drive they're on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 13, 2013, 10:40:36 am
No worries man. And good hunting finding the updates.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 13, 2013, 06:42:43 pm
An update~
Yay!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on June 14, 2013, 01:13:00 am
Picking up where I left off.  And Heyaa, Lolfail. :)

edit: link to previous post: http://www.bay12forums.com/smf/index.php?topic=102730.msg4025663;topicseen#msg4025663

Vanya's Journals, Chapter... 57? (I think?)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 14, 2013, 01:39:16 am
Excellent update, Talvieno!
Quote
An update~
Yay!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 14, 2013, 11:21:55 am
Great update, Tal! :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 14, 2013, 12:36:06 pm
Ah, activity. Such a pleasing thing to wake up to!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Paintbrushturkey on June 14, 2013, 07:20:34 pm
I take it this has turned into a story only fort with no game updates?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 14, 2013, 07:29:49 pm
No, Tahu is just gonna dump everything on us at the end of his turn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 14, 2013, 10:51:21 pm
Well, I do believe I've found a robot after our own heart in the neurotic busboy Muggy. (http://fallout.wikia.com/wiki/Muggy) He seems to have a mild obsession with mugs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on June 15, 2013, 08:08:13 am
Talvieno, nice update. I do believe it's barely escaped, not rarely escaped (just throwing that out there).
In other news, I've found a little gap in my studying schedule and am using that gap to post this. Rejoice, minions friends!
Also, I'm thinking of "reviving" Tomio. As a
Spoiler (click to show/hide)
Also, Heinrich McSpawn was meant to be that one spawn trapped on a ledge, if you guys agree with that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on June 17, 2013, 03:06:52 pm
I think I killed a thread. Again. Sorry :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 17, 2013, 03:14:42 pm
I prefer to stay out of all things directly regarding Spawny unless it's for the purpose of comedy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 17, 2013, 03:46:14 pm
Im just building spacestations, dont mind me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on June 17, 2013, 04:10:45 pm
GIVE ME BACK MY TIME MACHINE!!!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 17, 2013, 04:14:28 pm
Hey! This one is mine! The gremlins took yours!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on June 17, 2013, 04:20:07 pm
I disappeared for a couple days - our annual family reunion was last weekend. Back now, though, and yes, Tomio, I typo'd. As to Spawny being Heimrich, I have somewhat mixed feelings on that - I loosely implied in the wiki that it might be the same creature, but I kind of feel it needs Terrahex's approval. Note that my views may differ wildly from Splints.

Also, I was ninja'd while typing. This is good.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 17, 2013, 04:21:22 pm
The gremlins are obviously pawns of Ballpoint.
EDIT: Also, the wiki needs more work now that it has been mentioned.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 17, 2013, 04:37:07 pm
Awww.... Stone INC isent listed yet...
Well, heres hoping the scanner works now... Yes, i found a scanner.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 17, 2013, 04:48:16 pm
Neat. Been wondering what sort fo fancy stuff you'd drawn for them. Hell I'd settle for a logo.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 17, 2013, 04:53:02 pm
Its a badly drawn logo...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 17, 2013, 04:54:03 pm
And I shall make it unbadly drawn when I see it with your permission.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 17, 2013, 04:54:47 pm
Allright. Now i just have to dig up the images and haul the stack around...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 17, 2013, 05:37:49 pm
This is a stack of 4 {image}.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 17, 2013, 07:06:12 pm
Chem exam today, but tomorrow another update for my characters! :D

Talvi, you have checked your PMs, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 18, 2013, 12:38:46 am
Wait, since when have dwarves learned to re-stack stuff?

Anyway, worry not about the lack of updates, I have been playing my save and taking notes, and I will put it into story form later.

I did, however, find some of my notes on fitting a Bionicle character into this transdimensional cesspool, and why anyone would really care. I turned them into a little exposition:

Spoiler: Prologue (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 18, 2013, 04:43:11 am
Impressive. Not only are you a Bionicle fanboy with writing talent, but one who knows that the Makuta is actually a group rather than one badass motherf***er.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 18, 2013, 07:39:01 am
Eh, while Bionicle is awesome and all, I don't really think another IP shoehorned into canon is that useful... :/

Oh wait, I'm assuming the job of Mr Frog. Heheh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 18, 2013, 09:30:57 am
Well, i have A image, but all the old ones are still not here. Hope this link is the one...
Spoiler (click to show/hide)
New ones are going up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 18, 2013, 11:00:45 am
@Asea:

The mythical scanner has been found!!! Holy crap.

*ahem*

Not gonna lie, I'm not even really exactly sure what I'm supposed to be seeing in that first one... I see a blast door of some sort being raised/lowered, revealing a hallway which has been hastily (and unsuccessfully) barricaded with bricks in order to prevent something from getting in (or maybe out?). Not sure what the thing is sitting in the hallway; it looks to be anything from a pile of scientific instruments to a very oddly-dressed humanoid.

My advice, should you choose to take it, is to work on defining dimensions better. I can make out the individual 2-D shapes comprising the image (worthy of praise by itself -- pencil's a bitch to work in), but I'm having difficulty assembling them into a coherent scene. Try varying the thickness of the outlines to give an idea of how close each shape is to the viewer in relation to each other (e.g. a thicker outline means it's closer; a really thin line means the two shapes are touching each other side-by-side).


@Reudh:

I'm kind of sketchy about tying Bionicle in, too, but it's not so much because it's another IP as it is because it's kind of a huge thing to not have ever been mentioned before in-story. It's still possible to pull off if one can provide an airtight reason as to why none of it had come up yet, but I'd advise extreme caution on Tahu's part.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 18, 2013, 11:01:40 am
And here they are. prepare for eye-melting.
Spoiler (click to show/hide)
And now.... AIRCRAFT! burn me now...
Spoiler (click to show/hide)
TANKS.
Spoiler (click to show/hide)
and the random singular thing that i still decided to scan.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

EDIT. as the frog passed me in the upload line.
The first image is a blast door closing just before a barricade with a guard guarding.

OH! a warning. I cant spell. At all. Que the errors.
Oddly enough the last sentence had no errors, while i spell sentence wrong here... twice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on June 18, 2013, 12:24:39 pm
No offense, but it's rather ironic that you said que the errors...
(Its spelled queue, unless you're speaking french)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 18, 2013, 12:52:10 pm
My god. I.... No comment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 18, 2013, 01:04:45 pm
I do have an airtight reason, thank you.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 18, 2013, 01:08:32 pm
My god. I.... No comment.
Its bad, right? because if its not then i would be shocked.
Hey, no errors!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 18, 2013, 08:36:24 pm
Quote from: tahujdt and Mr Frog
shoe-horning in another IP
IP? I'm guessing we're not talking Internet Protocol here?
Did I miss something?
With every bullet point so far?
And every one coming?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 18, 2013, 09:19:25 pm
Quote from: tahujdt and Mr Frog
shoe-horning in another IP
IP? I'm guessing we're not talking Internet Protocol here?
Did I miss something?
With every bullet point so far?
And every one coming?

Intellectual property.

And Asea, that's awesome - I can see a lot of time and effort's gone into that work :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 19, 2013, 08:46:58 am
Really? I look at it and I run...
Ah, the bane of old work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 19, 2013, 11:37:32 am
Ah, the bane of old work.

If you're capable of finding flaws in your old work, it means you've improved since then ;)

E: Or, more specifically, that you are now capable of improving.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 19, 2013, 02:50:40 pm
Time for more horrible artwork! This one is of Strohe:


While it's probably my best work yet from a technical standpoint (although there are still a lot of issues), it's probably my worst in terms of sticking to the actual request. Sorry, Reudh :/
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 19, 2013, 05:05:19 pm
That knife would cause some horrific injuries.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 19, 2013, 08:06:49 pm
Time for more horrible artwork! This one is of Strohe:


While it's probably my best work yet from a technical standpoint (although there are still a lot of issues), it's probably my worst in terms of sticking to the actual request. Sorry, Reudh :/

It's just about exactly how I imagined him, right down to the cowlick :P

That's great, Mr Frog! Thank you very, very much!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 21, 2013, 06:36:14 am
Tahu, can I have a status update for my dorfs? I really want to write for them, but I don't know whether to write about their arrival from Idyllia / Vijha Mahran (place that 0009, Nine, Lolfail and Cor'Daz are from) or about temporal flux residue interfering with automaton fabrication and everyone yelling at LFTON.

Also, I get the feeling something made of slade will arrive soon :S
I don't know why, but I have a very bad feeling that this will become Serious Business.

EDIT: I do love that poll, can we keep it? Like, forever?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 21, 2013, 11:35:27 am
Well, i noticed a few gaps in the first page. mainly, the frogs last masterpiece is not listed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 21, 2013, 02:03:44 pm
Well, i noticed a few gaps in the first page. mainly, the frogs last masterpiece is not listed.

I think that's more due to every known force of nature apparently conspiring to keep Talvi from accessing this forum.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 21, 2013, 02:47:12 pm
Good point.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on June 21, 2013, 03:46:02 pm
Well, i noticed a few gaps in the first page. mainly, the frogs last masterpiece is not listed.

I think that's more due to every known force of nature apparently conspiring to keep Talvi from accessing this forum.
That's my bad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 21, 2013, 03:51:10 pm
So guys. I just realized we can use Putnam's force event script to boost the population at the usual mid-season time.

Who else feels stupid for not realizing that or like that'd be cheating?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on June 21, 2013, 04:57:31 pm
DO IT.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 21, 2013, 07:13:49 pm
So guys. I just realized we can use Putnam's force event script to boost the population at the usual mid-season time.

Do it. We must do it.
POOTIS MIGRANT HERE. AND TIS ONE HERE. AND TAT ONE THERE.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 22, 2013, 06:08:37 pm
For the sake of having *something* posted today: Lord Hathur Tammunique's character-design sketch is finished, will begin working on his portrait as soon as the mood strikes me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 22, 2013, 09:40:32 pm
For the sake of having *something* posted today: Lord Hathur Tammunique's character-design sketch is finished, will begin working on his portrait as soon as the mood strikes me.

I just squee'd with my manvoice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 22, 2013, 09:46:12 pm
For the sake of having *something* posted today: Lord Hathur Tammunique's character-design sketch is finished, will begin working on his portrait as soon as the mood strikes me.

I just squee'd with my manvoice.
Such a thing is possible?

EDIT: Apparently, it is. Huzzah for chibi hydras.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 23, 2013, 07:51:13 am
Saywhatnow?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 23, 2013, 11:47:02 am
Talvi left a message for me to say he's lost internet access again, and may be gone for a little while again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 23, 2013, 01:03:13 pm
Jease, the gods have it out for him.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 23, 2013, 05:35:55 pm
You must pull through, Talvieno!
No victory is achieved by nothing!
KI NARALESH FYTH RAAKI!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on June 23, 2013, 09:05:29 pm
Talvi left a message for me to say he's lost internet access again, and may be gone for a little while again.

Wow damn finally I meet someone who the world hates as much as me. Damn there should be a club for this sort of thing. Poor Talvi the world really doesn't want him on this forum.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on June 24, 2013, 12:58:15 pm
Talvi left a message for me to say he's lost internet access again, and may be gone for a little while again.

Wow damn finally I meet someone who the world hates as much as me. Damn there should be a club for this sort of thing. Poor Talvi the world really doesn't want him on this forum.
That club would then collapse, granting the world points. Don't do it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 24, 2013, 05:40:45 pm
Talvi left a message for me to say he's lost internet access again, and may be gone for a little while again.

Wow damn finally I meet someone who the world hates as much as me. Damn there should be a club for this sort of thing. Poor Talvi the world really doesn't want him on this forum.
That club would then collapse, granting the world points. Don't do it.

Does America have some sort of NBN equivalent?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 24, 2013, 07:15:52 pm
NBN? please explain and list the nation its from.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 24, 2013, 08:55:57 pm
NBN? please explain and list the nation its from.

NBN: National Broadband Network.

It's a proposed fibre optic network that is being rolled out to people in Australia in order to get our internet speeds level with that of other countries - our average speed using wireless currently sits as fast as the Czech Republic or Hungary.
It beats the current setup:

-Dial-up (If you're in a rural area, this is one of your two options.)
-Wireless dongle (These have like 300MB download allowances for $40/month, and are the other rural option)
-Wireless modem (This is what most everyone uses. If you're far away from the telephone exchange, expect patchy connection and slow speed. I'm close to my exchange so I get adequate speed and adequate connection.)
-Satellite dish (Way too expensive for most people.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 24, 2013, 09:17:59 pm
NBN? please explain and list the nation its from.

NBN: National Broadband Network.

It's a proposed fibre optic network that is being rolled out to people in Australia in order to get our internet speeds level with that of other countries - our average speed using wireless currently sits as fast as the Czech Republic or Hungary.
It beats the current setup:

-Dial-up (If you're in a rural area, this is one of your two options.)
-Wireless dongle (These have like 300MB download allowances for $40/month, and are the other rural option)
-Wireless modem (This is what most everyone uses. If you're far away from the telephone exchange, expect patchy connection and slow speed. I'm close to my exchange so I get adequate speed and adequate connection.)
-Satellite dish (Way too expensive for most people.)

Thank you, Reudh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 25, 2013, 04:41:52 am
Okay, so Tedaz's picture is finished:

Spoiler (click to show/hide)

Reudh requested that his Parasol guys be drawn wearing "Parasol Fatigues" without to my knowledge specifying what that meant. I couldn't find anything on the wiki, so I just Googled 'fatigues' and copied that. Let this be a lesson.

Also, I apologise for the sloppy-looking shading. I tried a new shading technique, but it didn't really work out IMO.


I TOTALLY missed this. This too, is awesome!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 25, 2013, 06:16:16 am
Wow. And we have nothing like that.
Of course, i am in a county seat thats not even of google maps so... Hell, we dont even have 4g when the rest of the county has it.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on June 25, 2013, 01:35:23 pm
After a few days of no new posts, I get sloppy and forget to check up on this for 2 weeks.  Now that I'm back?  I find a mere 2 new pages of talk (I set the forum to display 50 PPP (posts per page)), AND not one of them is an update of the fort?! You guys should be ashamed of yourselves.  This fort feels like it might as well be dead.

I'm still not going to abandon this thread yet, Of course.  Just feel disappointed in you guys.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: BFEL on June 25, 2013, 03:07:18 pm
I'm just amazed that this is still going.
I tried to follow everything that went on, but 500+ pages is a bit much for me.
What I saw was awesome though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 25, 2013, 04:43:44 pm
Tahu's starting to press his luck. I understand he doesn't have much time but an occasional sitrep would be nice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 25, 2013, 06:32:12 pm
Sorry, I do realize that, but I won't be able to complete the year until Thursday, with a (probably incomplete) write up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 25, 2013, 06:33:45 pm
Ah, that's what we like to hear.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 25, 2013, 10:24:00 pm
Make us proud, Tahu, and remember.
The strongest steel is tempered in fire.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 25, 2013, 11:08:28 pm
Talvi left me another message:

Quote
I'm not entirely sure if you'll get this, but... I've kind of lost access to the Bay12 forums. It's not my connection this time (or the last time >.>) so much as that forums have been blocked. :\ I tried using an anonymizer to get around it, and Bay12 itself blocks me as a bot. I'm still working on the wiki, though... so I'm still around. And here, you and the other guys in-thread might find this mildly amusing (or worrying) for SB 2.

(http://tnypic.net/g770v.png)

I decided that I would try to make a SB 2 mod using everything I could remember us putting in... and one of them were spawnified domestics. It's proving to be an interesting challenge.

I'm going to message Toady or Threetoe and see if they can get SMF2 to stop blocking Talvieno.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 25, 2013, 11:13:40 pm
I don't remember that bit, but it certainly sounds.... Different. I think we'd need to make them vulnerable to head trauma though simply for balance otherwise we'd get slaughtered on the first siege they brought animals...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 25, 2013, 11:21:17 pm
Yeah, the idea is that the animal!spawn will be just as fragile regarding their chest and heart.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tiruin on June 26, 2013, 06:04:12 pm
My lack of time = my lack of catching up with this and whatever else I'm reading on everything here is very amazing.

Wish I had better organized time >_>
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 26, 2013, 06:09:13 pm
Yeah, the idea is that the animal!spawn will be just as fragile regarding their chest and heart.

I meant period. Harder to kill is all well and good but animal!Spawn is a bit much to make immune to brain damage.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 26, 2013, 07:40:14 pm
To balance them, there could be some kind of instability/weakness in the mutation.
Like giving AB+ blood to a O- recipient.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 01:05:19 am
Not sure what you mean by that, but eh. Whatever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 27, 2013, 01:38:43 am
I mean like the animal's body does not assimilate the spawn infection completely seamlessly, and throws up something similar to an allergic reaction.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 27, 2013, 03:20:16 pm
I have to pack for a canoe trip, so I will have to post the finished save sans write-up, but I will probably compose most of it in my head and post it Sunday.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 03:23:07 pm
Well alright man! Looking forward to it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 27, 2013, 04:14:21 pm
I also just got a sword-cane with a cobra handle.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 27, 2013, 06:11:33 pm
I also just got a sword-cane with a cobra handle.

That. Sounds. Epic.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 27, 2013, 06:37:34 pm
I am officially scared of Skitara. She single-handedly killed three spawn. On one of them, she kicked its right upper arm (and presumably everything below) off. On another, she punched it in the heart, killing it instantly.

EDIT: Naturally, shortly afterwards, my computer crashed. Luckily, I had saved from before the ambush.
DOUBLEEDIT: This time around, she killed the exact same spawn by scratching it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 06:43:57 pm
Either the 1st Squad Survivors really are eating the souls of all they kill or the spawn are getting weaker.

I suspect dwarven legend will claim the former, as it makes them a tiny bit more terrifying.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 27, 2013, 06:48:17 pm
I am officially scared of Skitara. She single-handedly killed three spawn. On one of them, she kicked its right upper arm (and presumably everything below) off. On another, she punched it in the heart, killing it instantly.

Pretty much everyone in First Squad are that strong. Fischer easily kills them, or at least would if she wasn't bedridden. Same with Draignean.
Awl was a squaddy of Skitara's, who killed the mountain barbarian general Okol Tiklomnekol, but got killed. Jack Magnus I was just barely below Skitara's level. Same with Pokonic. Dauros kicked a spawn's hand clean off once.

So who was the First Squad as of my reign?
Fischer - incapacitated
Draignean - incapacitated
Dauros - On duty as the New Fischer
Awl - killed in action
Pokonic - Killed in action
Jack Magnus - Killed in action
Skitara - On duty

That's only seven - surely there's more?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 06:50:58 pm
Pokonic and Jack were in Paintbrush's squad weren't they? If not then nope, the squad has been worn down to Two functioning dwarves through sheer attrition and bad luck and never had more than them in it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 27, 2013, 06:52:02 pm
I am officially scared of Skitara. She single-handedly killed three spawn. On one of them, she kicked its right upper arm (and presumably everything below) off. On another, she punched it in the heart, killing it instantly.

Pretty much everyone in First Squad are that strong. Fischer easily kills them, or at least would if she wasn't bedridden. Same with Draignean.
Awl was a squaddy of Skitara's, who killed the mountain barbarian general Okol Tiklomnekol, but got killed. Jack Magnus I was just barely below Skitara's level. Same with Pokonic. Dauros kicked a spawn's hand clean off once.

So who was the First Squad as of my reign?
Fischer - incapacitated
Draignean - incapacitated
Dauros - On duty as the New Fischer
Awl - killed in action
Pokonic - Killed in action
Jack Magnus - Killed in action
Skitara - On duty

That's only seven - surely there's more?

Not even Dauros can be the New Fischer.
Close, but not quite.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 27, 2013, 06:53:15 pm
I am officially scared of Skitara. She single-handedly killed three spawn. On one of them, she kicked its right upper arm (and presumably everything below) off. On another, she punched it in the heart, killing it instantly.

Pretty much everyone in First Squad are that strong. Fischer easily kills them, or at least would if she wasn't bedridden. Same with Draignean.
Awl was a squaddy of Skitara's, who killed the mountain barbarian general Okol Tiklomnekol, but got killed. Jack Magnus I was just barely below Skitara's level. Same with Pokonic. Dauros kicked a spawn's hand clean off once.

So who was the First Squad as of my reign?
Fischer - incapacitated
Draignean - incapacitated
Dauros - On duty as the New Fischer
Awl - killed in action
Pokonic - Killed in action
Jack Magnus - Killed in action
Skitara - On duty

That's only seven - surely there's more?
I added one, my rationale being that every good squad (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheSquad) needs one new guy who either loses his innocence or gets killed brutally.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 06:57:42 pm
The squad needs to be reinforced badly. Draignean and Fischer can be left in to alleviate equipment issues since I'm positive there'd be some big huff with everyone stripping off and reequipping shit. Hell most of our heavy hitter squads are pretty much just skeleton crews at this point.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 27, 2013, 07:03:20 pm
The squad needs to be reinforced badly. Draignean and Fischer can be left in to alleviate equipment issues since I'm positive there'd be some big huff with everyone stripping off and reequipping shit. Hell most of our heavy hitter squads are pretty much just skeleton crews at this point.
Is it OK if I reorganize?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 07:13:07 pm
If you think you can do it go for it, but I strongly advise leaving the nonconsequential units (civil defense, Fortress Guard) be.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on June 27, 2013, 07:21:48 pm
Backup the save just in case, or don't be afraid to savescum. The military's uniforms are cobbled together and will break apart if so much of a single edit is done wrong. (Splint nearly leapt in the air when I wanted to promote PBT to First Squad as it'd ruin PBT's squad, as well as causing equipment issues)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 07:55:56 pm
I actually thought "Are you stupid?" but the reasoning were the exact same. I considered trying to fix their uniforms, mostly to reduce the weight they had to lug around and so we could move people around as needed, but the sheer enormity actually humbled me.

Examples of what went wrong include for no reason a new guy I assigned to a squad carrying a crossbow when he should have had a pike, as they're set to carry whatever they prefer instead of a single standard weapon along with said standard issue weapon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on June 27, 2013, 09:10:40 pm
I am officially scared of Skitara. She single-handedly killed three spawn. On one of them, she kicked its right upper arm (and presumably everything below) off. On another, she punched it in the heart, killing it instantly.

EDIT: Naturally, shortly afterwards, my computer crashed. Luckily, I had saved from before the ambush.
DOUBLEEDIT: This time around, she killed the exact same spawn by scratching it.

Presumably Fischer has learned to telepathically control others from her coma. She'd never let little annoyances like the lack of a functioning body stop her from kicking ass. (Fischer's still comatose, right? Fort updates are so sparse I can't keep track of what's going on.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 27, 2013, 09:17:31 pm
She is indeed comatose but given the amount of badassery invested in her, I wouldn't doubt that in the slightest.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 27, 2013, 09:56:29 pm
I did have an idea to use for writing similar to Fischer being telepathic, but now it's been thrown out there...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on June 28, 2013, 03:33:51 am
It's the last days of the year, and we are facing a large spawn siege. Most of them were taken out by the spikewalk, and the entirety of the first company, with the 3rd squadron of the second company providing cover fire, are ready to deal with the rest.

EDIT: DFFD wasn't working, so I used filedropper.
My Turn (http://www.filedropper.com/spearbreakers-tahu)
BTW, Thornback was killed during a human siege. The only other injuries from said siege were broken bones.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 28, 2013, 07:02:19 am
Quote
From Talvieno - I was testing adventure mode and came across a bunch of llamas attacking each other... the spawnified domestics still had the domestic tags, and, as they also had the "crazed" tag, it had started a loyalty cascade. I made the mistake of hitting one of the spawnified Llamas with a vampiric silver serrated disc from a serrated disc launcher and got absolutely pulverized by the furry monsters and was dead before I had a chance to move. Obviously I still have stuff to work out...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 29, 2013, 01:40:00 am
PAINTBRUUUUUUUUUUUUUUUUUUUUUUUSHturkey.

We need additional momentum!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on June 29, 2013, 06:37:13 am
Quote
From Talvieno - I was testing adventure mode and came across a bunch of llamas attacking each other... the spawnified domestics still had the domestic tags, and, as they also had the "crazed" tag, it had started a loyalty cascade. I made the mistake of hitting one of the spawnified Llamas with a vampiric silver serrated disc from a serrated disc launcher and got absolutely pulverized by the furry monsters and was dead before I had a chance to move. Obviously I still have stuff to work out...
Dear lord... That is awesome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: matioshka on June 29, 2013, 03:12:33 pm
Reading roughly half of the overseer updates and miscellaneous stories induced me to come out of lurking and post my commendation. Excellent work.

Being a derp, and not bothering to check previous posts in the stupidity to be expected of an internet dweller, (In addition to being wholly unaware of DF's technical limitations.) Might I inquire as to whether or not the Spawn will, one day, be able to infect animals? To use the DF Cult's expression; That would be 'Fun'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 29, 2013, 03:47:58 pm
Actually in SBII they will be able to infect most domestic animals, though most fowl like Emu and the Battleyak will be immune.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: matioshka on June 29, 2013, 04:14:52 pm
Sounds awesome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 29, 2013, 04:19:21 pm
I'm leery of letting nondwarven sapients get infected though; if you saw the quote on the previous page, it can ruin a lot of the fun because they may turn on each other or attack their own caravans when they hit the play area.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on June 29, 2013, 09:37:26 pm
Although, it would leave some free stuff and a (hopefully) injured elf!spawn or two.  :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on June 30, 2013, 01:23:58 pm
Since Dauros and Skitara are the only original members of the First squad still able to fight, I might personally make each of them leaders of their own squad, since:
A. I doubt that at this point they need to be together to to fight enemies without injuries, so being able to send them out separately means that High-threat enemies could be fought off at two places at once if such a situation arose.*
B. Hopefully they each could pass on the skill of being pure badass to whoever they'll be leading, and if both are lost (as Fischer proved, even gods of ass-kicking can be lost to FB syndromes or plain bad luck) then We'd better have some backup solders able to come close to Fischer levels of awesomeness if this fort is to survive without going back to the strategy of turtling until the enemy goes away.  After what this fort has done, such a state might lead to the fort dying of shame.

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

*Sidenote: I don't know if it's possible, but I think it would be FUN if, in SB II, some civs like goblins could invade though cavern levels.  After all, dwarves can't be the only civ that is fine with being underground.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on June 30, 2013, 03:07:37 pm
I think they will attempt the flee through the caverns if an escape there is easier than through the dwarves if they get broken.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 02, 2013, 02:40:52 am
So... Anyone alive out there? Anyone?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 02, 2013, 02:45:06 am
No, but I'm certain the various mad scientists that call the fort home have left plenty of robots around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 02, 2013, 02:54:09 am
No, but I'm certain the various mad scientists that call the fort home have left plenty of robots around.
My, isn't that a terrifying prospect.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 02, 2013, 03:46:43 am
I tried to take a look at Tahu's save, but Filedropper is the most fuckwitted fileshare system ever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 02, 2013, 03:48:21 am
Ive been building them. Robots that is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on July 02, 2013, 08:49:03 am
Here's DFFD. (http://dffd.wimbli.com/file.php?id=7800)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 02, 2013, 11:49:50 pm
Thanks tahu.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 03, 2013, 01:00:19 am
Speaking of which when can we expect the write-up?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 07, 2013, 02:34:39 pm
Ok, so.... Are we going to get a proper write-up any time soon or are we going to be sitting here with our thumbs up our asses for another month?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 07, 2013, 03:00:13 pm
Thumbs up the asses. I bet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 07, 2013, 03:39:13 pm
Normally I'd say it's time to drop the hammer and rollback, but seeing as Tahu already posted the save, I think it'd be far more amusing for the next player in line to simply take their turn with the save Tahu posted and come up for some in-story excuse as to why nobody remembers the events of the previous year.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 07, 2013, 03:55:30 pm
The frog was testing a new drink.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 07, 2013, 04:12:45 pm
Normally I'd say it's time to drop the hammer and rollback

I was strongly considering that, but really the fact he played his year is the only reason I haven't said screw it. I'd just like at least some kind of status report on the actual update so we know what the hell he did.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 07, 2013, 04:27:42 pm
If I may put forth the following:

Managing Spearbreakers makes you absolutely, mindbogglingly insane. The only reason I managed to pull through was because I didn't have anything else to do. If you asked me a good two months ago if I wanted a turn, I probably would have said yes, but have dropped out, due to the sheer insanity that Spearbreakers can bring. I congratulate Tahu for actually managing to pull through the mess that is Spearbreakers with his sanity (or what is now left of it) mostly intact.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 07, 2013, 04:55:18 pm
And just for that I am going to test my sanity now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 07, 2013, 08:36:16 pm
And just for that I am going to test my sanity now.
DON'T.
SERIOUSLY, DON'T.
ONLY THE FORCES OF WILL AND MUSIC CAN KEEP YOU SANE.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 07, 2013, 08:43:50 pm
Dwarf fortress has good music, I guess thats what kept me sane.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 08, 2013, 12:53:43 am
Even those might not help here. This fortress is a rat's nest of doors leading to nowhere, rooms with no purpose, nigh-unending blood rain, and a number of levers that, despite even being labeled have managed to get people on our side killed.

This is one of those fortresses that has become the best example of organized chaos I can think of.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 08, 2013, 01:06:59 am
I like it. And it actually plays fairly well...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 08, 2013, 01:28:35 am
Even those might not help here. This fortress is a rat's nest of doors leading to nowhere, rooms with no purpose, nigh-unending blood rain, and a number of levers that, despite even being labeled have managed to get people on our side killed.

This is one of those fortresses that has become the best example of organized chaos I can think of.
Chaos is good.
From chaos anything can seed.
Anything can live in chaos...
EVERYTHING WILL DIE IN CHAOS.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 08, 2013, 02:44:31 am
I really need to finish writing my next piece. SOMEONE YELL AT ME TO DO SO PLEASE.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 08, 2013, 02:46:53 am
Do it or I shall send the Gremlins to take all your fitting pants, along with half your socks. Yes, you shall have only SINGLE SOCKS!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 08, 2013, 02:59:42 am
Do it or I shall send the Gremlins to take all your fitting pants, along with half your socks. Yes, you shall have only SINGLE SOCKS!

Yes sir mister Aseaheru sir.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 08, 2013, 03:02:45 am
Thank you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 08, 2013, 05:08:22 am
I;ve also noticed that the wiki seems to have burned out on activity. i am disapproving of this because it seems there's only 1-3 of us who knows anything about it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 08, 2013, 05:13:05 am
I;ve also noticed that the wiki seems to have burned out on activity. i am disapproving of this because it seems there's only 1-3 of us who knows anything about it.
I would read back through the entire thread to get more info, but that would involve GOING BACK IN THERE. *shudders*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 08, 2013, 05:25:22 am
Yeah.... I can see how that particular bit would be... Damaging, for some psyches. Especially since Talvieno is currently unable to maintain the second post.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 08, 2013, 05:30:22 am
Yes, but apparently the situation is unavoidable at present.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 08, 2013, 05:35:21 am
I know, I was informed of it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 08, 2013, 05:37:24 am
The wiki has a pretty respectable amount of information on it at the moment, and real life + new games are preventing me from doing much on it. I'm almost finished the next piece of my writing, and I've started the next one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 08, 2013, 05:44:21 am
Goody! Something to tide us over until Tahu decides to give us his write up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on July 08, 2013, 07:35:09 pm
Great I might be one of the only people with the time and lack of sanity to run this fort but what do you know my current computer would light on fire just from looking at the fort too hard. I think the fort is trying to cause us to cave it's like swordthunders all over again. (If anyone wondered I haven't had internet for a while.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 08, 2013, 08:49:12 pm
Great I might be one of the only people with the time and lack of sanity to run this fort but what do you know my current computer would light on fire just from looking at the fort too hard. I think the fort is trying to cause us to cave it's like swordthunders all over again. (If anyone wondered I haven't had internet for a while.)
Don't worry Zacen, Swordthunders makes Spearbreakers seem like Terraria.
We won't succumb to that-which-shall-not-be-fuck-it-The-Curse.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on July 08, 2013, 09:34:45 pm
Great I might be one of the only people with the time and lack of sanity to run this fort but what do you know my current computer would light on fire just from looking at the fort too hard. I think the fort is trying to cause us to cave it's like swordthunders all over again. (If anyone wondered I haven't had internet for a while.)
Don't worry Zacen, Swordthunders makes Spearbreakers seem like Terraria.
We won't succumb to that-which-shall-not-be-fuck-it-The-Curse.

Well SB1 might but once SBII gets going it should be fine.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 08, 2013, 09:43:34 pm
Guys! I may have found a way to save Fisher!

Linky!
http://www.bay12forums.com/smf/index.php?topic=128218.msg4386493;topicseen#msg4386493
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 08, 2013, 10:08:05 pm
Guys! I may have found a way to save Fisher!

Linky!
http://www.bay12forums.com/smf/index.php?topic=128218.msg4386493;topicseen#msg4386493

Hooray! No! Hooray! No!
Uhh...
Now, uhhh...
Now I need to find another idea for Project: Zendikon...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 09, 2013, 01:53:10 am
Guess who has access.

I'm not sure how it happened, but right now, the blocker's down. I think it may have something to do with the incredible amount of rain over East Coast US, and the intermittent power outages all over the place, but I'm not going to question my good fortune. Shoving this up here as quick as I can - hopefully I can snag someone else on.

QUICK, LET'S START SOME DEBATES :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 09, 2013, 02:03:52 am
Okay. Now that that's up, let me detail what I've been working on. I've been working on the SBII mod - a mod for a world that's drastically changed due to everything in Spearbreakers canon. And it's insane.

Includes, but is not limited to:

Quote
- Added new entities
   - Added Timewar entities as potential allies
      - Added small Parasol bands, will trade timewar tech
      - Added small Ballpoint bands, attack your fortress
      - Both are comprised of both dwarves and humans
   - Added Ferric Elves as an ally (Splint liked the idea of them)
      - they live underground and work with metal
   - Added Dwelves as an ally (A cross between dwarves and elves, Vanya's fault)
      - They live underground as well.
   - Added Scythods
      - Dangerous warlike race, both allied and not, very killy-killish. Will be incredibly formidable with Toady’s next update.
      -Scythods have four arms, all of which are basically deadly weapons - upper two arms are scythes, lower two arms are knify claws - all four legs are gigantic spikes, basically AND IT ALL MAKES SENSE D:
   - Added Seqiv (Mr Frog's mod)
      - Dangerous ninjalike race, enemy only (sneaky as hell and are capable of avoiding detection by the F.R.O.G 67% of the time)
      - Three new unique weapons
         - whirling helix
         - singing blade
         - tonehammer
   - Added manamaids as potential enemies (with help from Mr Frog and Splint) - a figurative and literal mindfuck
      - Added special manamaid clothing and armor
         - added warrior princess breastplate
         - added "valkyrie wings"
         - added nurse uniform
         - added nun tunic
         - added burlesque minidress
         - added "peacock tail"
         - added "bunny ears"
         - you get the idea
      - Added manamaid special interaction
      - added manamaid language
      - manamaids have the innate ability to "Bust a sexy move", rendering you unconscious and making you bleed from the eyes.
- added new weaponry (with help from Splint)
   - added fistsaw
   - added chainscythe
   - added grindaxe
   - added buzzhammer
   - added chainsword
   - added sawpike
   - added darts as a trap component
   - added ammo: mugammo
   - added ammo: small serrated discs
   - added ammo: railgun cartridge
   - added mugrifle
   - added mughammer
   - added mugbow
   - added serrated disc launcher
   - added railgun
      - all weapons have been balanced appropriately.
- added new armor
   - tons of flavor armor for ballpoint and parasol
- Added new misc items for flavor
   - added PEA (toy)
   - added PEA (instrument)
   - added gorlak doll (toy)
   - added microscope (toy, instrument)
   - added toy flamethrower
   - added toy octavian
   - added toy robot
   - added military scanner (instrument)
   - added book (toy)
   - added test tubes and beakers (instruments)
   - added radio (instrument)
   - added bracelet (instrument)
   - added binoculars (instrument)
   - added toy moghopper
   - added even more, but hey.
      - all misc items given to the appropriate civs.
- Gave dwarves new weaponry, ability to craft vampiric silver and carbon fiber
   - Made pikes wieldable by dwarves
- added new materials
   - added vampiric silver
   - added carbon fiber
- Added reactions
   - craft carbon fiber from 2 graphite and flux
   - craft vampiric silver from silver bars and flux
   - craft mughammers at craftsdwarf workshop
- added new creatures
   - made emus and giant emus domesticated and war-trainable
   - added Jackborgs
      - shell of iron
      - tradable from the mountainhome and possibly other civilizations
      - wields a pike
      - can be trained for war
      - Has their own language (not implemented, as they're not an entity - more for entertainment purposes (and it can show up in worldgen =D ))
   - added glowwhales (from parasol's oceans)
      - glowwhales bioluminesce
   - added battleyaks
      - they can’t produce milk or cheese but are formidable war machines (and in fortress tests, make excellent beasts for execution pits.)
   - added war gorlaks
      - thanks to Urist’s and Vanya’s adventures, Mr Frog’s species has bred and populated many of the darker areas of the world and are available for WAR.
- added holistic spawn from Spearbreakers
   - Spawn have added ability to turn humans, goblins, and/or elves
      - trolls can be turned as well, creating spawn that are four times larger than normal
   - Spawn can turn common domestics (although they are weaker than traditional spawn in multiple ways - can bleed out, can die from brain damage (cow spawn can still stomp regular spawn though))
   - Spawn can turn scythods (although interestingly, turned scythods are weaker)
   - Added roaming spawn
      - Roaming spawn travel in groups in evil areas, and can attack fortresses at random
   - added giant spawn
      - giant spawn are 10 times the size of a regular spawn
   - added megaspawn
      - megabeasts 133 times the size of a regular spawn
- added radiation mod
   - comes with *.exe to randomly generate new radiation effects
   - radiation has a 25% chance to affect every savage area
   - Gods can curse sentient beings with mutations during worldgen
   - radiation randomly (and permanently) changes various properties of your dwarves
   - introduces "radiation sickness", which some dwarves are inherently immune to (by chance)
   - dwarves can die of radiation exposure
   - dwarves can gain superhuman strength, agility, etc.
   - all fixed and stabilized from the previous unreleased version - dwarves no longer mutate into vampires, paralysis no longer affects the ability to talk, etc. also, necrosis is no longer a *****.
 - Elves are evil. Now, they can be evil more dramatically with elves being inherently enemies with you.
 - added new plants
   - Chardonnay grapes, brew to create chardonnay
   - Merlot grapes, brew to create merlot
   - "Frog moss" - a mysterious type of moss that makes dwarves high for a limited time if converted to powder at a mill. Worth a good deal in trade. +Frog Moss Powder Roasts+ are an interesting curiosity as well. Can be grown underground at farms.

that's all I can think of at the moment... I'm still testing stuff, but... :D I'm open to any and all suggestions. If we're going to make SBII, we might as well do it right... right?

edit:
I;ve also noticed that the wiki seems to have burned out on activity. i am disapproving of this because it seems there's only 1-3 of us who knows anything about it.
I would read back through the entire thread to get more info, but that would involve GOING BACK IN THERE. *shudders*
Yeah.... I can see how that particular bit would be... Damaging, for some psyches. Especially since Talvieno is currently unable to maintain the second post.
I've been through most of it three times. XD
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on July 09, 2013, 02:07:20 am
....... holy crap Talvi you've been busy. *clap* *clap* *clap* *clap* *clap* *clap* *clap* *clap*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 09, 2013, 02:23:04 am
Thank you, thank you. *bows* This has been occupying my free time a lot more than writing Vanya's story has, admittedly, but I didn't have access to the forums, or backups of most of the earlier chapters. >.> This is now rectified.

A few things to note.

Domestics very, very rarely ever turn. This is because generally, if a Spawn reaches a domestic animal, said animal is screwed. In fact, it's much simpler just to let said animal die. Creatures that aren't regular domestics are free from this, as are:
 - Dogs
 - Cats
 - Cavies
 - and rabbits.
Simply because the Spawnified claws and the 3 toes of those creatures aren't compatible with the spawn-turning stuff without throwing a few bugs... but I'm sure we can come up with something much more satisfying in-story.

Holistic Spawn are apparently capable of riding giant mosquitos, even in the Spearbreakers Mk I mod, but we had the extremely good fortune not to meet with them. I wasn't so lucky.

Megaspawn are monsters. I hate them. They're not invincible, especially when you have armored dwarves, but as the creature is so freaking huge, a single swipe of the claws can BISECT an unarmored, unclothed dwarf. Yes, I said bisect. And yes, I said unclothed. I've done loads of arena testing, trying to balance everything out, but megaspawn defy tests. They're a lot easier to kill in fortress mode, at least.

Railguns take forever to fire, and I made them somewhat weaker. They no longer send Spawn flying backwards 50 tiles. I've shortened it to 5-10.

Serrated disc launchers are lightweight, but the ammo is FREAKING HEAVY. It's to be expected, I suppose - you're firing serrated discs. They're a little more balanced now, and they no longer bisect armored opponents. They can easily bisect puny creatures such as elves, though, and it's not just uncommon, but rare to NOT sever a limb or two.

Mugbows are fun. They send enemies flying back a step or two and can easily knock sentients unconscious (due to pain, but we'll say they got conked over the head with an oversized mug.)

I have the raws, and I have access to DFFD... I may upload it for testing by select previous overseers, but I'm going to wait for Splint's go-ahead on that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 09, 2013, 02:33:03 am
Hey, think we can get more beautiful added? [/jest]


But yes, this is just a WOW! A Ballpoint Banana! moment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 09, 2013, 02:38:02 am
Hey, Asea! I wanted to add Stone Inc. stuff, but wasn't sure how to go about doing it. They haven't had much of a presence on the ground, and I was unsure how I could work them into the mod without them seeming like, "A wild Stone Inc. appears!" from nowhere. Basically, I wanted it to make sense in canon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 09, 2013, 02:47:18 am
Trading race? I dunno, I think of the group as a secretive group, dumping in people so far it looks like they have always been there. Besides that, its just your basic dwarven place. Trade, cavern cities, mercs, booze.

You may be able to get in some basic goods for trading, perhaps a pulse weapon. I know they can be done in game, if need be make a robot of some sort. But yah, armor, tools, weapons, ammo.
Got any winter traders?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 09, 2013, 03:22:39 am
I've managed to get trading races down to... 2 per season, and none in the winter. The first four years or so won't see anybody special, and elves are effectively replaced by ferric elves. Parasol, scythods, and so forth will eventually come to trade, but that won't be til a little later. But no, no winter traders. If people think it'd be a good idea, there shouldn't be any problem with it. :)

I could probably add Stone Inc flavor armor/weaponry. That'd work pretty well, and wouldn't cause issues. Pulse weapon, not so much... ammo has to be solid, unfortunately. :\ I could give dwarves a pulse "attachment" (i.e. turn them into a separate caste with the ability to fire globs of stuff), but that'd be pretty game-breaking, in my experience. The radiation mod used to do that. Bad stuff happened. like... rabbits out in the wilderness in adventure mode killing you because they have radiation sickness and have "superpowers" enabling them to spray you with fire. It wasn't pretty. I took it out. :P No more comic-book mutations.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 09, 2013, 05:15:36 am
I just assumed the radiation storms were a crapshoot. Either you lived (And wound up likely bed-ridden for a while due to constant vomiting and general weakness and possibly necrosis that needed to be taken care of with surgery) or died horribly. hell I made a page for the Ballpoint Stranded for SBII and one of the reasons they had to bunker down was a nice steady stream of radiation deaths when they passed through savage areas.

Also Welcome Back Talvieno, been too damn long!

I will say though I had in mind for the Native Railguns to be ridiculously overpowered and harder to acquire due to absolutely needing steel or adamantine components. Meanwhile what Ballpoint and Parasol bring are easier to get but aren't the "Turn-you-to-paste-on-a-tree" type weapons. Also I can vouch for the dis launchers. An unskilled mechanic who dabbled in hunting was able to kill two white tigermen with one before the rest killed him. Lopped off a leg each and they bled out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 09, 2013, 05:40:39 am
Talvi... you... did you...
CROSSBREED DWARVES AND ELVES?

Kidding, kidding! But still, you have been busy...
You win my Spheal of Approval :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 09, 2013, 06:33:32 am
Guys! I may have found a way to save Fisher!

Linky!
http://www.bay12forums.com/smf/index.php?topic=128218.msg4386493;topicseen#msg4386493

I think deconstruction's been tried to no avail. Pity.

Quote from: the great Talvieno
-snip-

oh
my
god

YOU ARE AMAZING, YOU KNOW THAT?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 09, 2013, 06:58:49 am
Reudh's Journal - A setback?

Spoiler (click to show/hide)

I figured I'd try a different character. Reudh's gonna have a rest for a little while while Tedaz and Strohe have their own adventure.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 09, 2013, 08:44:40 am
If you lot want another trade race, shove Stone in for the winter. Also, Stone makes a sort of robot with a pulse weapon, so you could always get that in. Theres an image somewhere around here...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 09, 2013, 06:09:08 pm
My thoughts (in no particular order):
Ruedh: Good work!  Now get started on the next or I'll flay you alive and then throw you in a tub of salt.  (the request to yell at you so you get more work done is still in effect, right?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 09, 2013, 07:22:12 pm
My thoughts (in no particular order):
  • How exactly do ferric elves differ from elves in unmodded DF?

They use metal, (and from their name) primarily iron and steel.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 09, 2013, 07:38:17 pm
My thoughts (in no particular order):
  • How exactly do ferric elves differ from elves in unmodded DF?

They use metal, (and from their name) primarily iron and steel.

Iron and silver actually. Ferrics predate this mod in the form of fortress defense, being near suicidal and or vengeful.

EDIT: Also I had two ideas in mind for buzzhammers. one has a pressure plate that causes a pair of serrated discs to come whizzing out (adding horrific lacerations on top of potential broken bones) and one that has the saw as a separate attack (like a double bit axe or a fighting pick, with the hammer head one side and the saw on the other)

The primary benefit here is it permits smaller dwarves to use hammers as it gives the hammers an edged attack on top of thier blunt force one. Size is a big part of blunts weapons' effectivness and it was found that not only do fortress borns not grow quite to size but in general smaller individuals just can't use hammers/maces very well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on July 10, 2013, 12:03:44 am
You could write some good stories about the ferrics. It's tragic really, their forests get burned to the ground, so they use the charred remains to fuel an iron-smelting frenzy, and then go on a killing spree.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 10, 2013, 12:30:23 am
You could write some good stories about the ferrics. It's tragic really, their forests get burned to the ground, so they use the charred remains to fuel an iron-smelting frenzy, and then go on a killing spree.

"To defeat the enemy, we must become the enemy. But beware, queca, if we stare into the abyss, it stares back at us. Let us destroy the dwarves."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on July 10, 2013, 01:19:53 am
My thoughts (in no particular order):
  • How exactly do ferric elves differ from elves in unmodded DF?

They use metal, (and from their name) primarily iron and steel.

Iron and silver actually. Ferrics predate this mod in the form of fortress defense, being near suicidal and or vengeful.

EDIT: Also I had two ideas in mind for buzzhammers. one has a pressure plate that causes a pair of serrated discs to come whizzing out (adding horrific lacerations on top of potential broken bones) and one that has the saw as a separate attack (like a double bit axe or a fighting pick, with the hammer head one side and the saw on the other)

The primary benefit here is it permits smaller dwarves to use hammers as it gives the hammers an edged attack on top of thier blunt force one. Size is a big part of blunts weapons' effectivness and it was found that not only do fortress borns not grow quite to size but in general smaller individuals just can't use hammers/maces very well.

I thought somebody already made a fix for the fortress born problem a while ago? and for my opinion do both forms of buzzhammers different models maybe?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 10, 2013, 01:48:34 am
Hey, cool, Bay12 still works. :D

edit: it's not blocked, I mean.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 10, 2013, 02:04:38 am
Huzzah, the great Talvieno shall continue to grace us with his presence!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 10, 2013, 02:16:15 am
Radiation storms are definitely a crapshoot. Some dwarves ooze blood all over your fortress in little smears, which can be somewhat aesthetic pleasing horrific at times... others just have their extremities fall off at random. It isn't pretty. Miasma is commonplace in these forts. However, interestingly enough, due to the nature of randomness in general, there is a greater chance that your military will be stronger for it, rather than weaker. HOWEVER. This is assuming you don't build a hospital. If you do, up to 75% of your dwarves will march over to it in a huge disorganized mob. And some of them actually go into permanent comas from it.

Interestingly, when a god turns someone into a mutant, there's a much greater chance that they'll become ruler of a civ, in much the same way as vampires do.


Re:Railguns: There's a minor issue with weaponry mods. No matter what you do, it's always possible to build said weapon at a forge. I don't care how many reactions you put into it - you can build it at a forge with nothing but metal bars. Not only that, with railguns, you can build them at BOWYER'S WORKSHOPS with nothing but wood, and a single piece, at that. That's just ridiculous, right? So I modded out the ability to make ranged weaponry out of wood and bone. :\ I know, it doesn't seem fair to poor bowyers... but it's the only way to have any semblance of balance to the gameplay. In exchange for this, railguns take large amounts of materials to manufacture (four times as much as a regular crossbow). It's not quite the same as having tons of steps, but it's the best I can do. Maybe there's a way around it... but I'm not a good enough modder to find it.

Quote from: Lolfail
Talvi... you... did you...
CROSSBREED DWARVES AND ELVES?
Yeah, I did. Bad idea? I could easily take them out, if the general consensus on it is a no-go.

Quote
YOU ARE AMAZING, YOU KNOW THAT?
XD Thanks, Reudh. :P If you have any suggestions, I'd love to hear them. I tried to come up with something Reudh-related for SBII, but couldn't think of anything specific, but if you have any ideas...

SOULSLICERJAMES:
1. Yes. I actually added manamaids. And why? I'm a cruel, sick, twisted bastard that loathes dwarves and wants to see them writhes. *nods* (sounds like a good explanation, doesn't it?) More seriously, they're referred to several times in canon, and it just seems justified, even if marginally so.
2. Yeah, no. They're 1333 times the size of dwarves. You guys wanted mega, so you guys get mega. They're a royal pain to kill, AND they can infect dwarves... but it just might be worth it for a little !!FUN!!.
3. Vampiric silver combines the qualities of steel and silver. It's heavy like silver, but sharp like steel. Carbon fiber is practically impenetrable, but can't hold an edge, and is light as a feather. It makes excellent cheap armor for dwarves, really, if you have some graphite lying around.
4. Radiation only affects living creatures, so there won't be mutant zombies, unfortunately. However, any non-undead creatures would turn into mutants - AND - mutants can turn into zombies. You could potentially have an angry zombie mutant giant mosquito rampaging through your fort, with likes_fighting tags and a 2x chance to hit, with a body size twice as big as a normal giant mosquito. That's a freaking big mosquito.
5. Ferric elves, apparently, come from a different mod. I didn't know. I made them from scratch. They have the ethics of regular elves, but have better weaponry so they put up more of a fight.
6. You can never have enough chainweapons. No, actually, we may have gone slightly overboard on the chainweapons. As to buzzhammers, I envisioned them as having a spinning saw blade at the top of the shaft, so you could do a quick whack-grind combo. It seems as though you strongly disapprove, though - perfect grounds for a debate.

Lolfail - I actually gave Ferric elves all metals, just for kicks. It's easily changed, though.

Splint: I used idea #2. I can't see how I could implement idea #1, anyway.

Reudh, Tahu: epic. XD Ferric elves could be very interesting indeed.

Zacen: I would very definitely do both forms, if I could figure out how. XD I think we're kind of turning this into some bizarre form of steampunk/scifi/fantasy/horror universe with all the spinning saw blades and gears and so forth. Tons of brass, anyone?


random:
Spawn heads never stop burning. I had an interesting time of it with my first test fortress. I was besieged by holistic spawn and then a FREAKING DRAGON decides to come along right in the middle of it. It set fire to everything (and everyone) before one of my marksdwarves got off a lucky shot and a group of holistic spawn finished it off. Another one of my marksdwarves shot one of the burning spawn with a serrated disc launcher (adamantine serrated discs and legendary skill for the win) and decapitated it. The head rolled down the hill and set every layer on fire... And then burned for the next two years, throwing a huge plume of smoke into the sky. It was WELCOME TO FUCKING TESTFORT. HOPE YOU LIKE SUFFOCATION BY SMOKE INHALATION, more or less.



Ninja'd by Lolfail. Heyaa. (:
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 10, 2013, 03:59:07 am
6. You can never have enough chainweapons. No, actually, we may have gone slightly overboard on the chainweapons. As to buzzhammers, I envisioned them as having a spinning saw blade at the top of the shaft, so you could do a quick whack-grind combo. It seems as though you strongly disapprove, though - perfect grounds for a debate.

Actually I have no problem with the number of chainweapons, and merely surprised someone might put so much effort into making making so many of them.  With buzzhammers, I was asking out of plain curiosity and don't have a problem with them either.

To be honest, I even have an idea for another chainweapon, which I call the multi-saw.  It's similar to the Dead Rising 2's chainspear, but the business end would be 4 chainsaw blades in parallel, with no more than an inch between each.  It would be very powerful, but be really slow to swing and be overkill for most things, so you might want to save it for really tough visitors.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 10, 2013, 04:59:18 am
And lo was it learned that the halls fo some fortresses are likened to the entrance to Hades itself, their maws filled with terrifying screeching machine that suck the likes of goblin and xelic in, and spit only the twisted shredded remains out.

EDIT:We could have railguns use the misc. object user skill instead of the marksman skill, which may, in theory, prevent it from being some stupidly easy to assemble weapon because of the game's coding. That might work and additionally it could possibly be restricted to its own workshop.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 10, 2013, 09:07:52 am
Thats a good idea.

Also: I want that test port.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 12, 2013, 05:18:28 am
Disclaimer: The following is being posted to evoke a response, and therefore keep this thread from dying
Spoiler (click to show/hide)
Am I evil for this or what?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 12, 2013, 07:47:02 am
Two things

1. What sort of hellspawn would dare be so cruel as to inflict that upon the world?

2. That's way too cheap for brain bleach when manamaids are involved.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 12, 2013, 03:04:08 pm
Two things

1. What sort of hellspawn would dare be so cruel as to inflict that upon the world?

2. That's way too cheap for brain bleach when manamaids are involved.

1. SSJ, obviously.

2. Depends on the price/liter.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 12, 2013, 10:01:58 pm
Two things

1. What sort of hellspawn would dare be so cruel as to inflict that upon the world?

2. That's way too cheap for brain bleach when manamaids are involved.

1. That's what SSJ uses to keep the hellspawn in line.

2. I can remove your brain entirely for that cost, if you prefer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 13, 2013, 06:32:23 am
First off, I feel it's sad that I only managed to get three responses in a day.  Also, I put up a disclaimer, used a spoiler, and even provided brain bleach.  What more do you want if I feel I need to bring up that to keep this thread from dying?

On a related note, as a matter of honor, I must avenge all perceived insults, no matter how justified they may be.  To that end, I will see to it that in Spearbreakers 2, Both Splint and Tomio will have their own private rooms, and those rooms will be decorated with statues of manamaids.  May god have mercy on your souls, for I sure won't.

Edit: Due to the post below, that goes for Lolfail too.  Remember, I must avenge all perceived insults, no matter how justified they may be.  Even in cases such as these where I must admit they are fully justified.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 13, 2013, 06:35:34 am
Both Splint and Tomio will have their own private rooms, and those rooms will be decorated with statues of manamaids.  May god have mercy on your souls, for I sure won't.

Now THAT is pure, seething evil.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 13, 2013, 08:53:32 am
Agreed. Even evil has standards James. And that is beyond said standards.

We're so proud of you! *sheds a happy tear*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 13, 2013, 11:14:43 am
Both Splint and Tomio will have their own private rooms, and those rooms will be decorated with statues of manamaids.  May god have mercy on your souls, for I sure won't.

Now THAT is pure, seething evil.

If I get a turn, I'll cage a few of them. You can have your own private show *wink wink*.

Remember, brain bleach is still available, as well as Lolfail's brain removal (I hope)!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tahujdt on July 13, 2013, 06:07:53 pm
I was reading the "Ask Littlepip" tumblr (in my defense, I was linked there from the author's Fallout bug-fix pack page) when I came upon something that sounds like what Mr Frog would say;
Quote
In the unlikely event anyone from my world is reading this now, the paradox prevention routines will auto-censor it anyways.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 13, 2013, 06:26:13 pm
HEY. YOU. EXTRADIMENSIONAL REJECT. WHERE IS WRITE-UP.

Just kidding but seriously. We've been kinda sitting on our asses here waiting for that write-up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 13, 2013, 10:26:26 pm
Manamaids aren't trapavoid. However, due to SSJ's last posts, I am strongly tempted to add this... However, I will not. Just for fun.

As an example of just how horrifying manamaids are, their grotesque nature is rated not G, not PG, not PG-13, but R, if not higher. I finally got my test fortress #3 to get manamaid thieves to come visit... and I lost 15 dwarves just from that. Not miners. Not military. Babies and children that bled to death from their eyes. Is it possible manamaids are too grotesque?

Also, I added a 1 in 10 chance that any given Holistic Spawn will be a traditional Spawn of Holistic from Syrupleaf. I feel bad about it, though... and there's a good reason for that.
    (By the way, the original raws for the Holistic Spawn were almost impossible to find. I spent hours searching for them - everything in Syrupleaf was uploaded to megaupload or rapidshare, and there was no way to download them anymore. I finally found a save file that someone had put up - it was modded, but it had the original Spawn of Holistic. I was overjoyed. We now have a single creature with four castes - two male, two female - that can either be a Spearbreaker Holistic Spawn or a Syrupleaf Spawn of Holistic.)
    The reason I feel bad about adding the chance for tradition Spawn of Holistic is simple. I made a test in arena mode. On one side, I set 500 (yes, five hundred) Spearbreakers spawn in team 1. On the other, I set 500 Syrupleaf spawn in team 2. The outcome was very definite:
Spoiler (click to show/hide)
    To balance it out, I'm adding a chance for any given spawn to be a Spawn of Fischer. I imagine it'll be devastating.

edit: Am I going to have to mod in brain bleach now? :\

reedit: Splint, I've obtained permission from Darkflagrance to use the Ferric Elves from his mod in the Spearbreakers II mod. I'm sure you'll be pretty pleased to hear that.

tri-edit: The wild holistic spawn that roam evil biomes? They could be potentially tamed as pets, if I remove the trapavoid tag. Who'd find that Fun?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 14, 2013, 01:42:08 am
Now that this thread isn't dying, how about we file what I posted the other day under "let us never speak of this again?" (http://tvtropes.org/pmwiki/pmwiki.php/Main/LetUsNeverSpeakOfThisAgain)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 14, 2013, 02:42:54 am
Both Splint and Tomio will have their own private rooms, and those rooms will be decorated with statues of manamaids.  May god have mercy on your souls, for I sure won't.

Now THAT is pure, seething evil.

If I get a turn, I'll cage a few of them. You can have your own private show *wink wink*.

Remember, brain bleach is still available, as well as Lolfail's brain removal (I hope)!

Don't worry, if I'm not around, speak to my associate. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89111)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 14, 2013, 05:21:05 am
The fact you were even able to find a copy of a Syrupleaf save is amazing Talvieno. And really I have to think the one and only absolutely true advantage of the SB Spawn is their immunity to headshots, which... Well quite frankly while a challenge I have to admit over time I've grown to dislike, if only because monster or not how they can keep chomping and clawing with the the organ responsible for silly things like moving around having been completely perforated by pointy sticks and axes on top of crappy targeting on the AI's part (due to it preferring headshots on anything because that's supposed to be fatal.)

I figured that the main advantage the old spawn had was the fact they could trance, their raw speed, and the fact that I don't think there was ever mention of one giving in to pain (even nausea and having the wind knocked out of them didn't seem to slow them down much.) Hmm. Now I feel the need to see how well the SB spawn would do without their headshot immunity against Old Spawn.

And now Old Spawn, the monster equivalent of Old Spice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 14, 2013, 05:46:19 am
OLD SPAWN BOOZER BUSTING BODYWASH
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 14, 2013, 05:57:58 am
.___.-
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 15, 2013, 05:21:11 pm
Finished up Lord Hathur Tammunique's image, sort of:

Spoiler (click to show/hide)

I would have added proper shading, but I've decided that I have absolutely no idea what I'm doing as far as shading goes and so it's best that I just not go there for the time being.

E: Huh, looks like I accidentally left the outlines black (I usually colour them a dark grey to soften them). Not sure if it's a bad or a good thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 15, 2013, 06:04:33 pm
You have done well good Sir Frog. He looks as much of a douche as I thought he would.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 15, 2013, 07:46:33 pm
Finished up Lord Hathur Tammunique's image, sort of:

Spoiler (click to show/hide)

I would have added proper shading, but I've decided that I have absolutely no idea what I'm doing as far as shading goes and so it's best that I just not go there for the time being.

E: Huh, looks like I accidentally left the outlines black (I usually colour them a dark grey to soften them). Not sure if it's a bad or a good thing.

Either way, it looks amazing, Mr Frog!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 15, 2013, 11:52:09 pm
Hmm... I apologise for being a brat here, Reudh, but excessive praise without any criticism makes me uncomfortable. I appreciate your intent, though, and if you're not comfortable giving criticism (or don't have any specific advice to give) I'm cool with it.

E: Bit of an addendum... I'm seriously considering a career in graphic design/illustration, if only because it's the only profession I've ever displayed even a shred of natural aptitude for (I'm aware that I'm not nearly that good yet, but there are courses in my general area I hopefully can take for that). To that end, even the dodgiest bit of critique/advice regarding my artwork would be greatly-appreciated.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 16, 2013, 02:44:37 am
Hmm... I apologise for being a brat here, Reudh, but excessive praise without any criticism makes me uncomfortable. I appreciate your intent, though, and if you're not comfortable giving criticism (or don't have any specific advice to give) I'm cool with it.

E: Bit of an addendum... I'm seriously considering a career in graphic design/illustration, if only because it's the only profession I've ever displayed even a shred of natural aptitude for (I'm aware that I'm not nearly that good yet, but there are courses in my general area I hopefully can take for that). To that end, even the dodgiest bit of critique/advice regarding my artwork would be greatly-appreciated.

I merely praise because I loved it - but I can see your point. If I had to pick something of it to critique, the way Hathur's right arm sits on his face feels a little... strange. But that's the only thing wrong - and it's a pretty small thing wrong.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 19, 2013, 10:46:16 pm
Please don't make me come up with more ideas to keep this thread alive.  You all have now seen where that road will lead to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 19, 2013, 11:29:24 pm
Please don't make me come up with more ideas to keep this thread alive.  You all have now seen where that road will lead to.
Well... we could always use more...
FANART

(don'tthinkaboutitdon'tthinkaboutitdon'tthinkaboutitdon'tthinkaboutitdon'tthinkaboutit)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 19, 2013, 11:45:23 pm
I'm gonna give Tahu 24 hours. If we've no write-up, we've waited long enough and we'll put it to a vote as to go on or roll back.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 19, 2013, 11:49:18 pm
Well, we have the save. Just no story.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 20, 2013, 04:18:00 am
Well, the whole point of community forts is to have the story AND the fort together... we've received no story from Tahu.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 21, 2013, 12:21:46 am
Humble Request: No more lenience when giving extensions. The amount of extensions one can be given should be directly proportional to the amount of actual fortress progress that has been posted. If someone takes the save and fails to produce anything within a couple days, then I'm sorry, but screw them -- interest in this fort (which so many awesome people have worked hard on) is waning enough without month-long delays.

Similarly, going weeks without any sort of status update for any reason is unacceptable. Micro-updates are fine. Posting jack-shit is not. No matter how legit the reason is, posting jack-shit is what kills community forts. I don't think y'all can afford that at this point.

If Splint doesn't feel like dropping the hammer when necessary, then I'm just going to have to settle into my old role of throwing hissy fits until he does. And nobody wants that.

E: I'm aware that Splint has already in fact made the decision that enough's enough re: Tahu, but the decision came way later than it should have in my opinion.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 21, 2013, 12:43:39 am
Well that's two for saying fuck it and reverting. Anyone one else or we just going to wrap this crap up?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 21, 2013, 12:48:39 am
We need one last overseer, probably Splint or Talvi or any of the original founders running it into the ground, gently. If Tahu's not going to/ is unable to do a write-up, then we should at least give SB the burial it deserves.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 21, 2013, 01:30:21 am
And following it will come the nightmare of actually finding and cataloging everything in a serviceable manner for future Bay12ers.

EDIT: Honestly I'm somewhat tempted to ask to go again, and set up the end from an unclaimed dwarf's(or dwarves in the event of accident, injury, or being mauled by psychotic semi-demonic monstrosities) perspective.

That is if Paintbrush or Lolfail have no objections/are unable to take their turns.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: The Master on July 21, 2013, 02:17:32 am
When you guys are ready to retire this fortress, PLEASE give me a turn so I can blow it to smithereens!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 21, 2013, 02:53:01 am
I can take my turn, but it'll have to be between any number of given Friday-Sunday periods.

I can write a decent apocalypse story, if I do say so myself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 21, 2013, 11:56:45 am
I think it'd be appropriate for Splint to be the one to kill the fort. Talvi'd probably have difficulty completing a whole turn what with his Internet breaking down more than a 73-year-old hooker.

I can write a decent apocalypse story, if I do say so myself.

MmmmmPppH. I have some doubts regarding this claim, but I'm not sure how blunt I should be in explaining them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 21, 2013, 01:09:32 pm
I actually feel honored to have received the support of the mighty Frog. Some part of me wants to start plotting to make a final turn more interesting I mean uh... NOT plotting. Ahem. Totally not plotting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 21, 2013, 05:57:05 pm
I'd volunteer to do the final turn myself, but I'm pretty sure my dinoputer would go up in a nuclear fireball if I asked it to load the most-recent save.

I'm kind of against the fort ending with some ginormous apocalypse, if only because it might end up feeling like an asspull. At this rate, it seems more like it'd be along the lines of 'and so then at some point between the endless waves of Spawn and dimension-sliding mercenaries, the dwarves of Spearbreakers decided to cut their losses and flee'. Only more-dramatic and stuff.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 21, 2013, 06:35:48 pm
I can write a decent apocalypse story, if I do say so myself.

MmmmmPppH. I have some doubts regarding this claim, but I'm not sure how blunt I should be in explaining them.

Challenge Accepted.
But still, be blunt. Be as blunt as you can. Please.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 21, 2013, 06:37:16 pm
I can write a decent apocalypse story, if I do say so myself.

MmmmmPppH. I have some doubts regarding this claim, but I'm not sure how blunt I should be in explaining them.

Challenge Accepted.
But still, be blunt. Be as blunt as you can. Please.

If this has potential for getting nasty in any capacity, please take it to a PM.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on July 21, 2013, 07:49:03 pm
I would most definitely not be able to kill the fort. :P Although I do support its destruction through fitting means. I have far too little free time now... I haven't made all that much more progress on the mod, even. I probably won't be on much at all for the next three weeks - a lot happening in RL. I haven't had much free time at all lately, and what I do have generally goes towards making my gf happy. Which reminds me - Splint, did you get the link to the Spearbreakers II mod? I never heard back from you on that.

Also, this:
Quote
I'm kind of against the fort ending with some ginormous apocalypse, if only because it might end up feeling like an asspull. At this rate, it seems more like it'd be along the lines of 'and so then at some point between the endless waves of Spawn and dimension-sliding mercenaries, the dwarves of Spearbreakers decided to cut their losses and flee'. Only more-dramatic and stuff.
Might possibly save some of our more beloved characters from horrific deaths... I can see a group of people carrying Fischer's bed away from Spearbreakers, for instance. She doesn't deserve to be killed in her sleep, in my opinion.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 21, 2013, 07:56:29 pm
Yeah I got the link. Never got it largely due to being given Starcraft and Brood War. I know they're old and I'm late to the party, but damn is it a fun game. Plus I have some of my own raws that I'd need to figure out would and wouldn't conflict with things.

Terran vs Terran fights suck though. Those kept coming down to who had more guys and who was willing to throw hordes of fighters at anti-air turrets.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 21, 2013, 11:25:10 pm
@Lolfail, Splint:

Acknowledged. Will rip LF in a PM as soon as I'm in the mood to do so.


@Talvi:

Happy to hear that you have a girlfriend, but be careful not to be a sucker. If you need to spend every spare moment with her to keep her happy... well, some people will happily milk you like a cow without a second thought, s'all I'm saying. Not saying that's actually what's going on, mind, but the way you put it sent up little alarm bells in my head.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 22, 2013, 11:25:55 am
Never got it largely due to being given Starcraft and Brood War. I know they're old and I'm late to the party, but damn is it a fun game.

As a blizzard fan (my family has always used macs, so blizzard has always been one of the few sources of games to play) I completely understand.  Warcraft 2 and Starcraft were the first computer games I ever played. (Mind you, I don't play WoW for many reasons, so I'm not the typical fan nowadays)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 26, 2013, 02:24:21 am
The next piece of  my writing will be coming in the next few days. Also: bump
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 26, 2013, 02:49:27 am
Bump indeed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 26, 2013, 05:04:43 am
If no-one objects, I could *maybe* get a year out over the next couple of weeks. Would give me a chance to get something tangible for LFTON's story.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 27, 2013, 11:31:36 am
If no-one objects, I could *maybe* get a year out over the next couple of weeks. Would give me a chance to get something tangible for LFTON's story.

Honestly? Just do it. Please. Your update could consist of a book-length marijuana-addled rant about Ayn Rand and it'd still be better than anything we got over the past couple months -- to wit, tumbleweeds and cricket chirps.

Just... please, try to keep the avatar-of-some-eldritch-being thing from being the main focus. I don't particularly understand exactly what LFTON/Zedo et al's deal is, but when I'm reading the succession game, I'm usually more interested in the progress of the fortress itself, with its effect on the Overseer being a close second and the Overseer's own backstory and non-fortress-related personal drama being, at best, a fun footnote. Just a pointer before you get started.

[I was going to get really brutal here, but I'm gonna heed Splint's warning and put it in a PM :)]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 27, 2013, 03:29:41 pm
Are you positive you can actually do it this time? I don't want a repeat of last time.

And personally I just chalk it up to the dwarf being an unlucky case of multiple personality disorder or some extreme form of schizophrenia, which due to LFTON being a dwarf, makes it worse by his consumption of booze on a regular basis.

Or possibly he's just abnormally insane even by dwarf standards and has yet to lapse into the babbling state.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 27, 2013, 04:04:00 pm
And personally I just chalk it up to the dwarf being an unlucky case of multiple personality disorder or some extreme form of schizophrenia, which due to LFTON being a dwarf, makes it worse by his consumption of booze [and whatever the hell Mr Frog decides to put in said booze on a given day] on a regular basis.

Fix'd. Also: me likey.

And second what Splint said. We're all waiting for you to finish, so no skiving off and playing Starcraft or whatever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 27, 2013, 04:19:09 pm
Because I felt I had to...

Spoiler: Journal Mk. II (click to show/hide)

On a side note: If any male migrant arrives, name him Tomio for me, will you?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 27, 2013, 08:14:59 pm
I shall. But first, I have a PM to reply to...

If everyone can just hold out for another week, or at least until 5:00 Wednesday afternoon (GMT +10:00), I can power through the year.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 27, 2013, 10:00:16 pm
Well now it's a case of can we wait? I can dredge up my old save and go on tonight unless you guys would rather wait on Lolfail.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 27, 2013, 10:21:00 pm
At this point, I don't care who takes the save or when or why as long as they're willing and able to haul through their turn without being sidetracked by canoe trips, bad connections, shiny objects, and/or stone-cold laziness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 27, 2013, 10:49:10 pm
Very well. I'll power through the first bit for now.
Should I start at the end of Splint's reign or the end of Tahu's?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 27, 2013, 10:59:40 pm
Very well. I'll power through the first bit for now.
Should I start at the end of Splint's reign or the end of Tahu's?

If it's inconvenient/an imposition on your time until the midweek I can handle it and kind of want to (sorry, I'm just a bit gunshy of last time you tried to go >_<)

And honestly I'd say pick up from mine if you really are hell bent on doing it, since Tahu provided no updates or even sort-of explained what the hell went on other than a battle death.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 28, 2013, 12:07:17 am
Advice to Lolcats for avoiding a repeat of last time: Use your spare time wisely. Unless your schedule is literally packed wall-to-wall with no breaks, you should be able to squeeze in a half hour or so a day to play a bit, which is infinitely-more than zero hours a day.

E: I still think it'd be hilarious to pick up from Tahu's save, but I guess it'd be kind of hard to reconcile in-story :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 28, 2013, 12:23:02 am
Splint, you can have the reins if you want.

I'll be too busy taking Mr Frog's advice (Yes, advice, not rant) to heart and focusing more on my construction and refinement of characters.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 28, 2013, 12:24:09 am
Alright then. I'll get us rolling ASAP then. Here's the first entry for our wonderful funderful new overseer, Savero Omermorul, Stonecrafter.



1st Granite, 211

I can't believe this... I've been given the helm of the fortress in the yearly hat drawing... Is the Duke insane? Is he sober? Did that little tart of a bodyguard of his whack him too hard with a hammer? I don't know the first thing about this sort of business, I'm a stonecrafter for Armok's sake! Giving someone of my standing this job is like giving some tree loving water drinker control of a steel foundry in the capital!

And to make matters worse they all seem to expect
ME to call all the shots when we have all these strange magic people coming and going as they please on top of all our other problems! I think our leadership has finally decided it's done trying anymore if I'm the one they have doing this job.

We have three damned monstrosities in the caverns, some of which these wierdos in black and white
apologized for no less several spawn as prisoners and claims of some magic cure for spawn fever. It's madness!

-there appears to be a break in the writing, as the words seem to scribble off as if the writer were alerted by something.-

The Duke just dropped off a whole host of copied journal entries maps. Or more dumped three crates of papers on my bed and said "Good Luck, Savero." Dear gods... HOW DID ANYONE RUN THIS PLACE!?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 28, 2013, 03:49:21 pm
No comments? Really? :V

I must say, I heartily approve of the decision to introduce a new character to serve as the Overseer instead of using Splint again. Should be interesting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 28, 2013, 03:54:16 pm
I like it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 28, 2013, 03:56:17 pm
No comments? Really? :V

I must say, I heartily approve of the decision to introduce a new character to serve as the Overseer instead of using Splint again. Should be interesting.

Honestly I just picked a dwarf at random out of the citizen list.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 28, 2013, 03:59:06 pm
Best way.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 28, 2013, 06:10:40 pm
No comments? Really? :V

I must say, I heartily approve of the decision to introduce a new character to serve as the Overseer instead of using Splint again. Should be interesting.

Sorry, I was asleep. :P

But yeah, I like it! It's a fantastic idea - by now Splint (character) is a little mentally tired from his trials and tribulations, so he wouldn't make the best overseer anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 28, 2013, 07:37:28 pm
Given his last term ended with Awl dead and a few others grievously injured....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 28, 2013, 08:25:18 pm
Here thread, have an update.



5th Granite, 211

That stupid prat put out a mandate for ballista arrows. Why. WHY.

Gods... I've been going over these copied papers and whatnot and I am positive that 90% of the dwarves who've had any sort of authority position are actually completely bonkers and just haven't lapsed into the "babbling" stage of insanity yet.

I've lived here for just short of three years now and I've never actually noticed just how big a mess this place is. We don't even have enough workers to do damn near anything! And we get a work order for fuck all ballista arrows.


6th Granite, 211

Someone found one of Colonel Fischer's mutts dead beside her bed. According to Codyorr it looks like she died in her sleep.

Not really sure why he felt the need to tell me to be honest though.


7th Granite, 211

No-Hair and Ironheart had a son today. Not shocked really, she'd been showing for some time now. Kid looks weak, but I'm sure time will change that; if not he'll have strong neck muscles at least since he was born with a damned pile of hair bolted to his skull. Evidently they have some odd naming patterns because they named him Much-Hair.

Weirdos.



9th Granite, 211

An elf diplomat showed up and the black-whites buggered off real quick to avoid causing  "undue alarm" or some such nonsense. They're holed up in the Iron Palace right now.

-

I went to check on how negotiations were going with the tree fondler and guess what? The redhead threw a dead elf out of the duke's office. Said the Duke didn't feel like talking to the uppity little barkeater and had one of those two big fellows squash her head. Said he wanted someone to come with a bucket and some rags to mop up the mess too.

11th Granite, 211

(http://i42.tinypic.com/161i1p0.png)

Apparently this one the Parasol workers had nothing to do with. Dauros was informed and has marched his holly jolly ass down to kick its ugly face in.

Did I mention I hate this place journal? Not sure if I did. I wish we could go longer than a month without some freakish abomination to Armok showing up or some other crazy shit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 29, 2013, 01:33:54 am
I approve of this overseer!
Way better than what I would have written...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 29, 2013, 03:16:03 am
So does that mean Savero (And by extension I) am doing a good job?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 29, 2013, 11:45:37 am
So does that mean Savero (And by extension I) am doing a good job?

Yes. I think putting the fort in the hands of some random schlub who isn't connected to anything and thus can provide an outsider's perspective is brilliant; his reactions to the shrieking maelstrom of WTF that is Spearbreakers have proven to be pretty consistently hilarious.


Also, accidental Touhou reference FTW:

Quote from: Savero
black-whites

My first thought upon reading this was that Spearbreakers was somehow playing host to a plurality of Marisas, which is both fucking terrifying and completely in line with what one would expect from the twisted clusterfuck timewarp y'all have created.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 29, 2013, 03:02:48 pm
I really like this guy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 29, 2013, 03:46:13 pm
Savero's a femdorf. Just a heads up. Didn't even know her gender until after I assigned the name. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on July 29, 2013, 04:00:41 pm
As for the new FB, the fact that it has a poisonous sting (and thus has to actually hit to inflict whatever it's syndrome is) means we don't have to worry about Dauros going the way of Fischer from killing it.  Can't really think of anything else to say, but I do like this new perspective too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 29, 2013, 04:03:08 pm
The only reason I sent Dauros to face it down was because it doesn't have webs (one other FB) or vapors (Two others.) Even fireflingers can't do much to him if they fail to light him up on the first hit unless they're made of fire. So I may need to  think of some way to clean them out. Possibly with spikes. Lots of spikes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 29, 2013, 07:30:35 pm
Quote from: Savero
black-whites

My first thought upon reading this was that Spearbreakers was somehow playing host to a plurality of Marisas, which is both fucking terrifying and completely in line with what one would expect from the twisted clusterfuck timewarp y'all have created.

That's not terrifying, that would tame the fortress a bit. And besides, everything needs a bit of love-coloured magic, doesn't it?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 29, 2013, 09:37:42 pm
Quote from: Savero
black-whites

My first thought upon reading this was that Spearbreakers was somehow playing host to a plurality of Marisas, which is both fucking terrifying and completely in line with what one would expect from the twisted clusterfuck timewarp y'all have created.

That's not terrifying, that would tame the fortress a bit. And besides, everything needs a bit of love-coloured magic, doesn't it?

Spoiler: Not-Journal of Mr Frog (click to show/hide)

Not sure what came over me. Also, obligatory (http://www.youtube.com/watch?v=b5CUKXbx8e4) music (http://www.youtube.com/watch?v=_6L6E7TLy10) links (http://www.youtube.com/watch?v=KmrPJirlkko).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 29, 2013, 09:40:17 pm
Why oh why did I started laughing like a madman at the "Stole all my good stationary and most of my pens" part.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 30, 2013, 02:02:57 am
Quote from: Mr Frog
stole all my good stationary and most of my pens

Evidently they weren't fountain pens.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 30, 2013, 06:50:37 am
Once again, here thread. Have an update.



12th Granite, 211

Well Dauros did the deed. Got knocked around a bunch but didn't seem to be worse for wear, so I guess I can see why the greenskins or gods forbid, the spawn haven't overrun the fortress. According to his report that thing was a fair bit tougher than alot of the others and took three solid stabs to get through it's skull and he's not even sure if that's what actually killed it, since in his words he "Also fucked it's spine up pretty good," so it's entirely plausible he just killed it by suffocation. He left some torches to mark where it is and I've sent a crew down to bring the corpse up; no sense letting all that meat and offal go to waste right?

I wonder if skulls make good mugs if you cover over the cracks and holes...


[He broke it's skull with a kick and chipped it with both pikes twice before it actually died shortly following spinal nerve damage courtesy of Dauros' named pike.]

14th Granite, 211


"We're out of this gem, we're out of that gem, the dogs crapped out more dogs, this idiot made an exact replica of the Duke's dead girlfriend, that idiot found this kind of gem."

WHY DO I HAVE TO BE TOLD OF ALL THESE INANE THINGS!?

No wonder most of the overseers don't do the job longer than a year at a time; most of them probably get sick of waking up in the morning and tripping over a box of filed brand new reports while trying to get breakfast. Oh, and did I mention we found mechanisms that look like they got part way melted by dragon-fire?


17th Granite, 211

I was informed by one of the Duke's guards that I am to bar anyone from touching his fancy hammer. I told him no problem and went back to my midday drink. It hasn't been a month and I already want to say to hell with this. I even went to the Duke and asked if i could throw in the towel but he said no and if I asked him about it again he'd pitch me down one of the wells in the hospital.

After that, I ran into a dwarf named Nevyn who said we were out of citrines so he couldn't encrust more crap with them. I told him to bugger off and bother someone else with that crap, because I'm a stonecrafter, not a stupid jewler.


24th Granite, 211

Doc Kannan asked if we had any stawberry seeds stashed anywhere because he wanted to plant some more. I asked him why. He said because they were the spring crop on the surface farm, which I didn't even know we had. I then asked him why he wasn't at the hospital, and I got a rather horrifying answer of "They don't let me work there anymore."

Gods, I need a drink after hearing that.


1st Slate, 211

Well, first month down and I haven't killed myself or slept very well. The duke ended a mandate and has his crew taking the rest of the season off to relax since they've been training constantly for months now and only stopped long enough to meet liaisons from home.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 30, 2013, 11:34:00 am
@Splint, Lolcat:

Okay, this is driving me nuts... "Stationery" as in writing supplies has an 'e', not an 'a'.

==The More You Know==
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 30, 2013, 11:59:16 am
I have never before been corrected on that so chalk it up to the evolution of the english language. I'm pretty sure the vast majority of people make that mistake because they're unaware of the difference. :\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 30, 2013, 01:56:14 pm
Well, since stationary and stationery have two fundamentally-different meanings and I'd assume etymologies, it makes sense in my mind to preserve the different spellings.

Also, I'd avoid using the 'languages evolve' excuse on me, as I can't promise it won't lead to me picking an exceedingly-stupid fight :V

SHORT SUMMATION OF MY OPINIONS ON THE SUBJECT: I don't much support the idea of some hypothetical standardised form of English which everyone must adhere to on pain of torture -- there are more than a few nonstandard quirks in my writing, which are in fact largely there by design -- but I also believe that there's a difference between an intentional, calculated design choice (well-conceived or not) and plain ol' laziness (see: 99% of the Internet). In the end, I feel it just boils down to 'does this make it easier or harder to read and/or understand?'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 30, 2013, 02:03:52 pm
Kannan, probably the first dwarf ever to be barred from working in a dwarven hospital.

On a scale of 1 to 10, ten being alike to a blind person without hands who specializes in neurosurgery, what would best describe his incompetence?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 30, 2013, 02:09:09 pm
Kannan, probably the first dwarf ever to be barred from working in a dwarven hospital.

On a scale of 1 to 10, ten being alike to a blind person without hands who specializes in neurosurgery, what would best describe his incompetence?

1. Kannan was in fact peerlessly-skilled... at malpractice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 30, 2013, 02:42:59 pm
Updates are wonderful. As normal.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on July 30, 2013, 02:56:12 pm
Hey Asea: I've noticed, just lately, but your spelling and grammar has improved! Good on ya, man.

Also:

The update for Tedaz is still being worked on. It's a doozy considering how much story i've gotta get through.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 30, 2013, 04:11:20 pm
SS13 is good for something then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 30, 2013, 08:48:11 pm
Indeed it is it seems. I'm going to be shopping around for some computer parts so once I get m grubby mitts on them I'll be out of commission for a day or two, just as a heads up when it happens guys.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 31, 2013, 11:08:24 am
Ok, so bump and I just read this while re-reading the dfhack readme.

Quote
Siege Engine

The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.

I instantly thought:
Quote from: Splint
Dear god, mugapults....Mugapults could be a reality... THIS IS FUCKING GENIUS!!!

Is that odd?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on July 31, 2013, 11:25:26 am
Nope.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on July 31, 2013, 05:11:31 pm
Ok, so bump and I just read this while re-reading the dfhack readme.

Quote
Siege Engine

The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.

I instantly thought:
Quote from: Splint
Dear god, mugapults....Mugapults could be a reality... THIS IS FUCKING GENIUS!!!

I think my heart just stopped beating for a moment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on July 31, 2013, 05:12:45 pm
Ok, so bump and I just read this while re-reading the dfhack readme.

Quote
Siege Engine

The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.

I instantly thought:
Quote from: Splint
Dear god, mugapults....Mugapults could be a reality... THIS IS FUCKING GENIUS!!!

Is that odd?
Armok have mercy on the spawn/elves. Because we sure as hell won't.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on July 31, 2013, 05:44:50 pm
I can see it now...
Quote
Parasol Trooper: What the hell are you guys loading in that catapult?

Dwarf: Mugs.

PT:Mugs?

D:Pitchblende Mugs.

PT:What!?

D:Yes.

And lo, were the first nuclear (or at least radioactive nonhammer-based) weapons deployed. By catapult. At the spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on July 31, 2013, 07:53:09 pm
Ok, so bump and I just read this while re-reading the dfhack readme.

Quote
Siege Engine

The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.

I instantly thought:
Quote from: Splint
Dear god, mugapults....Mugapults could be a reality... THIS IS FUCKING GENIUS!!!

Is that odd?

Mirror mirror, save me from the things I see...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 02, 2013, 04:12:17 am
Have an update! And guess what marks the 1st day of the last month of Spring? Read on to find out!



2nd Slate, 211

The duke decided to ban backpack exports. Apparently this is how he always does things; Has his little redhead fill a helmet with paper slips and draws something out. Whatever it is, he mandates to keep us on our toes.

Well, he's still a dick for doing so, but at least he seems slightly less stupid now. Slightly.


3rd Slate, 211

I noticed we have a couple crates of coins in an unoccupied living space. Pretty well made too! Seems we got some damned fine metalcrafters to make coins so perfect. I've also gotten word to step up coffin production. Must mean the leadership has very low hopes for the black-whites to fare well against the mercs.

Met a murderdorf named Plastron today,
She's missing hand, and has a rather... How did that guy in the funny helmet say it... "Bitchin'" title of The Rapid Obstacle of Daggers. Kind of odd since she's a hammerdwarf, but still pretty badass.

The fact she's missing a hand leads me to beleive the reason our army is respected so much is that, in Plastron's words, silly  things like missing limbs won't stop them from doing their job.


7th Slate, 211

Saw some wild turkeys from the ist this morning, went up to check on Terrahex. Never saw them in the wild before, and I thought the Duke was just fibbing when he said he likes seeing them out there.

9th Slate, 211

Decided in light of the copious amounts of whipvines and the like I figure we could use more millstones, And since we seem to have way too many bags, I also added a new wind mill on surface farm and expanded battlements of it, so we'll have up to four dwarves on call for milling.

10th Slate, 211

Nevyn is starting to drive me mad. I have nothing against him personally but every other hour he waltzes up and tells me we have none of this gem or that.

He does it again and I'm gonna just haul off and crack him with a mug.


16th Stale, 211

Apparently a couple Rutherers gave birth, one to twins, one to a female. When the hell did we get those? Was I asleep or something when those got worked on? Oh, and I found out what a bug bat is. Fucking ugly.

19th slate, 211

Talked to Blackbird this morning and the kid says he wants to join 1st Company, specifically 1st Squad, so he can watch his older sister's back. I gotta wonder if that had something to do with his odd behavior?

Accounts say he was running some clay to a kiln stockpile and just stopped dead in a doorway. Never said a word and went up into one of the manufacturing areas. Guess he's gonna be one of them "secretive" ones.


21st Slate, 211

Blackbird started work on his little project. He swiped all of that giant goat thing's bones and threw a couple wads of paper with more at Corai, so I guess he wants more. Since we have some sloth bears we don't need I've sent word down for them to get carved up.

28th Slate, 211

We've officially processed the last of our admantine reserves. Kind of odd not seeing workers ripping the strand out of the raw boulders. Bet the Duke will be relieved though> He says he has no problem with the stuff be he keeps acting like it was going to jump out of storage and try to kill him.

Made it through another month and for once nothing tried to kill us! Also looks like no new migrants have shown up. Wonderful.

Oh, and I guess we don't need to worry about Blackbird journal, he took the sloth bear bones, that goat-thing's tanned hide and bones, some green dyed giant cave spider silk, some gypsum, a shale brick, some cut crystal glass, and I think a spawn's forearm bone since it looked like a dwarf's arm but too gnarled and twisted to be from a normal dwarf. Wonder what he'll make?


1st Felsite, 211

She's awake. The Colonel's fucking awake. And evidently grumpy as all hell because she woke up in a pile of empty buckets. Upon leaving her apartment, she ran into, of all dwarves, Nevyn, who was bringing her her daily water and meal.

I couldn't help but giggle when I heard she flipped the stew in his face, told him she could feed herself, and yanked the water bucket out of his hands and dumped it on his head on the grounds she was "Sick of seeing buckets."

If this is a permanent state, then god damn are we lucky dwarves!




She got up. Fischer fucking got up of her own accord. And Draignean didn't stay down for very long after her. If they've come out of that shit, then I am one absurdly happy dorf.

EDIT: Spoiler alert for next update,
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 02, 2013, 04:30:40 am
Fischer's... awake?
WHO WILL BE THE SOUL OF PROJECT: ZENDIKON NOW?

*sigh* Now, to think up some new ideas...

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 02, 2013, 04:32:33 am
I'm just happy our living blender is back on her feet, Splashslowed in hand.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 02, 2013, 05:01:48 am
Oh frabjous day, kahloo kahlay!

With Fischer and Draignean back up, Spearbreakers is not in a drastic state of decline as it was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 02, 2013, 06:14:01 am
How does one celebrate Fischer's return?
With a story!

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 02, 2013, 07:33:11 am
That was a great piece, Lolfail. You've really drastically improved.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 02, 2013, 07:38:25 am
That was a great piece, Lolfail. You've really drastically improved.
Thanks Reudh :3

I was just following the writing styles of Christopher Paolini and... that other bloke who I can't remember '^^
Seems to have worked.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 02, 2013, 07:49:12 am
That was a great piece, Lolfail. You've really drastically improved.
Thanks Reudh :3

I was just following the writing styles of Christopher Paolini and... that other bloke who I can't remember '^^
Seems to have worked.

Garth Nix?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 02, 2013, 12:34:33 pm
Woo! The fisher of spawn's limbs is awake!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 02, 2013, 08:17:24 pm
If Fischer's awake, then how will Splint hold onto the goal of making sure this is the last turn of Spearbreaker's tale?  On the bright side, if it is managed, then there is no doubt that it will be suitably epic.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 02, 2013, 10:53:44 pm
That was a great piece, Lolfail. You've really drastically improved.
Thanks Reudh :3

I was just following the writing styles of Christopher Paolini and... that other bloke who I can't remember '^^
Seems to have worked.

Garth Nix?

No, it was Mark Frost.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 03, 2013, 03:24:35 am
If Fischer's awake, then how will Splint hold onto the goal of making sure this is the last turn of Spearbreaker's tale?  On the bright side, if it is managed, then there is no doubt that it will be suitably epic.

As much as I wanted to beat the general length, I think the past few months have proven it's time to begin plotting the deaths of- I mean gathering out stuff for the next fateful fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 03, 2013, 06:10:03 pm
Oh dear.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 04, 2013, 11:48:08 am
Sigh. It appears that it was temporary. They suddenly became drowsy again and it hasn't been fixed by sleeping.

Perpetual sleeping sickness if probably the only syndrome I actually don't think has any right to exist simply because it's no fun in any sense of the word.

Blood vomit toxins, skin and eye rote, nervous tissue breakdown... All of them would be preferable and at least marginally more entertaining than being left with let them die or keep them watered and fed until old age gets them, because both are boring as hell.

Sorry about that minirant, but I am understandably not happy with this development.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on August 04, 2013, 04:16:15 pm
Sigh. It appears that it was temporary. They suddenly became drowsy again and it hasn't been fixed by sleeping.

Perpetual sleeping sickness if probably the only syndrome I actually don't think has any right to exist simply because it's no fun in any sense of the word.

Blood vomit toxins, skin and eye rote, nervous tissue breakdown... All of them would be preferable and at least marginally more entertaining than being left with let them die or keep them watered and fed until old age gets them, because both are boring as hell.

Sorry about that minirant, but I am understandably not happy with this development.
Tomio pats splint on the head.
I know the feeling, my friend. I know the feeling.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 04, 2013, 05:50:47 pm
If Internet Explorer can ask to be my default browser, then Fischer can gtfo her bed.
Or canon!Fischer could be cured with no ill side-effects...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 05, 2013, 11:45:29 am
I'm just going to go with her being fine for story purposes. I may try to wake her ass up when an attack comes though so she can take part. Should have an update on hand today.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 05, 2013, 02:03:34 pm
Here thread, have a short update!



5th Felstie, 211

-The following page appears smeared with blood and egenrally has some water damage, as do the few after it.-

Things have been quiet for the most part Fischer's resumed her duties as 1st Company's field commander, and she was decidedly upset by Awl's death, but no more so than she would be were it anyone else. Got caught in a damned blood storm checking on the mechanics who were making the way into the spikewalk even more of a death trap.

That kid who went funny in the head also finished his project. It was one hell of a nice helmet made from that goat-thing's bones and hide. Has bands of oval and cushion cut shale and crystal glass around it with a row of gypsum spikes between them, leather and silk skullcap and a silk chinstrap. There's also bands of raised bone and beast hide near the bottom and a crown on each side. Pretty nice even if it isn't worth much. Calls it Bomrekgitnuk, "Whipmint." Kind of a queer name, but hey, who am I to judge?

Speaking of which he joined 1st Squad. Couldn't find a pike so he took a bronze whip, put that fancy bone hat on and went to the Iron Barracks. not sure why he went with the whip to be honest.


12th Felsite, 211

Another freak of nature showed up according to Mr Frog's funny observation equipment. Col. Fischer says she has an idea that will require a fresh batch of spears and pikes and possibly a cave in but it should work. I sent the orders down to Rodge and he'll make sure the miners get their part done. If all goes well that toxin spewing bird will be done with and Dauros will be able to take down that spider.

(http://i40.tinypic.com/161b0yg.png)

Every time something like that shows up I'm reminded why this place sucks. It's a damned magnet for weird shit like this.

13th Felsite, 211

Barkeaters are here. Gonna give them some incentive to piss the hell off.
After we take any combat capable animals of course.


-

Dauros wasted the two pack animals and one of the merchants and let one of them go. Let's see if the little fuckers have anything to say about that this year.

19th Felsite, 211

Just got wind of an attack topside. Spawn. I've alerted 2nd Squad to stay on alert and Dauros went to deal with the scout force alone.

-

Several spawn captured, at least one gummed up a trap, and Dauros got the rest. That dwarf is a damned fine example of how dwarves of old fought.

There was also a group that got in and messed up OverlordTNT. She was bringing some loot from the barkeaters in when a second group of ambushers crept into the depot. I have some newfound respect for the Duke too. Almost killed three spawn on his own, but he was too late to save OverlordTNT. Poor girl suffocated after a neck injury.


[And here's why Savero now has newfound respect for Splint.
(http://i39.tinypic.com/eilhli.png)[/IMG]
Kill 1

(http://i44.tinypic.com/2pq9oqe.png)
Kill 2

(http://i39.tinypic.com/kesqon.png)
In the process of making kill 3]

It got  little dicey there since those three actually made it into part of the fortress proper, even if they didn't live very long. The Duke was pretty pissed at Skitara though because she killed the third spawn right before he could land the death blow.

I don't even want to know what summer has for us if spawn actually making it in is what Spring gave us.





So year. Splint did pretty good, scoring two spawn kills and actually bashing the arms off of the third before Skitara came along and shanked it with her pike. OverlordTNT died sadly, but such is life in Dwarf Fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 05, 2013, 02:15:10 pm
Nice gubbins.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 05, 2013, 07:36:37 pm
The fortress is in good hands, I feel.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 05, 2013, 08:24:46 pm
I just realized, there is so much cross-contamination between all the different universes/timelines/realities/whatever that I'm not sure anyone would bat an eye if Godzilla showed up as a Sith lord from Krypton, leading an army of robot space cowboys riding atop chocobos.  What does that say about this fort?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 05, 2013, 08:27:19 pm
I just realized, there is so much cross-contamination between all the different universes/timelines/realities/whatever that I'm not sure anyone would bat an eye if Godzilla showed up as a Sith lord from Krypton, leading an army of robot space cowboys riding atop chocobos.  What does that say about this fort?

That we need to kick it up a notch.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 05, 2013, 08:48:23 pm
I just realized, there is so much cross-contamination between all the different universes/timelines/realities/whatever that I'm not sure anyone would bat an eye if Godzilla showed up as a Sith lord from Krypton, leading an army of robot space cowboys riding atop chocobos.  What does that say about this fort?

Imagination.exe has crashed attempting to visualize this hilarious concept. Please try again later.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 05, 2013, 09:30:35 pm
I'm going to take that as acknowledgment that we may very well have gone past the point of jumping the shark into the realm of a perpetual shark-jump. 
Only
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: tomio175 on August 06, 2013, 04:51:27 am
I just realized, there is so much cross-contamination between all the different universes/timelines/realities/whatever that I'm not sure anyone would bat an eye if Godzilla showed up as a Sith lord from Krypton, leading an army of robot space cowboys riding atop chocobos.  What does that say about this fort?
I think this should go into the quotes section.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 06, 2013, 05:12:36 am
I just realized, there is so much cross-contamination between all the different universes/timelines/realities/whatever that I'm not sure anyone would bat an eye if Godzilla showed up as a Sith lord from Krypton, leading an army of robot space cowboys riding atop chocobos.  What does that say about this fort?
I think this should go into the quotes section.
Seconded.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 08, 2013, 10:06:30 am
A bump and an OOC update.

I seem to have caused a small construction accident that put a hole through the roof of a store room. Not sure if anyone's dead yet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 08, 2013, 10:13:24 am

Imagination.exe has crashed attempting to visualize this hilarious concept. Please try again later.
I want to sig this but I dont have space.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 08, 2013, 01:42:51 pm
I just noticed I earned a title for killing those spawn. I am now known as "The Rare Justice of Boulders" apparently. That... Kinda fits I guess? Since our group is The Rock of Strength.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 08, 2013, 02:04:03 pm
Apparently we dont have much justice...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 08, 2013, 03:20:19 pm
25th Felsite, 211

"We have no longland seeds, we have no longland seeds" GODS that gets old fast. I've told them to stop trying to plant things because we have enough food lying around. Maybe whats his name, the druggie. Reyuth, or Reudh... One of those, maybe he was on to something about switching to food exports.

Finally got the mills and the extra traps done and I sent that funny talking fellow Choppa to do his job and chop some trees. I can't really place his accent though. Sounds like he may have spent a little too much time up north in Harlech. Heard there was some snowy mountain up there now that I think about it.


26th Felsite, 211

Decided we need a new training space and a dedicated ranged squad. The 3rd Squad fellows do the job alright but they're all hammerlords and it shows; they spend more time smashing skulls and crushing ribcages than using those funny little handbows of thiers.

I figure a nice open air addition to the fortress will be good for us. And boo on what the Parasol people say about. Besides, an open air target range will let a squad take pot shots at the ravens that keep fliting in and out of the area.


28th Felsite, 211

Ok, I seem to have been proven wrong about the project. There was a cave-in yesterday that put a hole through a storeroom. Aira, No-hair and her sprog, Deman, Gremlin, and Cabo were all knocked out for a bit but are otherwise unhurt, aside from the concussions. Not really sure how that happened, but no matter. Nobody died so it's all good.

1st Hemtatite, 211

For the love of Armok, is it really so hard to remove sections of ground without freaking holes getting punch through our roof? I was down in the storeroom inspecting the damage from yesterday when out of nowhere a hunk of ceiling comes crashing down and the next thing I know I'm waking up on top of one of the Duke's braindead guards and us both on top of a giant dingo that I think belongs to said guard! And to add insult to injury Aira was in the room and just fucking laughed at us.

I hope the spawn get her next.


4th Hematite, 211

We've managed to finish the little reshaping project without further incident. The first part of our traps are also complete, being five repeating spike traps loaded with all the spikes and spears we had, be they metal or wood, and one cave-in trap.

10th Hematite, 211

Why nobody cleaned up that spawn that was rotting in the depot is beyond me. God those things reek! Even moreso than when they're alive, if  freshly beat to death counts as that.

25th Hematite, 211

Well, most of the work reshaping the area is nearly done but we'll have a shortage of building materials for the foreseeable future. We're also 13 bricks shy of finishing the road into the old wagon tunnel. I figure since what's his name went to the trouble of commissioning it we may as well try to get it up and running again. Mr Frog. That was the name I wanted.

Been busy keeping tabs on everything else otherwise. I gotta say, this job is starting to grow on me, as are the black-whites. Something seems... Off though. I dunno what exactly, but it still feels off.


2nd Malachite, 211

Well, now I know why something felt off. Guess they didn't like what we've been doing for the last couple years...

(http://i42.tinypic.com/259g40w.png)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 08, 2013, 03:48:02 pm
Why is it that you all love pissing off the elves? I mean, look at the cool shit they haul over for us to eat?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 08, 2013, 03:52:37 pm
Why is it that you all love pissing off the elves? I mean, look at the cool shit they haul over for us to eat?

We can get the same things from humans. And the only useful things they bring are cloth (something that we can grow ourselves) and exotic animals, some of which are borderline useless or are entirely useless.

We have jaguars, and as such they have outlived their usefulness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 08, 2013, 04:11:49 pm
I was talking about the animals.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on August 10, 2013, 12:21:28 am
Apparently we dont have much justice...

This amused me slightly.

I seem to have caused a small construction accident that put a hole through the roof of a store room. Not sure if anyone's dead yet.

Such is the chaos of Spearbreakers that a good dozen dwarves could die/go missing and pretty much nobody would notice or care.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 07:19:54 am
The under reaction to the fact we have elves to kill is a little shocking.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 09:55:00 am
Thats the lack of justice talking.
same with the construction mishap.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on August 10, 2013, 10:08:46 am
I'm here to dispense justice and take breaks... and I'm all out of justice.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 10:10:54 am
I'm here to dispense justice and take breaks... and I'm all out of justice.

That was the worst Duke Nuke'em joke ever.

EDIT: Dear god. ELFS. ELFS ER'RYWHERE. I think I may have made them very upset with us.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on August 10, 2013, 10:13:55 am
That was the worst Duke Nuke'em joke ever.
I actually forgot that was from Duke Nukem. My friends and I use modified versions of that joke a lot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 10:20:50 am
First time I heard it and it just seems... off.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 11:44:09 am
Here thread, have a small update about the ensuing battle. Total opposition was one pack of giant ticks w/o riders, one tick mounted swordelf squad lead by a master archer, one tick mounted bowelf squad lead by a spearmaster, and one squad of swordelves on foot lead by a regular spearelf. Most of them died but the master archer, four swordelves, and three ticks escaped. Anyways, update tiem.

hr]

3rd Malachite, 211

Well, it seems out Fortress Guard isn't a band of incompetent fuckwits after all. Marlin was working on one of the road sections when a bunch of Giant Ticks jumped her. According to her everything seemed to slow down and she let out a stream of about 6 bolts and took three ticks out of the fight. Didn't kill any of them, but she did mess them up. A bunch of them ran like hell towards the spikewalk and a few got shredded by the traps we got set up there, and she spent the rest of yesterday bashing the wounded ticks in the face with her crossbow and just managed to constantly damage chitin. Guess we need to arm the Fortress Guard a bit better.

Paintbrush was heading out when Terrahex said he saw a spray of ichor by the main entrance and then a bunch of other giant bugs made their move and attacked  2nd Squad. From what I hear it was over pretty quick, and that was with the elves riding on the second group being archers.

Ah jeeze, just got word more are here. Gonna head for the fist to see the fight.


-

Well that was one hell of a fight I just saw! Had the drumbeats for 1st and 2nd Squad to head out and I saw our puffed up ex-overseer out there with his own little team of toy soldiers.

Turns out though he hasn't gone so soft with nobility as I thought and his toy soldiers are actually pretty hardy fighters. While 1st and Second squad were busy tearing the elf archers apart the duke's men met two squads of sword elves and a few ticks. Saw that big son of a bitch Thumper take an elf right off his tick with a jump shot of all things. Sure, he went face first into a rock after he killed the elf but still. I talked to them after the battle and  they had 24 kills between three of them. Found out later one of them was late to the party and didn't get to bloody his hammer with elf brains.

I also saw Skitara take a hit from one of those ticks and end up in a pond, but Dauros pulled her out before she drowned. After putting his pike through the tick in question of course. Skitara got the rider who decided to take a swim himself. Shame he managed to get out of the pond before she actually drew blood though.

I've never been so happy to see dismembered guts and limbs about the place; I'm so used to the clusterfuck that the Great Fence was that seeing us winning on a regular basis is truly inspiring! And against the barkeaters no less!


5th Malachite, 211

That kid Blackbird and a Guardsman named Stibnite ran off a kobold. Stibnite says he managed to put two bolts down range despite being sleepy at the time and the run beat the tar out of it with his shield until it kicked him where the sun never shines and buggered off. I dunno why someone so young joined the military or why he was allowed to but he's said he's too short to use spears and whips properly so he'd going to try using the kobold's knife, which Stibnite says he managed to wrestle away from the 'bold before it booked it like an elf. You know what, I think I'll doodle the fights from the other day in here.

-The following appear to be crude sketches depicting a rather grisly battle-

(http://i43.tinypic.com/1zcinnc.png)

(http://i43.tinypic.com/29p6s29.png)



The fight actually went from 1st Malachite to the 7th, but I felt the need to kinda compress things to within a few days instead of a full week.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 10, 2013, 05:37:39 pm
Giant ticks?  How do the elves keep them fed?  I mean, if one could suck a couple humans dry in a single sitting I wouldn't be surprised.  30 might take using constant chicken-splosions just to provide enough warm bodies for them to drain.

Actually, that's probably my answer right there, but then what do they do with all the bodies?  the numbers just don't add up.  (Do note that the numbers are just guesses and may be completely wrong)  Assuming that each squad of ticks or elves on ticks was 10 members in size, each tick fed once a month, and each meal was 6 full-grown chickens per tick, that leaves the elves with 180 dead chickens per month, or 2160 per year.  How many elves could that sustain? (I'm assuming elves eat meat and just don't trade it as they are known to eat their enemies and do accept it when trading)

Yes, I know I'm applying logic to DF, but only because it is leading to such interesting conclusions.

Also, it makes sense that only elves wouldn't kill such horrible abominations.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 05:45:20 pm
Blood barrels of course.the foot sword squad was 9 members (no ticks and thus irrelavent,) the unmanned ticks 12, and the other two had ten each.

Giant insects die within a year and a half to two years so keeping blood around wouldn't be too hard as they could just buy the apparent gallons of the stuff the humans and dorfs have laying around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 10, 2013, 07:00:38 pm
I thought of that, but I'm pretty sure that normal ticks in real life only can feed by burrowing their heads into some creature (I'm too lazy to confirm this however), and thus assumed likewise for their giant counterparts.  Also, that's too boring an answer to justify trying to apply logic to DF.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 07:05:38 pm
From the pictures I looked at it looks like they could potentially simulate the whole biting process by strapping some animal hide over the barrel or they may be able to just jam their mouth parts in an open lid.

Of course wandering livestock probably fall victim to them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on August 10, 2013, 07:50:06 pm
Yeah, but I assume that because the elves do not buy barrels of blood from dwarves, they do not buy barrels of blood from anyone.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 07:51:28 pm
Perhaps we just processed it wrong.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 07:53:07 pm
They eat the meat of their dead enemies, and strain the blood out through their hair into barrels that the ticks then feed on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 07:57:56 pm
That may be it, but what do they do during peace time? Move to a blood-plain?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 08:02:26 pm
They make trees bleed.




Hypocrites.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 08:11:10 pm
Well, there is a tree that seems like it rains blood.

But its Australian.
and its not really blood.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 09:20:11 pm
I know, I've walked past them a few times.

I love my country.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 09:21:24 pm
Well, there is a tree that seems like it rains blood.

But its Australian.
and its not really blood.

Just the fact a tree pretends to make blood rain further makes me believe Australia is where sanity goes to die in the natural world before it gets rolled into the ocean to come up with something worse.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 10:22:07 pm
What, Dwarf Fortress?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 10, 2013, 10:24:17 pm
Well, there is a tree that seems like it rains blood.

But its Australian.
and its not really blood.

Just the fact a tree pretends to make blood rain further makes me believe Australia is where sanity goes to die in the natural world before it gets rolled into the ocean to come up with something worse.

The tree leaks sap so it can capture creatures, iirc.
There's also the Gympie-gympie, a tree that releases neurotoxic barbs whenever someone comes near it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 10:29:58 pm
What, Dwarf Fortress?

I said natural world, not dorf world.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 10:30:11 pm
Well, there is a tree that seems like it rains blood.

But its Australian.
and its not really blood.

Just the fact a tree pretends to make blood rain further makes me believe Australia is where sanity goes to die in the natural world before it gets rolled into the ocean to come up with something worse.

Pfft. You should see the stuff that actually KILLS sanity.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 10:38:31 pm
We have some of that. We call it politicians and the mass media.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 10:40:23 pm
We have some of that. We call it politicians and the mass media.

Politicians? Oh, you mean bullshit artists. Yeah, we have some of them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 10:51:14 pm
Any as bad as out midwesters?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 10, 2013, 10:52:51 pm
SOOOOOOOOOO HOW BOUT THAT ELF MURDER HUH?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 10, 2013, 10:54:15 pm
Meh. Its over done.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on August 10, 2013, 11:38:17 pm
Yeah. let's avoid talking about things that'll just get everyone riled up for no good reason.

Also, thank you all for pointing out the logistical issues giant ticks raise; I am now wrestling with the mental image of a giant acaroid the size of a car jabbing its mouthparts into a man, draining his bodily fluids, and leaving him a shrivelled husk a la Metroid.

@Reudh:

I think Aussieland should make the Gympie-Gympie its national plant if it hasn't already. "See, even our foliage is actively trying to kill you!"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 10, 2013, 11:49:24 pm
We tried. Tourism industry said no.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 11, 2013, 12:10:19 am
Also, thank you all for pointing out the logistical issues giant ticks raise; I am now wrestling with the mental image of a giant acaroid the size of a car jabbing its mouthparts into a man, draining his bodily fluids, and leaving him a shrivelled husk a la Metroid.

I'm now convinced somebody should make a movie around that thought.  Someone go contact hollywood.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 11, 2013, 12:30:33 am
Also, thank you all for pointing out the logistical issues giant ticks raise; I am now wrestling with the mental image of a giant acaroid the size of a car jabbing its mouthparts into a man, draining his bodily fluids, and leaving him a shrivelled husk a la Metroid.

I'm now convinced somebody should make a movie around that thought.  Someone go contact hollywood.

Seems more like it'd be SyFy's thing for a movie about giant ticks. End the elf thing was indeed intended to steer us away from  a possibly very messy derail.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 11, 2013, 12:50:17 am
This train will run express from Main Thread to WTF, WTF to Oh God, Oh God to Fuck This, then stop all stations to I'm Out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 11, 2013, 08:31:16 am
sO, HOW ABOUT THAT INSANITY?

I really need to remember when I got that on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 13, 2013, 06:40:11 pm
Bump and has anyone heard from Talvieno?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 13, 2013, 06:48:50 pm
Not recently. I think he's having trouble connecting again... :/

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 14, 2013, 01:45:35 pm
Well shit. Well, we got a couple more seasons before the obligatory winter clusterfuck happens.

Figured I'd let you guys know I'm gonna have nother update out either tonight or tomorrow and then the updates will dry up entirely until probably into next week. my parts are shipping and I gotta unhook my rig to take it down to have its internals swapped out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 14, 2013, 03:27:09 pm
I know it's a bit late but...

PTW.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 14, 2013, 09:04:09 pm
I know it's a bit late but...

PTW.

This baffles me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on August 15, 2013, 12:59:24 am
I know it's a bit late but...

PTW.

This baffles me.

I know! Someone new joining this thing? It's almost weird!

(No offense, but I note that it's been the same 6 or 7 people putzing around here for a while... I kind of miss the old days where new faces were constantly flitting in and out.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 15, 2013, 10:13:42 am
Yeah.... But hey, that's why we're wrapping things up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 15, 2013, 01:03:20 pm
True.
shall we hold off on V2 until the next update?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 15, 2013, 05:35:08 pm
And wait for DF2014?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 15, 2013, 06:03:37 pm
We could.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 15, 2013, 07:06:06 pm
May be fun with big trees.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 15, 2013, 10:57:29 pm
VASTWOOD ZENDIKON EVERYTHING

...ahem. Yes, it could be fun. Would be nice to turn them into traps for spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 15, 2013, 11:05:58 pm
Spawn crushed under trees. The elves wouldn't know if they should hate or praise the dwarves for that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 16, 2013, 08:52:26 am
It depends on if the spawn turn the trees into treespawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 16, 2013, 09:54:31 am

This baffles me.

I see what you did there :)

I used to keep up with this, but I drifted away shortly after the first version of the .pdf went up. I'm back to the game and community in general with this shiny new account and was very surprised to see Spearbreakers is still consistently on the front page. Now, did the Vanya story keep going much longer after that? I didn't see a link in the OP.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 16, 2013, 10:46:45 am
I has its own thread and I just flat forgot to link it. It's actually still ongoing, but Talvieno has been having severe connection issues.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 16, 2013, 10:54:25 am
I just found it...

I have some reading to do.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 16, 2013, 12:29:20 pm
Have fun and good luck.

So an OOC Update, it is now late summer and I am expecting a human siege any day now and the FB traps are in place. Hopefully the  dumb brutes will be too dense to realize there's a roof ready to drop on their heads when they rip the copper support beams out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on August 16, 2013, 10:36:03 pm
DAMN IT! Why did Splint start have to start playing when I didn't have internet (technically I still don't and won't have for a while) regardless I enjoyed everything you wrote Splint (although that's late as hell still have to say it anyways).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 16, 2013, 10:52:27 pm
Because Raptor jesus doesn't love you that's why.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on August 17, 2013, 01:54:57 pm
Oh I knew that years ago let's just say that in RL my luck (namely all of it bad) has become the butt of many many joke by my friends, family and myself for being so horrendously bad. One great example is on more than one occasion I have started to show somebody something on the game they were playing (they asked because I was more familiar with the game) and after about 5 minutes it managed to crash (of no fault of my own I might add and all my friends agreed on that point) despite the fact that it had worked for about 3 hours beforehand and that is the least stupid and possibly most inane story about my bad luck I have. The actual bad luck I've had you probably wouldn't believe so I'm not going to tell.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 17, 2013, 02:02:07 pm
Well I may need to start over as I needed to reformat my external drive where I keep all my DF stuff, among other things. With luck I may be able to recover the data but otherwise all is lost and I'll need to start over.

EDIT: The drive is no longer viable so I have to redownload my save from DFFD and a new copy of DF. This sucks, but oh well. What can ya do about it right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 17, 2013, 04:40:10 pm
So I understand this is slated to be the last year of the fort? I am seriously looking forward to whatever happens, as well as even the vaguest possibility of SB2: Timewar Boogaloo. Because seriously, basically everything in this thread is novel quality, with just the right amount of pure, uncut crazy for flavor.


@Splint, sucks about the external drive, mine crapped out on me recently as well. So many hours of Falling Skies lost :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 17, 2013, 04:49:58 pm
So I understand this is slated to be the last year of the fort? I am seriously looking forward to whatever happens, as well as even the vaguest possibility of SB2: Timewar Boogaloo. Because seriously, basically everything in this thread is novel quality, with just the right amount of pure, uncut crazy for flavor.
Why thank you! And I just downloaded the protomod from Talvieno (been sitting on it for a while.) And... Well there's things that appear to be equal parts hilarious and utterly horrifying contained ther-in to imagine.

Quote
@Splint, sucks about the external drive, mine crapped out on me recently as well. So many hours of Falling Skies lost :(
It's frustrating as all hell. Plus I know damn well we have a relatively new 2 terabyte one in here that has gone unused and  I am barred from making use of it. Plus I have a ton of personal mods lost that I need to redo to the best of my abilities.

Oh well, the reboot will commence late in the week. My Motherboard will be here either in the next hour or Monday and from there I have another commitment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 17, 2013, 09:32:47 pm
Spearbreakers II.

My bodies are ready.

BRING ON THE INSANITY!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 17, 2013, 09:42:02 pm
awww... I wanted big trees...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on August 17, 2013, 10:59:50 pm
Are we waiting for the new release for SBII or are we going to start on this release?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: CaptainLambcake on August 17, 2013, 11:28:48 pm
should wait, I'm waiting to start a new fort
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 18, 2013, 07:09:24 pm
The new release is nearly upon us, I think, going off The Toad's recent updates. I give it another month or two, three tops. Also, I'd like to be Dorf'd as a hauler or another similarly useless/otherwise unremarkable dwarf. I'm thinking of doing a set of journals from the viewpoint of an average (terrified) civilian. Nothing too fancy, mind you, just a sort of foil character for the usual suspects.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 18, 2013, 07:15:46 pm
No problem, I can do that. Redownloaded my save, so after my upgrades can be finished I can recommence.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 19, 2013, 02:01:11 am
More Time Breaks! Time Breaks prove everything!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 19, 2013, 02:11:57 am
Would you guys prefer Savero be aware of the save loss/Time break in some fashion?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 19, 2013, 02:13:09 am
Perhaps a slight disorientation, occasional nausea, a slight case of serious brain damage...

Or maybe he overhears LFTON muttering about it to *himself* >.>

But yes, it would be cool to have another opinion on the rupture of time and space.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 19, 2013, 04:51:17 am
Would you guys prefer Savero be aware of the save loss/Time break in some fashion?

Outside of Savero feeling a bit odd, and overhearing LFTON muttering about something, nah.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 19, 2013, 11:45:53 am
Good neeeeeewwwwws everyone! The last of my parts have arrived! With luck, things will be back on track at week's end.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 19, 2013, 07:40:04 pm
WOO!
Things happening!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on August 20, 2013, 08:07:48 am
Good neeeeeewwwwws everyone! The last of my parts have arrived! With luck, things will be back on track at week's end.

Is that "good news" a la Farnsworth (from Futurama)?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 20, 2013, 01:57:03 pm
Good neeeeeewwwwws everyone! The last of my parts have arrived! With luck, things will be back on track at week's end.

Is that "good news" a la Farnsworth (from Futurama)?

Why yes, yes it is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on August 23, 2013, 06:04:34 pm
A bump and a  minor OOC update. Due to several complications, the  upgrade has been pushed back and back, so I've been piddling along with my Anti-FB plans and general dicking around trying to think of something new to do, just so you guys now I'm not slacking off completely.

The FB traps are almost ready so we may be able to eliminate them soon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 28, 2013, 11:33:16 pm
From Splint:

"Splint: Please inform the thread I apologize for the delay and I should be back to work come Monday. There's been issues during the upgrade process."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 29, 2013, 04:21:55 am
Woot! An update on the update!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on August 29, 2013, 05:46:16 pm
It lives!!

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 30, 2013, 04:58:05 am
Of course it lives. Although... if the thread itself got hit by a necromancer at some point, it would seem fitting, given how many we've had to deal with already.


Heyaa, by the way. I have access back (yay), but unfortunately, it's 6 AM, and I haven't slept. Still, good to be back. I'll catch up on the thread tomorrow.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on August 30, 2013, 06:30:37 am
Of course it lives. Although... if the thread itself got hit by a necromancer at some point, it would seem fitting, given how many we've had to deal with already.


Heyaa, by the way. I have access back (yay), but unfortunately, it's 6 AM, and I haven't slept. Still, good to be back. I'll catch up on the thread tomorrow.

I literally did a triple-take when I saw that name! :D

Welcome back, Tal!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 30, 2013, 07:06:01 am
Of course it lives. Although... if the thread itself got hit by a necromancer at some point, it would seem fitting, given how many we've had to deal with already.


Heyaa, by the way. I have access back (yay), but unfortunately, it's 6 AM, and I haven't slept. Still, good to be back. I'll catch up on the thread tomorrow.

I literally did a triple-take when I saw that name! :D

Welcome back, Tal!

Talvieno's back?
ERMAGHERD THE LEGO C'THULU IS BACK!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 30, 2013, 02:42:40 pm
Lol, there's a story about that. A while back I was asking around for a good avatar, and Mr Frog pointed me towards it - he said it kind of matched my personality, in his opinion. (Mr Frog is awesome, by the way.) I've had it as an avatar since.

And Heyaa, Reudh! (: Thanks. It's great to be back, I missed you guys.

As to the SBII mod, it's pretty much ready, I think. I've fixed a decent number of bugs in it, and I'm pretty happy with where it is now, although it could probably always use new ideas. I didn't want to post it up anywhere, though - at least not until Splint got his hands on it. Plus, if we're waiting until the next version of DF comes out, I'm going to have to work with it some afterwards to make it match up with the new raws.

Radiation zones are Fun, though. You have about a 1 in 50 chance of losing a dwarf after he enters the map, and about a 1 in 3 chance of losing babies and anything smaller. It's also hilarious to watch flying goblin mounts fall asleep and splatter themselves and their riders when they fall. But then you also have railguns and serrated disc launchers and the like, so it's just Fun all around. Especially when Ballpoint sieges you with them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on August 30, 2013, 02:53:24 pm
Heyy, Talvi's alive! Cool.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 30, 2013, 03:33:39 pm
Not exactly. I've been Jackborg'd.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 30, 2013, 03:55:26 pm
Pics!!! (SBII test stuff.) Let's get this thread moving again, maybe? (click the unspoilered pics to expand)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

(http://tnypic.net/u9t7j.png)
I called Mr Frog's version of gorlaks (from the Vanya story) "pit gorlaks" - and they're good for leather. Oh, and Ballpoint contractor zombies are good for bones.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

(http://tnypic.net/ja5fw.png)
Scythods have necromancers.

(http://tnypic.net/p4zes.png)
This seems pretty cool: a dwarf rallying his forces by raising his railgun and yelling a battle cry.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

(http://tnypic.net/kzzsl.png)
I found this amusing.


edit: also, random. Some dwarves that get high off of "Frog Moss" take themselves to the hospital. After a quick diagnosis, they leave again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 30, 2013, 07:12:56 pm
Whats with the mutants?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 30, 2013, 07:50:05 pm
I built a few test forts in radiation zones. Creatures affected by the "radiation" have the word "mutant" appended to their race name, in the same way as "dwarf necromancer". Now you just have "dwarf mutant", too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 30, 2013, 08:16:05 pm
The mutant part is gonna get annoying. I wonder if there is a way to remov the word mutant after half the population is one, or at least apply it to the minority.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on August 30, 2013, 08:16:53 pm
Perhaps change it to 'afflicted'?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 30, 2013, 08:23:18 pm
That sounds a tiny bit less jarring.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Talvieno on August 31, 2013, 05:32:43 pm
I honestly don't notice the "mutant" part anymore. A lot of it is Mr Frog's code - he wrote the first version of the radiation mod, which had about a dozen different pregenerated radiation effects. The "mutant" part is from that. The icons of afflicted dwarves also flash with a yellow-backed green exclamation point about once every three status flashes (like the X of unconscious/feverish dwarves, basically X, X, !, X, X, ! - so it doesn't make it impossible to see what you're looking at. I could remove the mutant part altogether and just leave it with flashes, if you guys think that would be preferable.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on August 31, 2013, 06:05:01 pm
That would be nice. I think.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on August 31, 2013, 09:20:45 pm
I agree that sounds better than everything being a mutant. Also for the record even though I don't have internet regularly right now I still can't wait until SBII just so I can read it when I come back.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on August 31, 2013, 10:59:10 pm
A lot of it is Mr Frog's code - he wrote the first version of the radiation mod, which had about a dozen different pregenerated radiation effects. The "mutant" part is from that. The icons of afflicted dwarves also flash with a yellow-backed green exclamation point about once every three status flashes (like the X of unconscious/feverish dwarves, basically X, X, !, X, X, ! - so it doesn't make it impossible to see what you're looking at.

I am absolutely tickled to see a random half-baked mod I made over a year ago put towards such a noble purpose.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on September 01, 2013, 10:35:22 am
I have to know more about these "mutants". What are all the effects?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 02, 2013, 03:54:23 am
Lots of bad things, judging by the blood that didn't come from combat.

I am currently on my phone, there was a complication during upgrading. I need one last part and if I can't get it at the computer store nearby, I'll need to order it. Damned motherboard didn't have a plug in for a disk drive and I can't exactly have the operating system reloaded without that.

But worry not, I'll finish this fucking fort even if it kills me and everyone in it.

EDIT: And welcome back Talvieno!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 02, 2013, 11:43:22 am
But worry not, I'll finish this fucking fort even if it kills me and everyone in it.

*applause*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 02, 2013, 01:56:41 pm
But worry not, I'll finish this fucking fort even if it kills me and everyone in it.

*applause*

Thank you, thank you. You're a wonderful audience!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Dorsidwarf on September 02, 2013, 03:03:00 pm
Spearbreakers is a wonderful thing.


You should be proud of yourselves, it is an amazing fortress - as good as or better than Boatmurdered in my opinion.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 02, 2013, 03:10:17 pm
boatmurdered still wins.

although SBII may beat it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 02, 2013, 04:05:09 pm
Ok, barring any unforeseen complications a day or two may see me back on track. Also we thank you for the compliment Dorsidwarf, much appreciated.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 02, 2013, 07:15:50 pm
Currently working on nailing down my character's... character. Hopefully my meager contribution ends up worth reading. Also, isn't killing everyone in the fortress kind of a foregone conclusion?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 02, 2013, 07:56:04 pm
No some of them will survive because there needs to be someone to bring the legends of spearbreakers to the rest of the world before the next however many years there will be until SBII starts.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 02, 2013, 08:08:47 pm
Oh I doubt I'll kill more than a few of us without deliberate murderings.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 03, 2013, 04:04:42 am
It doesn't matter if LFTON dies.
I got that covered.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 03, 2013, 11:12:15 am
Oh I doubt I'll kill more than a few of us without deliberate murderings.

Oh I never doubted that saying people don't die here is like saying Fischer is weak. Also for the record I'll be here more often due to school starting again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: rakasha01 on September 03, 2013, 02:02:54 pm
This fort's still chugging along i see.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 03, 2013, 03:13:50 pm
Yeah, albeit barely. Buy with luck ill be getting this over with by next week.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: dwarfhoplite on September 04, 2013, 02:21:41 pm
9001th post. Guys, how much misery is there yet to be reported?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 04, 2013, 05:11:28 pm
9001th post. Guys, how much misery is there yet to be reported?
Depends on what you mean. I've been using my phone to communicate. Won't have the rig back until late tomorrow at the earliest.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 04, 2013, 09:02:11 pm
Godspeed, good sir!

Also, if it's not too much trouble, when you do get back on could you PM me my dorf's relationships, or at least the thoughts and prefs? Again, it's not a big deal but would be greatly appreciated if you can manage it conveniently.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 08, 2013, 06:27:08 pm
Alright boys and girls, I have my rig back and within the next day or so I can finally get back to work with this trainwreck of a fortress. Sorry for the delays everyone.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 08, 2013, 06:51:35 pm
Let the games begin continue!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 09, 2013, 04:04:47 am
So, it seems my shiny new graphics card operates on a vastly different resolution and the old graphics, while still nice, are no longer the right size, which was the problem I had with graphics sets before. In response to this, I will be switching over to the phoebus tileset, so to those who hated the old stuff or just didn't have an easy time looking at them, good news for you.

I guess it's fitting, with Savero being a different character. Also, ue to my combination of crash and loss of things, she may turn out a bit different from before.

She will still be incredibly racist towards most elves though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 09, 2013, 07:22:54 am
Is there a summary available for reading, somewhere? I read a little on first page and in dedicated TVTropes page, but the size of this is beyond me. Are there still caravans arriving to SB? Is this modded version of df? Are there any competent dwarves available for dwarfing?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 09, 2013, 07:46:20 am
Is there a summary available for reading, somewhere? I read a little on first page and in dedicated TVTropes page, but the size of this is beyond me. Are there still caravans arriving to SB? Is this modded version of df? Are there any competent dwarves available for dwarfing?

There are plenty of dwarves, just desired profession may not be available. Caravans do still frequent the fortress but the humans objected to us beating their law giver to death for interrupting the noble's military training so we're uh.... Kinda at war with them now. The half dozen trashed caravans probably didn't help.

The short version is this is what happens when you combine a clusterfuck of fantasy and sci-fi stuff by random chance and toss in the fact it's a DF succession game to make the mess worse. Continuity snarls abound, seemingly unrelated stories are both unfinished and rampant, hell was conquered, bonds of e-friendship forged, a zombie army crushed, abominations from the days of 40d revived and made even greater abominations, aliens rained upon the world in rocks and through portals, and a top hatted and bemonocled Canadian frog's patience was severely tried.

In all, generally a hole with a fancy bit of masonry outside it coated in blood of various kinds, littered with bones, and laden with the presence of things both foul and strange.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 09, 2013, 08:40:18 am
The short version is this is what happens when you combine a clusterfuck of fantasy and sci-fi stuff...
Sign me up!

Name: Ergo Fairlodge
Profession: Preferably a siege engineer, mechanic or architect ("Draftsdwarf") if none of these are available, pump operator ("Maintenance dwarf") or something similar fitting the theme will do.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 09, 2013, 08:51:36 am
We may not have any of that particular skillset but I can always assign a dwarf to it. We're an "as needed" type of place anyways and I'm sure there's something we'll need pumped eventually.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 10, 2013, 12:07:29 am
1st granite, 211

I don't feel so good... Evidently dwarves are not meant to down whole barrels of alcohol in one go and that's why our ancecstors overseas invented the first mugs. Had one hell of a New Year's party that the odd fellows in the black and whte kit tried to shy away from, or at least the tallfolk and barkeaters among them tried to. Pretty sure one of the humans died of alcohol poisoning...

Anyway, it seems that, along with a hangover from hell- uh... Hmm. Not sure if that saying is applicable anymore since hell's an actual place... Bleh. Either way my head hurts and apparently I won the yearly overseer hat drawing. Apparently getting passed out drunk doesn't qualify one to abstain from such duties. Not really sure how being a stonecrafter qualifies me for that miserable post but I suppose I have to do it.


2nd Granite, 211

I fucking hate this job already. Apparently Corai's been copying all the overseer notes on the Duke's orders. For the love of Armok, half of this crap doesn't make sense or seem like the ravings of barely sane or more worryingly, sober individuals. It's already rather late and I've spent most of today trying to organize this mess. Why dear journal? The Duke walked right into my apartment late this morning and literally dumped all this paperwork on my head while I was engraving my personal mugs.

How anyone from the initial expedition survived after the second year, much less the seemingly endless string of disasters ranging from sleeping sickness and explosions in livestock population to full blown assaults by the undead, the hive king of the spawn (whatever the hell a hive king is,) and even that insane invasion of hell itself last year, is beyond me.

It doesn't help that both at lunch and dinner I saw Sergeant Lefton talking to himself about time and breaking something like there was someone else discussing a broken clock or something. I may as well copy down the basics of this place since Corai's going to be poking through this year's journal entries for the next poor bastard.


(http://i44.tinypic.com/2rghkyf.png)

5th Granite, 211

We have piles of fuck all backpacks around here and the Duke just put out a mandate for more. I dunno if he's an idiot with strange fetishes or if he's just pulling random production mandates out of his helmet. I hear it's the latter to keep us on our toes but still. I think we may have more backpacks than dwarves, which considering what I've read in the old logs, isn't all that surprising. I was wrong, I looked into it and we only have 61, soon to be 64.

Oh, and I also found out why we're always filling boxes with mugs.

We have over 4000 of the fucking things.


(http://i39.tinypic.com/117ff2v.png)

4470 to be exact. That's something ot the order of 38 mugs per dwarf if I did the math right.

7th Granite, 211

Hopper was bringing Fischer some food and found one of her dogs dead. It was curled up in one of the baskets near her bed so it was probably old age.

(http://i41.tinypic.com/2v34pc6.png)

I gotta say, for a war dog to die of old age in this place is a pretty impressive feat! Also got word that No-Hair gave birth to a boy who, compared to his mother, looks like a little ball of fuzz. Apparently she and her husband have very odd naming patterns and named the little sprog "Much-Hair." To each their own I guess.

(http://i44.tinypic.com/vys2fs.png)

9th Granite, 211

Decided to have a look at some of the engravings in what used to be some mass grave. Terrahex and Mr Frog did most of them from what I can tell.

(http://i44.tinypic.com/2qjbqea.png)

Decent enough I guess. I remember reading something about paranoia regarding the grizzlies being in league with the spawn, but considering it's our local emblem and is on damn near everything, I dunno if there's really much stock in that.



Good chunk of the month is down, and the FB traps are moving along nicely. I'm going to shoot for an update a day if that's alright with you guys. Tarquip, if gender isn't an issue I can have you dorf'd in fairly short order.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 10, 2013, 03:12:43 am
Tarquip, if gender isn't an issue I can have you dorf'd in fairly short order.
Sure, I'll play along! Let me know how it went... and make me a screenshot of stats, if you would, please! :-)

(though I could live without it)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 10, 2013, 04:22:14 am
A broken clock, eh... Interesting...
So if...
Then... But she...
Would..?
No... Yes...
Damara... Horukra'z...
Vijha... Time...
Time...
Time...

Time...


In unrelated news, happy to see the fort's up and running again!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 10, 2013, 05:18:14 am
Tarquip, if gender isn't an issue I can have you dorf'd in fairly short order.
Sure, I'll play along! Let me know how it went... and make me a screenshot of stats, if you would, please! :-)

(though I could live without it)

I'll provide one with the next update.

And yes, it is back up and running. Kinda sucks that I almost finished (or got half way anyway) when I lost it before, but eh. We're rolling along nicely!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 10, 2013, 12:25:05 pm
Quote
I gotta say, for a war dog to die of old age in this place is a pretty impressive feat!

:): "Someone's dog died."

8): "How?"

:): "Natural causes, by the looks of it. Old age, I should think."

8): "By gum, there's nothing 'natural' about dying of old age in this fortress! I demand an inquiry! FIND THE WITCH! BURN IT! BURN IT ALL!!!"


E: Also, who would like me to post some random unfinished bullcrap side-story which I wrote almost a year ago and never saw the light of day since?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 10, 2013, 01:11:57 pm
Don't let us persuade you and post away!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 10, 2013, 02:20:55 pm
POST THE STORY.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 10, 2013, 02:44:00 pm
Um, slight hiccup -- I seem to have somehow accidentally changed my computer's locale to Japanese at some point, so all the accented characters in the story in question show up as kanji. Gonna try to fix that shit, then I'll post stuff.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 10, 2013, 03:16:27 pm
Okay, here it is. I haven't so much as glanced at this stuff in ages, so I can't remember exactly what it was about, just that it was in my Spearbreakers folder and is related to necromancers. Maybe it's crap! Who knows?

Spoiler: Part 1 (click to show/hide)

Spoiler: Part 2 (click to show/hide)

Spoiler: Part 2 (Addendum) (click to show/hide)

Spoiler: Part 3 (Unfinished) (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 10, 2013, 03:23:11 pm
I guess its about the great necromancer tests of adulthood and book returning.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 10, 2013, 03:25:43 pm
I guess its about the great necromancer tests of adulthood and book returning.

I blinked at this for a few moments before remembering what you were talking about. Christ, was it really that long ago?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 10, 2013, 03:32:19 pm
It was what, 9 months or something insane?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 10, 2013, 04:44:07 pm
It was what, 9 months or something insane?

Geez, entire babies were gestated in the time it took this fort to hit its endgame.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 10, 2013, 04:44:45 pm
And I think I showed up atleast three months in.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 10, 2013, 08:48:25 pm
Clearly this was also set before King Deler went and accidentally'd himself on Fischer's pike. Good read none the less! Glad you shared with us Mr Frog.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 10, 2013, 09:14:36 pm
It was what, 9 months or something insane?

Geez, entire babies were gestated in the time it took this fort to hit its endgame.

I nominate this for the quotes page, this was enoug to set of a (barely stifled) giggling fit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 10, 2013, 09:50:58 pm
Dammit, I'm 18 and you guys still managed
It was what, 9 months or something insane?

Geez, entire babies were gestated in the time it took this fort to hit its endgame.

I nominate this for the quotes page, this was enoug to set of a (barely stifled) giggling fit.

Dammit you guys, I'm 18 and you still managed to make me feel old.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 11, 2013, 02:41:38 am
Dammit, I'm 18 and you guys still managed
It was what, 9 months or something insane?

Geez, entire babies were gestated in the time it took this fort to hit its endgame.

I nominate this for the quotes page, this was enoug to set of a (barely stifled) giggling fit.

Dammit you guys, I'm 18 and you still managed to make me feel old.

Don't feel bad. I and one nameless other from this fortress are sixteen.
You may still, however, feel old :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 11, 2013, 03:28:18 pm
God, now I feel old, even at 17!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 11, 2013, 03:44:43 pm
I'm older than all of you, I think... :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: DreamerGhost on September 12, 2013, 01:50:00 pm
So i saw this in the Hall of legends and decided "I am going to read this". 7000 posts later... This is taking a while. But it's too damn interesting to stop now. Oh well, only 2000+ posts left.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 12, 2013, 03:15:46 pm
Ok, since yesterday and today were updateless, I'm going to shoot for a three month update tomorrow. Vote time, try and coax the elves to attack again or no?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 12, 2013, 04:20:11 pm
Lets leave them be. Gotta prep for that war.

And I think its time to build a vault for us.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 12, 2013, 05:33:31 pm
I vote to hunker down.
Spawn use elves as a vanguard.
A terribly underequipped, pussy vanguard.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 12, 2013, 10:00:55 pm
Lets leave them be. Gotta prep for that war.

Yes, one must never rush into war with a species which regularly fights with what other species consider to be training weapons.

Although their arrows are nasty, I'll give them that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 12, 2013, 11:09:05 pm
Let them join the party! There's sure plenty of !!FUN!! to go around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 12, 2013, 11:09:45 pm
Nothing to see here, just a 504 timeout while I was submitting my post.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 13, 2013, 07:02:50 pm
No worries. Baffler, Tarquip, you personality screens have been made. Baffler you have nothing but a long line of passing aquaintancships and Tarquip is friends with a child and the head chef and otherwise relationless. The personality screens will accompany the update, which will come tomorrow. My sincerest apologies as I made the mistake of deciding to start a Civ 4 game earlier in the day.

I did however get the tileset working properly, so there's that, and I did make some progress. Spoiler below for the curious on some details.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on September 13, 2013, 09:12:34 pm
I've been reading this thread for the past few weeks, and I have to say it's one of the best stories I've ever read on these forums.

I would like to humbly request a dwarf by the name of Cynm with the profession "Engineer".

Keep this fort awesome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 14, 2013, 10:42:46 am
Done Cynm, and as it happened I needed to reassign a dwarf to get some support knocker-outer levers put in as all the other mechanics were busy or on break.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 14, 2013, 04:17:40 pm
11th Granite, 211

The duke called me to sit in on the meeting with a barkeater that managed to slip in. First time I've seen him without a helmet on actually. He says if the prick cracks on short joke she's gonna get a hammer to the face.

14th Granite, 211

Some freak of nature that looked like, in Dauros' words "the bastard relative of an ash devil" showed up in the caverns. According to Dauros' report, which went from him through the duke then to me, he took it out in two blows and it didn't even get a chance to do anything.

(http://i41.tinypic.com/2uzdt7m.png)
[Malduz, the Ash Frog]

(http://i41.tinypic.com/2s7e3h4.png)
[The extent of the battle.]

16th Granite, 211

Apparently being Overseer means "Let me know when every bitch in our pile of war dogs gives birth." That's not something I should be getting told damn it! Speaking of which, Nevyn's bothered me ten times now about us not having this gem or that. I swear it's like he's trying to piss me off. I know the idiot means well but really? This is shit you tell Corai or TheKaspa, since they handle the books and work orders and whatnot.

19th Granite, 211

Apparently there's some spawn and barbarians in the region. Bobcat, one of the dwarflings, was exploring outside and told his mother he saw a bunch of "dark ones" and a "Burnt plainswalker" outside. Kind of odd vocabulary for one so young, but hey, maybe he's just spending too much time around Sergeant Lefton. Turns out some spawn and a barbarian got shredded on some of the choke-point traps. Which reminds me, I'm gonna have a few set up around the spikewalk entry.

Nothing like spikes to ruin your sense of security!


(http://i42.tinypic.com/dgl85t.png)[What happened.]

Oh, and a little bat down in the zoo managed to escape from its cage. Five times. In the span 4 hours.

(http://i40.tinypic.com/23tjshy.png)

Zacen spent the better part of that time chasing the little bugger around.
[It escapes every so often each day since that, with Zacen, Hopper, and Vanya taking turns chasing the stupid thing each time it gets out.]

20th Granite, 211

The meeting went about as well as expected. The barkeater was all angry and ranting about "trees this," and "horrible tree murderers" that. Rose cracked the uppity little bitch one and told her she doesn't speak to dwarven nobility like that. The look on that tree humper's face from getting backhanded was priceless!

24th Granite, 211

That asshole diplomat finally left. And Thumper was screaming about something, "I FINALLY GOT IT!" or some such nonsense before making off with a boulder and heading for the cloth storage.

25th granite, 211

I decided to have an aboveground range built so everyone would have somewhere to use as target practice that didn't involve the use of levers and hissing, screeching spawn.

One of the store rooms now has a giant fuck all hole in the roof and it hit the ground with enough force to fling some crates out.


(http://i42.tinypic.com/oasv1s.png)

(http://i42.tinypic.com/2gspymu.png)

(http://i42.tinypic.com/2nm0vte.png)

27th Granite, 211

I've had it with the reports about that bat. If I go down to that zoo and nobody has contained it I'm gonna crush it with one of my work hammers.

4th Slate, 211

A runner came and said that the Colonel wanted to know what I was going to do about the forgotten beasts. When told, she sent back a message about needing better bait than just the supports, so I've set about getting things rigged up. Mr Frog was taking the day off, Vanya was chasing that stupid bat (Seems to have a knack for working with stone, I'll give the knife-ear that,) and the other engineers were busy with helping clean up from the cave-in, so I had someone named Cynm get to work on the cave-in hook-ups.

11th Slate, 211

Decided to have the deathhall engraved and two of the former overseers of this miserable hole are quite the talented fellows! Mitchewawa and Lord Reudh seemed to be competing for masterpiece engravings.

Everything is in place, and Col. Fischer even had Dauros help her down to inspect it, and it meets her approval. Uvash and and Sus II have volunteered to take on the things if the traps fail, and got both Fischer and Splint's approval, on the grounds that they want to go out doing something heroic. Dunno how they'll manage that since Uvash is short a foot and Sus has an improperly healed spine, but it won't matter if they have to fight.


15th Slate, 211

Well the traps failed to draw in any prey, so i positioned Uvash and Sus in the ore stocks to deal with that huge bird thing. Kannan volunteered to make the breach -the writing appears to scribble off for an instant-

Kannan took it down. He fucking bested that thing on his own when it jumped him.

Un-fucking-believable. Only time will tell if he'll live though. I've decided to abandon the trap method and I'm going to send Uvash and Sus to deal with the rest. They may die, but clearly the two of them have made peace with that and are ready to join Armok.


[Kannan wailed on it with his pick until it bled out, all it did was try to blast him with gas and I have yet to see what it does.]

17th Slate, 211

Sus and Uvash are gone.

(http://i42.tinypic.com/11b4228.png)

Whatever that thing spewed was deadly but Uvash lasted long enough to cause that thing some grief. Our population being what it is, several went down to recover the stuff on Sus' corpse mid-battle. One of them Sergeant Veiro, took it upon herself to help Uvash and according to reports, jumped on the thing, wedged a pike in under its shell and pried it off before jamming a spear she also had into its brain. Kannan may not be long for this world either, as that other freak of nature seems to have caused total paralysis. Bobcat followed Uvash down and has been weeping since, both for Sus and for his mother. Veiro appears to be fine, as she joined the battle before the leech had a chance to spew more toxin. I dunno if the kid's gonna die either since he was in the thick of it with his mom.

Well, this was a fucking disaster. Sure we got rid of the deadly of the two and Dauros can deal with the last one should it rear its ugly head again without much risk, but this operation may well have cost us three dwarves, possibly four.

-

Mayor Simon went to check on Kannan and found the poor sod dead in his cot. Tomio too care of interring him and Sus II while Veiro buried Uvash. Seems that shit caused total nervous system failure.

(http://i40.tinypic.com/10hvdvo.png)

(http://i42.tinypic.com/aavoki.png)

19th Slate, 211

My god, our guard captain is an incompetant moron. His foot was spraying blood earlier. Why? Because, while at the site of the battle that claimed Uvash and Sus II, he took his boot off to scratch his big toe. It got some of that crap on his foot. Guess we'll need a new Guard Captain soon.

(http://i43.tinypic.com/111i8ef.png)

Yup. Dead. All because he just had to scratch his damn toe. The blackwhites said that based on the cause of death that thing's vapors, which condensed in the thing's blood that was splattered everywhere during the fighting, is highly corrosive to skin. Just a bit of that stuff gets on unprotected skin and, in their words, "it's game over."


-

I was just informed of an absolutely astounding development. One that I thought wouldn't happen since no replacement dwarves have shown up here in ages.

(http://i39.tinypic.com/idy5g3.png)



So, not quite the long update I promised but it was very eventful! There was the bat constantly escaping, several deaths, a psychologically traumatized youth, a construction accident, trap failure,and *gasp!* MIGRANTS! Megaman wasn't dead yet when I wrote that bit that but he was pale so yeah, he was on the way out.

Also, here are the requested personality screens.

(http://i39.tinypic.com/1222g5z.png)
Baffler's

(http://i41.tinypic.com/11b42rk.png)
Tarquip's

(http://i44.tinypic.com/2vnqiaq.png)
Cynm's
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 14, 2013, 04:26:47 pm
Migrants? What? What heresy is this?!

I am sorry, I had to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 14, 2013, 05:44:31 pm
Wow. Sus and Uvash dead, just like that. And I don't think I've ever seen so short a personality listing on a dwarf. Or so many happy thoughts. I am also pleased to learn our fortress government is called the Rock of Strength.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 14, 2013, 06:38:49 pm
I have just one thing to ask. Have we smashed that stupid bat yet? Also as before MIGRANTS!?!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 14, 2013, 06:42:13 pm
I had to DFhack obsidian on the fucking cage to stop you, Hopper, and Vanya from chasing the fucking thing, and more importantly, to get the stupid alerts about it getting loose to stop. Because they couldn't get it back in the cage. I'm sure someone will adopt it. Eventually. Someone adopted the freakin' monkeys we had roaming around so why not a little furry bat to sit on one's shoulder?

Hell the first migrant on the map has a pet giant emu.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 14, 2013, 06:48:09 pm
Awww, noone noticed that I was spouting almost what Splint once said on the subject...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 14, 2013, 06:49:23 pm
Why wouldn't it stay in the cage? Just a glitch I'd assume, and Asea we noticed we just chose to ignore it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 14, 2013, 06:56:35 pm
Sometimes small critters can escape confinement after a time. Apparently this one figured out how to get out and often as soon as it was put back it'd escape again and need to be chased down.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 14, 2013, 06:58:27 pm
Sometimes small critters can escape confinement after a time. Apparently this one figured out how to get out and often as soon as it was put back it'd escape again and need to be chased down.

You know what'd make me laugh if myself, Vanya or Hopper ended up adopting it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 14, 2013, 07:16:50 pm
It would be funny actually. Far as I know though none of them have a preference for bats.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 14, 2013, 07:35:15 pm
With laid-back expression on her face, Ergo leaned with her back against the wall of the fortress entrance. There was a barely audile *ching* when she reached into her pocket and took out several coloured shards of glass.

Observing the area around her, she took time noting every detail. Putting different combinations of shards before her eyes ahe squinted through them at the world... she always carried her shards with her - not having them around felt almost like losing the sight to her. She couldn't quite explain it, but the world would feel different when looking through them.



After looking around for long enough, she put the glass aside and took out a leather-bound journal, turning the pages around.

6 years... it has been that long, already...

Quote
Fairlodge's Log - 19th Granite 206
For the last two weeks, the sail...

...too long ...what was the name of the ship that brought me here? It feels like it happened a lifetime ago... she wondered for a brief moment Disobedient?

Quote
...has been mostly uneventful... lower decks were continually swept clean, brass railing thrice polished and the crew has been content. Other than short argument with one of the ship officers, to whom I promptly explained the ship simply cannot go over 10 knots for it would tear the fabric of...

Universe? That wasn't it...

Quote
...the sails, which was fortunately enough to quiet him... I wasn't in mood for his impertinence and have to admit that for a brief moment I even entertained the idea of watching him walk the plank. Captain says we should reach the our destination within three weeks if everything goes smoothly...

Venture! Ergo smiled for briefly, shutting her eyes and closing the journal, reminiscing about days before she ended up stranded here. The captain of Venture was a good man, if strange. His habit of stating the course using three dimensional coordinates and his love for elven tea were just few among his quirks that she would remember.



(Constructive criticism is welcome... I don't get to write stories too often :) )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 14, 2013, 07:42:17 pm
Jesus Christ, LFTON's a bad influence...
And he's not even the Mad one!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: ranger22550 on September 14, 2013, 08:00:11 pm
id adopt a giant cave spider. then people cant steal my *TROLL FUR SOCKS* and the odd dragon can be food for my spider. GCS Venom is Scary. dwarfs can use bio-warfare right? i like bio-warfare. its like lava falling on elves just brings a smile to my face
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 15, 2013, 05:51:40 am
Just a little update on the migrants we got.



-It appears a seperate sheet of paper was pinned in the journal after the last entries.-

Migrants

Hatch Heldletters, Female, Woodsdwarf
- 1 pet giant emu

Hornbill Armorshove, Male, Ex-merchant/Rookie Marksdwarf

Megaman (II) Boltworks, Male, Fish Dissector. Named after his now deceased uncle, allegedly came to the fort to visit him. He was understandably upset to hear his uncle died the day before he arrived, but he's been comforted with taking on his responsibilities.

Sus (IV) Gloriouslabored, Male, Furnace Operator
-1 pet lamb
-1 pet piglet

Kreia Roofirons, Female, Ex-merchant guard (talented macedwarf)/wax worker. Evidently she'd been here before and even helped defend the fortress during a visit froma home caravan. She's requested to be put in charge of a squad of macedwarves and since we have none, I've granted this request.

Saard Daggerdoctrines, Female, Fish Dissector
- 1 pet lamb

Ozarch Sabresavant, Female, Ex-Merchant/ Rookie Pikedwarf. With a name like that you'd think she'd be a swordsdwarf, but eh. As per the duke's advisory I've assigned her to 1st Squad.

Nell Stockadeblizzards, Female, Bowyer's Guild Representative [High Master Bowyer, just wanted to have some fun with it :P]

Ranger Tubesalve, Male, Ex-Merchant Guard(Adept Hammerdwarf)/Woodcrafter. The Duke has resolved to have him replace Thumper if things go awry with that project of his.

Russet Inklong, Female, Furnace operator/Tith COllector
- 1 pet puppy

Alius Ringrevered, Male, Ex-Merchant. Thise lucky bugger has the honor of being named after someone from East Everoc. I remember something about that guy's family being rather unlucky though, kinda like this Sus clan.

Tuber Tomeworshipped, Female, Herbalist. Best keep this one away from those old necromancer tomes the stocks say we have somewhere in this place.

Screaming idiot Speechpaint, Male, Pump Operator. I heard this guy is named after someone from the old legends too. [I had to. The temptation was simply too great.]

Telgin Sabrehero, Male, Ex-merchant. Again, you'd think they'd be a swordsdwarf with a name like that.

Goombageek Leanbodice, Male, Farmhand
- Married to Dreamerghost Swalloweddike

Dreamerghost Swalloweddik, Female, Milker/Miner
- Married to Goombageek Leanbodice

Sarleon Dawntrumpet, Female, Ex-Merchant

Also mixed in were 3 stray animals
-1 mule foal
-1 cow calf
-1 deer fawn
Telgin, Saard, Ozarch, Sarleon, and Tuber have been assigned to fill the gaps in 1st Squad.




17 new dwarves! That's a net gain of 13. Also added the death announcement for Megaman I in the previous update.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: ranger22550 on September 15, 2013, 08:43:29 am
Ranger Tubesalve, Male, Ex-Merchant Guard(Adept Hammerdwarf)/Woodcrafter. The Duke has resolved to have him replace Thumper if things go awry with that project of his.

I get to play zombie baseball and craft wood crafts to shove in the elves face while i slam my hammer in their chest! 8) now all i need is GCS pet named Mr. omnom and my elf killing rampage will be all the more sweet! Also i call the first artifact platinum maul,whip,or scourge. bonus points if it menaces with spikes of elf bones and/or assorted other zombie bones or pictures of elves burning in wood inlay. just to make shure dwarfs dont follow this "Geneva Convention" Right? cause i love me some biological warfare in the morning also can i get some stats on my guy?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 15, 2013, 10:37:49 am
I don't think he has GCSs in his preferences and we have none in stock to train for battle. I'll get a personality screen after I get something to eat.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 15, 2013, 03:15:11 pm
A little bump and Ranger's preferences and such. He's a weak bastard but he has skill to make up for it.

(http://i43.tinypic.com/20u78zc.png)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: ranger22550 on September 15, 2013, 06:33:58 pm
Used to tragedy? I've never got that before is that a good or bad thing? also hurray I'm a old Fart now
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 15, 2013, 06:50:37 pm
Used to tragedy? I've never got that before is that a good or bad thing? also hurray I'm a old Fart now
It means your dwarf has been through some bad things and survived which made him more resistant to effects of future tragedies on him. It caps on "does not care about anything, anymore", I believe, which is also a trait all soldiers from the kings escort come with.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 15, 2013, 07:19:51 pm
Used to tragedy? I've never got that before is that a good or bad thing? also hurray I'm a old Fart now
It means your dwarf has been through some bad things and survived which made him more resistant to effects of future tragedies on him. It caps on "does not care about anything, anymore", I believe, which is also a trait all soldiers from the kings escort come with.

Correct. The more things that go south the more resistant to mental trauma one becomes. Nearly all our veterans have that as well. It more or less comes down to they could watch a friend or relative die and it might bring them down to content if they're sufficiently hardened. It doesn't seem to phase the veterans at all to watch friends and squadmates die much anymore.

1st Squad now has a large contingent of rookies who lack this tag so if some of them die it'll affect them pretty severely.

And actually late 80s is somewhat middle aged for dwarves (Like being in one's lat to mid 40s is for a human.) I have no idea who the oldest dwarf in the fortress is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 16, 2013, 06:40:09 am
Hello! I would like to request a dwarf if possible, I have seen the latest batch of migrants and I'm thinking that it would be better to get dwarfed off the next batch.
A sword dwarf please, I would appreciate if he was always one of the first to be sent into battle instead of being left in the barracks to train, just to see if he survives long enough to become proficient.
Name him something like... Alfred :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 16, 2013, 06:45:10 am
I dunno if we'll get summer migrants. A spawn seige decided to drop by and 1st Squad it going to meet them head on. Due to the large number of rookies, I expect many deaths and/or injuries.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 16, 2013, 06:58:12 am
Siege, that's cool! I'm looking forward to getting dwarfed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 16, 2013, 11:26:57 am
Due to the large number of rookies, I expect many deaths and/or injuries.

8): "Okay, men, for your first assignment: see that slavering quasi-undead mass of fangs and claws over there? I want you to kill it, preferably before it does the same to you."

:-\: "Okay. What's this clubby thing you gave me called?"

8): "We call it a 'warhammer'. Don't worry, I'm sure you'll work out how to use it as you go."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 16, 2013, 11:40:03 am
8): "We call it a 'warhammer'. Don't worry, I'm sure you'll work out how to use it as you go."

You say to the pikedwarf squad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: ranger22550 on September 16, 2013, 04:06:43 pm
8): "We call it a 'warhammer'. Don't worry, I'm sure you'll work out how to use it as you go."

You say to the pikedwarf squad.
Don't the pike dwarfs use them like warhammers? bash their faces in with them?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 16, 2013, 04:21:01 pm
8): "We call it a 'warhammer'. Don't worry, I'm sure you'll work out how to use it as you go."

You say to the pikedwarf squad.
Don't the pike dwarfs use them like warhammers? bash their faces in with them?
Sometimes, but they seem more inclined on good ol' fisticuffs for bashing teeth out of spawn heads.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: soulslicerjames on September 16, 2013, 08:41:12 pm
Wow, this is a nice amount of progress, compared to what we've gone though in the past.  Sorry I didn't comment before, but I've been busy due to school and haven't been able to check up on this for a week and a half.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 17, 2013, 11:04:49 pm
I'm worried about moods in this fortress.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 17, 2013, 11:07:15 pm
My first journal entry! It isn't meant to be much more than expository, so bear with me...

Spoiler (click to show/hide)

*hides*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 17, 2013, 11:14:37 pm
You're more middleadged than getting old as far as dwarves are concerned. now if this were a human settlement you;d be right to be concerned about your age as that's well within "drop-dead randomly, giving all the toddlers nightmares" age.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 12:34:41 am
I feel the need to bump the thread and alert you all to several pieces of information.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on September 18, 2013, 01:06:57 am
Oh god why.

Scratch another Founder off the living list. What's that leave...

Telgin and BFEL are pretty average fighters, but Aseaheru II had promise, iirc.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 01:10:35 am
Oh god why.

Scratch another Founder off the living list. What's that leave...

Telgin and BFEL are pretty average fighters, but Aseaheru II had promise, iirc.

Telgin was a new arrival thrown into 1st Squad to plug the holes. BEFL was just a civil defense trooper, Asea was an axe lord. AN AXE LORD. The casualties are mounting. This is pretty fucking messy.

And I'm laughing at the whole mess.

And I think my dwarf is next.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 18, 2013, 01:58:32 am
Oh god why.

Scratch another Founder off the living list. What's that leave...

Telgin and BFEL are pretty average fighters, but Aseaheru II had promise, iirc.

Telgin was a new arrival thrown into 1st Squad to plug the holes. BEFL was just a civil defense trooper, Asea was an axe lord. AN AXE LORD. The casualties are mounting. This is pretty fucking messy.

And I'm laughing at the whole mess.

And I think my dwarf is next.

If LFTON dies, I have a cunning plan...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 02:07:20 am
Quit bringing that up. You didn't die.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 18, 2013, 02:12:57 am
Spoiler (click to show/hide)

*removes hats*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 02:51:16 am
25th Slate, 211

Got word Hatch was attacked down in the caverns. She held her own though and dealt with the offending giant toad.

Good thing she had a weapon on her or we'd have five dead now! She didn't kill it, but at least she left it in a
state that'll make it question if attacking us is worth a meal.


28th Slate, 211

Ozarch's been sent to eliminate that stupid toad. It's killed a stray pup so it's only a matter of time before it gives more than shallow cuts to a dwarf.


1st Felsite, 211

She's awake. The Colonel's fucking awake. And evidently grumpy as all hell because she woke up in a pile of empty buckets. Upon leaving her apartment, she ran into, of all dwarves, Nevyn, who was bringing her her daily water and meal.
I couldn't help but giggle when I heard she flipped the stew in his face, told him she could feed herself, and
yanked the water bucket out of his hands and dumped it on his head on the grounds she was "Sick of seeing buckets."

If this is a permanent state, then god damn are we lucky dwarves!


(http://i43.tinypic.com/2ym7xmx.png)

4th Felsite, 211

There was a little celebration for the Colonel getting back on her feet, and she's said she'll be letting Dauros remain champion. Kreia put out a call for volunteers to join her mace squad, and Sus, Baffler, and Hornbill stepped up to the call to arms. They don't have much right now, but they have enough and their own barracks to work with.

I'm sure that girl will make a fine sergeant.

8th Felsite, 211

Fucking trade officials seem to think they run this place. Russet put out a mandate for a suit of leather armor for literally no reason other than she collects the trade taxes.

12th Felsite, 211

(http://i39.tinypic.com/2804co1.png)

One of the blackwhites was apologizing to the duke in the mess hall earlier today. I asked why and apparently some forgotten project of theirs is loose near the magma vent. Dauros went down to deal with it. The elves also showed up and the Parasol workers went back into the deeper parts of the fort like they did with the diplomat. I guess we can humor the stupid hypocrites.

16th Felsite, 211

(http://i40.tinypic.com/2ilzlhh.png)

Well that was unpleasant. That fellow Thumper just lost his shit and tried to beat Corai to death; The Duke was passing by the room so he charged in and took care of it.

(http://i44.tinypic.com/68bpfa.png)

17th Felsite, 211

The spawn are here for another round, not sure how well the scrubs will do. Thronback knew what she signed up for, as did Ozarch, but the rest of the non-veterans...

This would be more bearable if those fuck-all metal things they bolted to our towers were working. They say if they were "online" they'd turn those spawn into lumpy mush splattered on the countryside, sort of like a well trained pikedwarf would.

Regardless of what happens to the rooks, may Armok have mercy on those things' corrupted souls. Because our soldiers sure as hell won't, fancy toys or not.

18th Felsite, 211

The battle was a real clusterfuck. Some of the troops couldn't even grab their needed gear and just grabbed whatever weapons were handy. For example, I'm told Tuber was barely holding her own using an old bismuth bronze sabre of some kind. Dauros said she managed to even take a  spawn's head off with it. To give you a hint of how desperate they were to beat back these abominations, she didn't actually have her breastplate on  and she was missing a boot when she rushed out shortly after Dauros bailed Skitara out of one hell of a mess.

(http://i40.tinypic.com/2zee3wj.png)

(http://i40.tinypic.com/dop2c2.png)

(http://i40.tinypic.com/2gyc4s9.png)

Plus since we were mid-renovation, a bunch of the bastards were making a beeline for the gaping hole in the hill, where they ran into the Duke leading 2nd Squad personally.

(http://i40.tinypic.com/2cmkg10.png)

Unfortunately, that didn't save Loud Whispers, who in blind fear ran away and into the absolute mess going on near the main entrance; BFEL and Mori ran after her to try and get her to come back to the safety of the barracks, and... Well...

Oh gods... This whole disaster was my fault....

I thought  we could handle this! Why! WHY!?


-The remaining writing has become an unintelligible mess spattered with a mix of dried booze, snot, and tears.-

[ (http://i40.tinypic.com/121slme.png) ]

6th Hematite, 211

It was horrible... So much damage done, so many lives lost...
We started the battle with 127 dwarves. We ended with 110. My poor decisions got lot of good dwarves and their attendant animals killed.


(http://i39.tinypic.com/mreq1.png)

(http://i43.tinypic.com/2m6l4eq.png)

And with Splint and most of his cronies dead that leaves Mayor Tam as the highest ranking social official. I've spent the better part of this little gap crying and trying to stay locked in my room. It's... it's understandable that they're all mad at me. I got a ton of beloved friends, protectors, and pets torn to shreds, some of them just young dwarves, like Cog and Thornback, who were far too young to die.

I'm fairly certain I'll be left in charge. Col. Fischer need to figure out what to do with the battered remains of her army; Fischer had been asleep at the height of the battle, as had several dwarves since we weren't exactly on high alert, and when she found the mess... Well she wasn't happy to put it gently. and Simon Tam pissed everyone off by his immediate desire to move into Splint's quarters. Honestly alot of us told him it was too soon, and to at least let us finish burying him and get a tombstone made.Paintbrush named his other axe sometime after the battle, probably some kind of deranged memorial to the dead.


(http://i44.tinypic.com/fvb7ua.jpg)

1st Squad is virtually back to square one, 2nd squad is only a squad in name with only Dicer and Sergeant Paintbrush left, and members of various other units were killed as well. As the duke is dead, I've disbanded The Noble Hammers. two out of four bodyguards and the noble dead sort of makes them jobless in that regard anyway.


We'll recover in time though. We always do.



Fucking. Disaster.

While this was disheartening

(http://i43.tinypic.com/2m6l4eq.jpg)

Seeing 2nd Squad reduced to two dwarves (literally two. Everyone else is deader than dead and in Gemblade's case in
several pieces.) was downright depressing. but it sure as hell was fun to watch and I was laughing pretty hard for
a good bit of the fight. The list of deaths were of course the ones I managed to get. I'm sure there's a few I missed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 18, 2013, 03:00:22 am
-snip-

I... I don't...  :'(

Midna's Lament and Final Count were the most saddening things in the world, but this update...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 18, 2013, 09:29:40 am
Splint is dead... *Removes hat*

I also notice Rose and Aseaheru II in there, and they were no slouches. What the hell happened out there? I guess Fischer will have to die at some point too. Her death will need to be sufficiently badass. I'm quite convinced that she cannot be killed, unless she's asleep in bed or something. Also, I seem to have joined the military. That at least is just about what I'd hoped for.

I however am one with Stova now.
:'(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 18, 2013, 09:39:42 am
Well, take Ergo Fairlodge from the engineering duties and make her military lady... perhaps she will achieve her dreams, someday... and become lieutenant commander...

*wonders how would one train observer skill to fit the horrible joke*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on September 18, 2013, 11:18:24 am
It's disheartening to see so many named dwarfs go in such a short time. How many dwarves are in the active military now?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 01:16:50 pm
We pretty much have 6 competent dwarves who can still kick ass (Fischer and Draignean are counted making it six, because I can wake them up so they can defend themselves and Fischer seems able to get up on her own in-game every so often.)

That leaves us with Paintbrush, Dicer, Dauros, Skitara, Fischer, and Draignean that can be relied on. The rest are from the "meh" area like Sergeant Verio and her dwarves, to downright useless if the spawn close on them (Civil Defense Corps and the Fortress Guard.) I'm posting a new poll regarding the military.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on September 18, 2013, 03:51:15 pm
I suggest a training regimen for the guard and CDC, consisting of them beating up everything we can catch in a cage. See if we can't get them up to "meh" efficiency against spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 18, 2013, 09:10:30 pm
To use the same phrase as so many other:  Holy shit.

I stumbled upon your thread a week ago and have gotten about 120 pages in, and this shit is awesome.  Just wanted to thank y'all for giving me some crazy silliness to read through during a rather awful few weeks (just had a death in the family, and this has been a nice escape, in an odd way).

I haven't read the recent pages, as I am enjoying seeing this fortress unfold.  That said, based on the comments I can see in posting, it seems like I am in for a lot more carnage.  I'd love a dorfing if it is possible or feasible.  I suppose I'll find out as I catch up later.  Good luck with whatever mug induced scheme is unfolding.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 09:16:49 pm
Said scheme is going to involve using pitchblende mugs as catapult ammo.

And welcome to the hole my good dwarf! I'll have you Dwarf'd ASAP. i think there are a few I forgot to name around here somewhere.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on September 18, 2013, 09:46:21 pm
We pretty much have 6 competent dwarves who can still kick ass (Fischer and Draignean are counted making it six, because I can wake them up so they can defend themselves and Fischer seems able to get up on her own in-game every so often.)

That leaves us with Paintbrush, Dicer, Dauros, Skitara, Fischer, and Draignean that can be relied on. The rest are from the "meh" area like Sergeant Verio and her dwarves, to downright useless if the spawn close on them (Civil Defense Corps and the Fortress Guard.) I'm posting a new poll regarding the military.

The CDC are passable - a few of them scored kills when I used them from the towers. Not more than one or two spawn though - just with lucky heart-shots.

But six soldiers capable of facing the spawn? That puts the fort in incredibly serious danger, just being overwhelmed by sheer numbers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 18, 2013, 09:51:57 pm
Skitara held off something to the order of 12-15, 7 of which she killed, without Dauros to back her up.

2nd Squad actually took the brunt of it with around 30 hitting the breach. With all the scattered limbs and shit i lost track of everything and after they started getting split up by dodging was when we started losing axelords.

Of course half of them had some kind of nerve damage so the fact that they all took a minimum of 3 with them when they died and crippled an unknown number of others says alot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 18, 2013, 11:46:49 pm
Hopefully a journal post coming in tomorrow evening. I think I did passably the first time around, and now things are happening to her!

Again, great update as always, and welcome to the thread Grimmash.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on September 19, 2013, 01:32:21 am
With Splint gone, isn't there a fairly-significant power vacuum? He was kind of a critical character. It'd be interesting to see how this plays out in the narrative.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on September 19, 2013, 02:30:37 am
No doubt it would cause a power vacuum, given that the now highest ranking civilian is Simon Tam - though the fort will likely look to Fischer if she's awake, and Dauros if she's not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 19, 2013, 02:55:24 am
He's already on thin ice what with his first act being to call Dibs on Splint's rooms. When he already has perfectly fine rooms.

Of course there is a silver lining! now we can have every bedroom engraved with no nobility to bitch about the rooms of the commoners being too nice.

EDIT: Currently There's actually little worry of a power vacuum for various reasons upon further inspection of the populous.

As the current overseer didn't die, Savero's still the one they'll be takinng orders from, and as said Fischer and Dauros are going to be the ones everyone turns to besides the Overseer.

Of Course if you guys wanna try and write up Simon trying to take more control of the place with Splint gone,  go for it.  ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 19, 2013, 06:37:12 am
Simon, Fischer, maybe others..?

DON'T TRUST THE AGENTS
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 19, 2013, 02:29:43 pm
Well, its vault building time. Deep underground, with walls of metal and stone...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Dorsidwarf on September 20, 2013, 03:08:46 pm
Can I get dwarfed as an engraver?

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on September 20, 2013, 05:09:12 pm
At least... At least they died in battle.  :'(

On a happier note, am I dwarfed as one of those orphans? If not can I be dwarfed as one Flame, Swordsorphan?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TheFlame52 on September 20, 2013, 05:10:06 pm
THAT WAS NOT THE EDIT BUTTON
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 20, 2013, 07:24:29 pm
Yes, and yes. Consider your dorfing's done.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 22, 2013, 02:30:58 am
Another update shall be coming soon. As we had no unnamed young'uns or engravers, I assigned the roles to two unclaimed farmworkers and during the pending military shuffle will place Flame under LFTON's command. Choppa has been predictably put into Paintbrush's squad as well. Time to put that axe to work chopping people instead of trees!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 22, 2013, 08:07:47 am
If no migrants came, can I instead be dorfed from one of the farmers and shaped into a sword dwarf, leather everything except for the helmet, shield and sword if its not too much, leather so my dwarf can move faster in the battlefield, lets just hope he gets some dodge training before the next siege arrives.
this is all of course only going to happen if so you choose and don't think its too much to ask for.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: ranger22550 on September 22, 2013, 10:11:08 am
shoot I would love my guy to get dragon scale under armor for fire proofing and candy plate armor  8)  but dragon scale is more rare then candy is since every embark has candy veins but dragon megabeast are rare. and i think this worlds in the 300-400 range on its year right? if so most mega beast are gone
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 22, 2013, 12:53:02 pm
If no migrants came, can I instead be dorfed from one of the farmers and shaped into a sword dwarf, leather everything except for the helmet, shield and sword if its not too much, leather so my dwarf can move faster in the battlefield, lets just hope he gets some dodge training before the next siege arrives.
this is all of course only going to happen if so you choose and don't think its too much to ask for.

I've set everyone up with the same basic kit save the CDC who got and even more sparse set-up (of just a mail shirt, breatplate and helmet along with their crossbows) so that there'd be enough metal armor to go around. Leather is standard issue now under the metal though for a little added cushioning. Due to necessity, this little hoard of new meat is getting jammed into the old training room.

shoot I would love my guy to get dragon scale under armor for fire proofing and candy plate armor  8)  but dragon scale is more rare than candy is since every embark has candy veins but dragon megabeasts are rare. and i think this worlds in the 300-400 range on its year right? If so most megabeasts are gone.



It's not masterwork (the presence of pikedwarves probably threw you) and it's the early 200s. We've been assailed by numerous forgotten beasts and several Minotaurs as well as various other creatures. Really we've just not had the luck to have such mighty beasts come for us. Besides, most things don't come with fire so there's that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 22, 2013, 03:13:23 pm
So how much longer do you say until every dwarf in the fort is drafted for the final battle?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 22, 2013, 03:17:52 pm
Honestly I'm pretty sure I just drafted something like 60% of the population counting the CDC.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: zacen299 on September 22, 2013, 03:37:08 pm
Damn, looks like we might finally get that ridiculously bloody end we were looking for. For the record though we should try to make sure it is the spawn that kill us off.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 22, 2013, 03:46:01 pm
The humans will be getting the brunt of the new army's inaugural bloodbath. of course there's also a large number of POWs (spawn and otherwise) that can be used as practice after I finish fast training the new crop of meatshields soldiers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 25, 2013, 03:32:18 am
7th Hematite, 211

Things have been quiet here since the battle last month. Simon's been pushing ot be allowed the same powers that Splint had on the grounds that he left no heir to replace him. Fischer's been doing her best with Dauros and paintbrush discussing what to do with what's left of the military, and they've asked me to look into setting up basic equipment. Paintbrush's loadouts from his ter4m as Overseer, they're all well and good for elites like him, Dauros, or Skitara but the sheer number of raw recruits we'll need to fill everything out is staggering...

I've put out an order for all the veterans to lighten thier kit loads, partly so there'll be enough chain to go around and so they'll have less armor to lug around. it... it may not be the best but we don't have the  numbers to rely on just our stone wall troops anymore.

All units have been largely disbanded to be reequipped and moved around where replacements are needed. I've also made sure the Civil Defense Corps is stripped down to just the bare minimum to protect their vitals so they can book it if they need to. Just some body armor, helmet, and crossbow for them. The Fortress guard is geared up like the frontline troopers though since I expect them to stand and fight.

All squads have since been named as per the whims of the Sergeants that are currently active. Their new recruits will be listed.


Fischer's First
Colonel: Fischer
-Ironheart
-Nevyn
-Codyorr
-Solpyr

The Bloody Brush
Sergeant: Paintbrushtrukey
-Hans
-Choppa
-Klikit
-Cabo
-Tanzar
-Blackbird
-Lor
-Banai

Bladeguard
Sergeant: Lefton
-Hornbill
-Deeves
-BP
-Alius
-Screaming Idiot
-Soulchopper James
-Ethanland
-Andal
-Zacen

Morningstars
Sergeant: Kreia
-Baffler
-Sus IV
-Dr. Propz
-Bloodeyes
-Hopper
-Verio
-OverlordTNT
-Stoner
-Indi

Ironbreakers
Sergeant: Feb (most expierienced)
-Ranger - Needed to put him somewhere
-Datan
-Crusher - Needed to put him somewhere
-Varn
-Tahujdt II
-Cynm
-Sapper
-Jack Magnus
-Zombi

I'm going to jam the lot of them into the old training room wether Fischer likes it or not just to make sure they can stand up to the next assault. The spawn aren't going to kill that many dwarves again.

11th hematite, 211

Things are still quiet, but now the barracks are filled again with training soldiers, with Ironheart being first one jammed into the training simulator. The idiot forgot his pike though. Oh well, the weight of his armor and his ability to block attacks is improving rapidly and after the first rounds he staggered out screaming something to the effect of wondering if that deranged mess was what  he soldiers dealt with every time they fought the spawn. Dauros smiled and told him yes, or at least I think he smiled... If the humans show they'll be getting the full might of the fortress thrown at them, as will any stupid barkeater, coalskins, and once-dwarves.

Simon's still trying to exert authority on everything; seems the Duke was keeping the little twat's ambitions in check.


15th Hematite, 211

(http://i43.tinypic.com/2u8uzx3.png)

Another fuck-all abomination to Armok showed up and we locked it out. Mr Frog says it can't fly but it's taken to setting things on fire down there. Dauros will be able to handle it but alot fo the troops are still shuffling around equipment. Ironheart's improving rapidly and should be ready to train with the vets after his next session today.



Sorry this update was so underwhelming. A combination of yardwork, a Masterwork fort, and Saints Row 3 have been rather distracting and I wanted to give you guys something since it's been a bit since an IC update >_< Ironheart forgot his pike probably because the one he was assigned is in a bin being carried around but he's just about legendary in fighting and shield use which will be good enough to carry him through a battle with the humans.

In-game days seems to average about 5 per soldier if Ironheart is a good base to go by for the danger room. If I can jame more in there then that time will of course fluctuate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 25, 2013, 02:04:41 pm
Am I still running about or was I killed? I froget.

And if I was killed, who do I have to choose a new twat from?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 25, 2013, 02:30:53 pm
You were one of the unfortunate ones if memory serves. If you wanna wait for a bit I'm sure a fresh migrant will show up eventually.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 25, 2013, 02:35:27 pm
Allright. Here is hopeing one has no gods or living relatives...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 25, 2013, 03:35:16 pm
Did Ergo get drafted? Did she die? Will I have to make another anagram of one of the Star Trek characters? :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 25, 2013, 03:41:48 pm
Your dwarf is fine, you just didn't get drafted by sheer blind luck.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Dorsidwarf on September 25, 2013, 03:57:48 pm
Is my engraver fine?

Whatever his name is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 25, 2013, 04:22:43 pm
All of the most recent dorfings are alive and well. I can't promise that will remain the case of course.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: TalonisWolf on September 25, 2013, 06:19:18 pm
@Talvi:
I've pretty much decided that Dorf!Talvi is now Dorf!Mr Frog's crazy stalker :p As you can no doubt see, the last few seasons have been reasonably uneventful, so I've had to make up character-based drama to keep it interesting.

I'm a bit iffy about Dorf!Mr Frog's blowup on 11 Sandstone; in retrospect, it seems a bit out-of-the-blue :-\
Oh, god... Talvi is crushing on Mr Frog now?? o.O   Ehhh, I suppose it makes sense, in a way... she did think he was awesomeness personified. (also, refer to her as Talvi from now on, if that's all right - maybe change her name, I don't know, to make it easier - she's a girl, it'd be better if her name ended with an "i" - sounds more natural of a female name.) Now I'm going to make a journal entry to that effect...

been reading the battlefailed series for entertainment while waiting for my turn, yup were right on par with awesome succession forts for first few years.
Battlefailed is epicness. Pure epicness. If we could match that or come close, then this thread is a success. Ours isn't quite as doomed-from-the-start, but we're doomed, nevertheless... We can't defeat the spawn, only hold them off. Not even a fully candy-coated spearman would stand a chance against an ambush, I think. Our strength is in numbers and training. And mugs.

I have yet to finish this, but let this be a reminder of the glory of Spearbreakers Saga...MUGS.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 25, 2013, 06:58:34 pm
It sort of grinds to a halt in spots.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Dorsidwarf on September 26, 2013, 01:33:21 am
What was my dorm called? I just REALISED I don't know
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on September 26, 2013, 04:04:10 am
Do we have an artillery battery? Would be cool to introduce some heavy weapons...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 26, 2013, 07:11:21 am
What was my dorm called? I just REALISED I don't know

No name was specified so i named them Dorsidwarf. And no, we don't have one simply because it seems a bit late and we don't really have anywhere to put them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 26, 2013, 05:31:40 pm
Caught up on the thread, or at least the main updates and some of the side stories.  Rather sad how a lot of the main characters are incapacitated or dead at this point.  I am left wondering how you guys are going to close things down.

How many FBs were generated at world start, and how many have you killed?  At the rate you seem to be going, there might not bee too many more left if Dauros and a few of the other soldiers manage to stick it out.

If time permits, I'm going to try and make a nice piece of supplemental record keeping for the fortress, although it may take a week or so, and will only be up to date as of the last save, and will only account for in game dwarven characters.  We shall see... 

RIP Splint.  That was a bit unexpected.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 26, 2013, 05:36:11 pm
Honestly I didn't see the second spawn that killed him until I read the report. Turns out He'd actually bowled it over to hit the one that had just offed Thornback, Telgin, and Rose and it moved so it could stand up, as per the AI dictates it do if possible. He was actually doing very well as he'd only gotten some bruises from direct clawings up to that point.

And if you'd like to do so than go for it Grimmash! Any and all fan activity is appreciated. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 26, 2013, 08:30:54 pm
Ok, after trying to make sense of the last few turns and saves, does anyone have a recent-ish save that follows the canon play-through?  Preferably as close to current as possible?

I need it for stupidly complex fan-submission purposes, and the closer to up to date, the better.  Also, has the deceased list been dfhacked?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 26, 2013, 09:27:25 pm
Several times to clear out the piles upon piles of  unimportant deaths but it keeps shooting back up into the thousands quickly. Also the dwarves/other particularly noteworthy enemies aren't removed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 27, 2013, 06:20:27 am
22nd Hematite, 211

That stupid prat Russet made another mandate for leather body armor and Sus apparently won the election for mayor despite not even running. I've rectified that on the grounds that Simon's too incompetent to do anything else except stay behind a desk and listen to diplomats complain. Saard's pet lamb was put down; we have enough stupid animals around as is, and I've ordered the last of the fields be left fallow after the last silver barb harvest comes in. Not like we need the food or anything with our current massive reserves of the delicious edibles and huge stock of booze.

I also had some more pikes made for back-ups in case we're short on them (I hadn't bothered to check.) Corai told me that the steel stocks are depleted now though since the last batch was finished.


24th Hematite, 211

Rodge says we're actually out of loose boulders to make shit out of. Good. If we need more we can always dig some more out. And the others said putting everyone on blockcutter duty was a stupid idea.

19th Malachite, 211

It took some doing, but I managed to jam everyone into that damned training room and didn't let them out until they knew what the hell they were doing. Only times there weren't in there was at the end of the training day. Poor sods were always famished and dizzyingly sober and sore, but they'll fare better because of it.

They've been out since the 12th of this month, and it looks like they barely beat the rush, as the plainswalkers came to play again.


(http://i44.tinypic.com/116ovw7.png)

(http://i40.tinypic.com/2ltngua.png)

It isn't much, just another scouting force by the looks of things. What is worrisome is that damned giant bird the leader of the group is riding. or maybe its's just my hate for things with wings. Regardless, The Morningstars volunteered to take them on. I can only hope the training room's use paid off.

-

(http://i40.tinypic.com/23m8ppx.png)

It was less of a battle and more of a massacre. A bunch of us watched from The Fist and you could hear the bones breaking all the way up there. However after the battle, Kreia told me something... Distressing. These humans weren't the ones who've been hitting us. They bore an entirely different symbol and wore yellow and white quartered uniforms instead of the mismatched mess of gear the others had. She says she's seen these soldiers before.

(http://i41.tinypic.com/25tyv87.png)
[I... I don't even... How... Guys I think we broke the game somehow, so I will conclude this disturbing information with a flat wat.]

She says they're from oddly named Empire of Confederacy. She and the other sergeants think they may have some kind of mutual offensive/defensive pact or something with The Copper Realm. It's the only justification we can think of for them to attack the fortress, So we now have two human armies pissed at us. Awesome.



Short and lacking in detail, but I just... I don't even... We somehow broke the game and now have two human civs attacking us. The Morningstars did well and completely demolished the scouting force, hitting one guy in the face so hard his teeth flew up most of the Fist of Rage's height. Also it seems even when tripping over eachother in a tiny room, danger rooms are still wonderfully effective when one needs elite soldiers raised quickly. Took a while though because I had to burrow them in groups and then activate them to get it accomplished.

I still don't know what to make of this. Not only have we had two moods defy all logic and fail in spite of the moody dorfs having all the shit they wanted, we now have two human civs trying to kill us. I can only think we're getting dangerously close to save corruption as a result of this. Oh and the ridiculous amount of blocks to use for whatever the fuck we feel like now.

So congrats guys, we have officially made this game lose what little grasp on logic and reason it still clung to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 27, 2013, 06:36:22 am
Let them come.
So sayeth LFTON, Dreamer and sergeant of the Wardens!

(Also, this turn of events requires music of a high Audiomantic calibre. (http://www.youtube.com/watch?v=q0mTmJvQ32w)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Reudh on September 27, 2013, 07:08:23 am
Oh, Skullgirls - I knew i forgot to buy a game that I wanted.


Also, yeah - inspecting Tomio's save, all I could find was that the other humans border our civ to the south, where Gugiromon shares a border to the north.

There doesn't appear to be interaction between the two human civs in game that I could find, so it's likely the game just pulled the other humans out of nowhere.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: TalonisWolf on September 27, 2013, 12:38:15 pm


-Following is an image of a sword whith a cutting edge made of tiny serrated discs, Splint Lokumeshesh and Mr Frog Spishabtham in dimple ink. Splint Lokumeshesh is handing the sword to Mr Frog Spishabsham. Mr Frog Spishabsham is taking the sword and thinking.-

Dwarven Chainsaw? Even voidspawn can't beat that...right?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Splint on September 27, 2013, 02:10:42 pm


-Following is an image of a sword whith a cutting edge made of tiny serrated discs, Splint Lokumeshesh and Mr Frog Spishabtham in dimple ink. Splint Lokumeshesh is handing the sword to Mr Frog Spishabsham. Mr Frog Spishabsham is taking the sword and thinking.-

Dwarven Chainsaw? Even voidspawn can't beat that...right?

The more I see that the more I think that's some kind of particularly nasty breed of holistic spawn. Also guys?

(http://i44.tinypic.com/2z7k4mh.png)

What the fuck is this shit? I never played an adventurer of that name, and we were attacked out of the blue for literally no reason. Guys? Is the game starting to fuck with us or am I just finally completely losing my shit?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: Reudh on September 27, 2013, 02:30:32 pm


-Following is an image of a sword whith a cutting edge made of tiny serrated discs, Splint Lokumeshesh and Mr Frog Spishabtham in dimple ink. Splint Lokumeshesh is handing the sword to Mr Frog Spishabsham. Mr Frog Spishabsham is taking the sword and thinking.-

Dwarven Chainsaw? Even voidspawn can't beat that...right?

The more I see that the more I think that's some kind of particularly nasty breed of holistic spawn. Also guys?

(http://i44.tinypic.com/2z7k4mh.png)

What the fuck is this shit? I never played an adventurer of that name, and we were attacked out of the blue for literally no reason. Guys? Is the game starting to fuck with us or am I just finally completely losing my shit?

I even found a holistic spawn about the same time as Sankis that was viewed as a HERO by some human civs. That could be why The Empire is attacking us.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on September 27, 2013, 03:20:26 pm
Hey, the squad I was in kicked ass! When I read massacre, I pictured something entirely different...

Grimmash, that project doesn't happen to be a replica of a certain fort, built in a certain block-based sandbox, would it? Because if it isn't, I may have a new project. If it is, I won't touch it. It turns out I'm not much of a writer, but I've gotten a lot of enjoyment out of this (over more than a year :o) and I still feel the need to contribute.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 27, 2013, 05:09:06 pm
If you wanna contribute to something i intend to start a new story fort to fill the void left by the loss of my two community things )In my sig, plug plug.) Haven't quite decided on what I wanna play though modwise. Might do Masterwork but I still like Civilization Forge... Anyways yeah.

Also if someone does build a replica of Spearbreakers in another game, I'll draw them something of their choosing relevant to the fort. Might not be a great prize, but still.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 27, 2013, 07:17:42 pm
No, I am not trying to recreate Spearbreakers in Minecraft :).  I have started a rather fun way of keeping track of dwarves (Migration, births, deaths, notable events, artifacts) in my own forts, and I want to do the same for Spearbreakers.  That is why I am fishing for a recent save to comb over.  I was hoping to use some database scouring to get at the relevant detail, but so far it looks like my slower and current method of using in-game info may be the only... reliable way of doing so.

So Splint, if you have a recent-ish save, I'd greatly appreciate a copy.  Then in a week or two I should have a nice historic record of the inhabitants of Spearbreakers.  The closer to current it is, the less work I will have to do scouring the forums, and I will be able to present the work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 27, 2013, 07:47:36 pm
Well the year's half finished so if you feel like waiting we still have stories and planning and such for when official gameplay ends for you to post it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 27, 2013, 09:23:24 pm
Whatever works.  My plan is to essentially wait for whenever another save gets posted.  I tried tracing back through the posts, but between all the aborted turns, and your multi-year multi-dorf succession, it was getting tedious to find  what I was looking for (a save that is still viable for a few months with judicious dfhackery if needed and close to the current turn).  This is obviously a me problem, not a thread problem :).  I also won't be touching on the out of game, in-canon stuff.  Once I finish my almanac/history thingy, I'll open it up, or maybe wikify it for others to refer to/build off of/add to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 27, 2013, 09:26:02 pm
The poor wiki still has so much work to be done on it... Anyway, the save you want is Tomio's unless you'd rather wait for this final turn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 28, 2013, 05:09:02 pm
question! was I dorfed yet? if yes, can I please be assigned to a squad and sent to fight the humans when they visit once again? It would be great if I was a sworddwarf.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 28, 2013, 05:59:59 pm
I'll have to check. We already have enough troops to deal with a big attack (at least I hope we do) but I'll see what I can do.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 28, 2013, 06:09:41 pm
It would be great if I was a sworddwarf.

Always room for one more in the Bladeguard!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 28, 2013, 06:38:51 pm
Especially if one of the others ends up sort of dead next time an attack rolls around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 28, 2013, 06:48:22 pm
'Sort of' dead?

What has happened THIS time?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 28, 2013, 07:46:46 pm
Nothing yet. The Bladeguard is currently full is what I'm saying.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 28, 2013, 08:08:19 pm
Oh. You scared me for a second there '^^
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 29, 2013, 01:26:09 am
20th Malachite, 211

Two dogs got mauled by a jabberer. Longland found both corpses and the giant bird in the process of eating one of them. It followed him into the fortress and Kreia dealt with it rather efficiently going by the reports. She took out one of the legs and crunched its head in once it hit the ground face first.

21st Malachite, 211

Someone pointed out a tribe of troglodytes across one of the cave lakes. Sent some dwarves to set up a path to them and informed Sergeant Lefton I want his dwarves ready for a quick extermination mission. I figure the ones who haven't seen actual battle need some practice, and he didn't seem to mind. Shouldn't be much of a challenge.

(http://i40.tinypic.com/2h38o6e.png)

-

It didn't last very long, and according to reports the poor things only lasted a combined minute and a half or so.

(http://i42.tinypic.com/28jxkkx.png)

22nd malachite, 211

(http://i39.tinypic.com/x4k6fa.png)

Wari was acting funny earlier, speaking in some kind of combination of what the blackwhites call Vamari (or a broken form of it according to them,) and dwarven. She took over a mason's shop and is gathering materials now.

25th Malachite, 211

Reports of a forgotten beast scared the crap out of me this morning whne I realized that it was just panicing workers who spotted the aphid outside the iron palace and mistook it for a shadow devil because of the eyes. Stupid thing still can't get to us, but I understand the fear. We're just lucky the shadow devils are complete morons even by our standards and haven't noticed the other adamantine veins are open too.

Also, Wari spent the last two days working on some fancy lookin' bed.

(http://i40.tinypic.com/nbc0e9.png)

(http://i39.tinypic.com/2z5vcs1.png)

1st Galena, 211

Dauros is heading for the caverns to deal with that beaver-shaped abomination. He wants to take pout the aphid thing too, but I'm a little leery to do so.

2nd Galena, 211

We were finally able to fish Gemblade's corpse out of the pond he died in. It's... it's horrible it took this long to get him out... He didn't deserve to rot out there like that.

9th Galena, 211

Dauros has reported he'll need workers to clear the monster's line of sight to get it to responds to his challenges to face him. It keep scaring the shit out of everyone I've sent to clear trees, resulting in its sight of Dauros remaining blocked, so I sent miners to clear some rock and see if that works. Ozarch also named her pike.

(http://i40.tinypic.com/mkazwx.png)

It translates to The Influence of Weeping in Standard, a fitting name considering what drove so many to willingly join the military. A further inspection showed numerous  marks etched into the shaft. Dauros said that pike had been Awl's and he simply hadn't named it before his death. Speaking of Dauros, reports say the fight was pretty quick.

(http://i40.tinypic.com/241nn8g.png)

We're making preparations so he can deal with the aphid as well.

14th Galena, 211


The spawn have come for another round. Time to put these boys and girls to the test. I went to let the troops know but all I got was the ass end of some speech. "They've  come here to die; the spirit of the mountains are with us and we are invincible. Now put on a brave face, because our guests are waiting."

(http://i42.tinypic.com/28gw5cm.png)



Spawn again. We aren't going to pull any punches with the siege or any others from now on. All or nothing. No retreat, no mercy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 29, 2013, 02:11:08 am
*cracks knuckles*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 29, 2013, 03:18:15 am
Guys, the humans are here again. Taking all best on casualties.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lolfail0009 on September 29, 2013, 03:48:06 am
Guys, the humans are here again. Taking all best on casualties.

One 'Marie' Steam card on the humans killing nobody but injuring three.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 29, 2013, 04:14:33 am
CLosest to any injured was Tahujdt II. Bear bit him but Lefton killed the bear before it could do anything else.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 29, 2013, 09:02:35 am
15th Galena, 211

The fight is done, but we lost Hopper in the chaos, as well as a dog and Sus' pet sheep. Between Hopper and the sheep, the poor fellow was pretty distraught about it.

(http://i39.tinypic.com/25gv0ix.png)[I missed the sheep.]

(http://i43.tinypic.com/t0mbs2.png)

17th Galena, 211

The humans came for another shot, mercenaries this time so its our old friends under Gugiromon's employ. And when I got topside on the fist all I can say is...

(http://i41.tinypic.com/11cfxg1.png)
(http://i40.tinypic.com/mre92v.png)
(http://i42.tinypic.com/2qx0olz.png)

...That is a lot of bear cavalry. Thankfully we cut off their entry to anywhere but through our soldiers.

18th Galena, 211

The fight is done. There were no casualties, but Tahudjt had a close call when a bear clamped down on his foot. Lefton put his sword through its head before it got the chance to tear it off. I'm also worried about Ranger. He reported coming down with a slight fever and that usually means spawn infection, or so I've been told. Did he get bit during the last attack by the spawn?

8th Limestone, 211

Things have been quiet for the most part. I've been assisting with the clean-up work so that hasn't left a whole lot of time to write in you journal... We had a few scares, namely two elkbirds and a cave ogre but they weren't much more than an inconvenience. Bu-

9th Limestone, 211

(http://i42.tinypic.com/jku0w3.png)

Ranger and Aussieevil must've been bitten during the previous attacks by the spawn... It's such a shame... Ranger was a good soldier and Aussieevil may have been a bit queer in the head with his blood fascination and all the random things he said about the stuff falling on our heads, but he was a good dwarf at heart. One of Talvieno's cavies died too, being the first thing Aussieevil could get his claws on. She was heartbroken when we told her this and I saw her put it in a little coffin and take it into her room. Sh probably has cubbyholes for all her pets in there.

On the plus side, some of the troops said they saw Tuber's spirit floating about topside where he/she died in the ambushes. Tuber can rest easy now at least.


(http://i39.tinypic.com/skxa86.png)

Due to the recent deaths, I asked the first dwarves I saw if they'd be willing to replace Hopper or Ranger. Ncommander said no, but Ergo Fairlodge heard and said she'd be willing to replace either one so I sent her to the Morningstars. Dorsidorf volunteered to take Ranger's place.

18th Limestone, 211

The Hall of Heroes is filling rapidly. I went over the records of dwarves who've died on our grounds and many while they were interred in The Clover, went without a proper memorial stone. We took care of that over the last 9 days, but we needed to add some more halls into the overall portion of the fortress.

25th Limestone, 211

I fucking hate ravens. Not just because of the clean-up issues they're posing, but because one fuckin' shit on me today. And if anyone brings it up I'll get violent, because a bird shitting on your head isn't funny. It isn't exactly "saw my freinds and coworkers die" bad, but it's still unpleasant.

28th limestone, 211

Migrants arrived! Terrahex decided to inform me by scaring the complete and utter shit out of me at breakfast. How that dwarf manages to stay out of sight unless he wants you to see him astounds me. I need to find a pin or some glue to put the list in here.

-
LT Alfred Townstalked, Male, Weaponsmith

Starguarded Cloisterpines, Female, Stoneworker/Macedwarf

Asea Boatamazed, Male, Soapmaker/Novice soldier

Kou Minesieges, Female, Trader/Macedwarf

Grimmash Wheelsfather, Female, Fish Cleaner

Deon Glazedidols, Male, Trader

Moss Shakespaged, Female, Hunter

Morrow Orbstabbed, Male, Trader
-

Not really sure what use some of them will be but Moss should be able to deal with various animals if nothing else.

7th Sandstone, 211

The new dwarves are settling in nicely and helped accelerate the clean-up slightly. After all the deaths we had I'm amazed we got any dwarves to come here at all.

8th Sandstone, 211

Both Dauros and Skitara seem to have gotten a bit clingy to thier shields.

(http://i42.tinypic.com/90njp0.png)

"Womenfights, The Brutal Decay" and "Decentburst." Kinda... Well I dunno what to make of those. And I'm not gonna make any remarks, because I'm pretty sure naming objects is a sign of a dwarf losing thier shit.

9th Sandtone, 211

(http://i41.tinypic.com/67nqip.png)

Can we please get a fucking break!? I don't even know what the hell a ribbon worm is! Lefton was the first one done with his lunch so he got to go kill it. It can't get to us, but I don't want that.... Thing, sitting down there.

-

Or not. because that idiot though changing his clothes was more important than putting down a freak of nature. Dauros is heading down to kill it now. Fucking incompetent funny talking...

-

He's dealt with it, and grabbed one of the young ones to knock a hole in the iron palace. Apparently he's going to get rid of the aphid and any shadow devils he runs across along the way.

11th Sandstone, 211

Done and done. Two shadow devils and a freakish aphid. He had a close call but got it before it got a third salvo of webs out. in his report it snagged him twice but he got loose enough both times to dodge its kicks at him. [Blind fucking luck. Dauros should be dead.]

28th Sandstone, 211

Decided to start of the winter with a little commemorative execution. We pitched all our POWs off the Fist of Rage with Fischer's First waiting to finish off whoever didn't die on impact except for two goblins who we left to Sus alone. Killing them improved his mood considerably. [It really did. Killing them gave him hat little murder happy thought boost]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Grimmash on September 29, 2013, 09:39:44 am
I chuckled at my dorfing, a female fish cleaner.  In my forts that would be immediate reassignment to hauling or the military.  Feel free to do either.  Could you post the description?  I want ot give a journal entry a try.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 29, 2013, 10:25:23 am
I sure do hope my dwarf isn't too good a weaponsmith, that would ruin my chances of joining the Spearbreakers army :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 29, 2013, 10:30:56 am
Had the migrants shown up a little sooner you would have replaced Ranger or Hopper. Now I'm gonna get some sleep. Been up Waaaaaaaaaytoo long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on September 30, 2013, 11:23:30 am
This is a small hide-bound journal with the name 'Cynm' carved into the cover. It is covered in blood.

Cynm's Journal, Entry 17
Today I became a military dwarf. With all of the recent casualties, the overseer has decided to draft basically every single dwarf in the fortress who can fight. I was put into the Ironbreakers, under the command of Feb. I'd never met the dwarf before, and he seems quite competent, if not exactly sane. I have no idea how anyone could be expected to train so many new recruits in the intervals between attacks here at Spearbreakers. I've heard rumors of a Spawn Combat Simulator, I wonder what that will be like.

Cynm's Journal, Entry 18
No more wondering. Not fun. Can't write, too sober.

Cynm's Journal, Entry 19
Training is over, now comes the real test, there are spawn outside, I can hear them howling. The Ironbreakers are being sent out to meet the spawn. I can only hope that we are ready.

There is a gap in the entry here, denoted by a blank space and a smear of dried blood.

We were ready. We faced the Spawn on the blood plains of Spearbreakers and won. There was blood everywhere, barbarian, spawn and dwarf, but mostly barbarian and spawn. One of the Morningstars died, I didn't really know him. I hope that's the last of the spawn we see for a while.

Cynm's Journal, Entry 20
A human siege has arrived, dozens of humans on bears. I've noticed that bears seem to be inordinately popular with the armies arrayed against Spearbreakers, it's strange. Anyway, humans charged the gates, humans turned into fine red mist and assorted chunks and giblets, remaining humans fled. No dwarf was even hurt.

Cynm's Journal, Entry 21
We had to fight more spawn today, but not the invading kind. Ranger and AussieEvil both turned into spawn and had to be put down. I didn't know Aussie, I'm not even sure he was in the military, but I knew Ranger. I was sad to see him go. We have a new recruit, Dorsidorf, here's hoping he lasts.

Cynm's Journal, Entry 22
Migrants, eight of them, arrived today. I don't know any of them but Asea sounds familiar, I can't think why.

(OOC, I'm assuming that my dwarf took part in the fighting.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 30, 2013, 11:27:34 am
He did. And Alfred, looks like you get your chance to shine in the Morningstars. Veiro's gone.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Lt_Alfred on September 30, 2013, 05:40:21 pm
Weeeee!
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.
Post by: TalonisWolf on September 30, 2013, 07:16:51 pm
If losing is fun, Spearbreakers is fucking Disney World.

OP

This is pure SPEARBREAKERS at it's undead holistic spawn soul.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on September 30, 2013, 07:19:13 pm
oh gods....

Where is the Master then? *pleaselethimbefaraway,pleaselethimbefarawayidontwanthimtokillme...*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on September 30, 2013, 11:38:19 pm
2nd Timber, 211

We've begun clearing the caverns of excess trees and columns of stone. I figure it'll make manuvers down there easier as well as supply us with some extra gems, stone, ore, and wood.

9th Timber, 211

Why did I think last month was the end of fall? Well we got rid of those damned elkbirds we had clogging our cages. Some of the others (I didn't bother to ask who'd done the training,) got them to behave long enough to be taken to the chop shops. And I may have been imagining it, but I could have sworn the elk birds and emu were giving stares of pure hate at eachother. Maybe it's some kind of large flightless bird racism.

Anyway, we hit a snag with a little troop of crundles. Gods, even that just sounds... Wrong. Sounds like a part of someone's body you'd never want to see. But hey, Cabo did a great job in making them go from "Crundle" to "Crundle chunklets."


12th Timber, 211

Cabo's been doing a good job of clearing the caverns of hostile things while the miners and woodcutters do their jobs. He bagged a green devourer and a blind cave ogre along with the previously mentioned crundles. Solpyre named his pike too.

(http://i43.tinypic.com/1051the.png)

Somberdizzolved, The Hame of Lyrics. That's... What? Granted I've heard some stupid names for gear but still.

13th Timber, 211

That fucking voracious cave crawler the tamers insist we keep scared me shitless today. Stupid worm.

19th Timber, 211

Greenskins. Thought I smelled something off. But if they want to die it's their choice. Such fragile little greenskins... They break so easy. Unfortunately I've also had to learn that yet another dwarf has been found to potentially have spawn fever. Veiro s exhibiting the same symptoms that Ranger did, so she's volunteered to take one of the goblin squads alone. I... I have ill will against her, but I honestly do hope she dies out there to spare her squadmates from having to put her down in the likely event she turns.

The Bloody Brush and Ironbreakers are going to be held in reserve. Fischer's Frist s heading uphill to take on the gobliins camped there while the Morningstars holed the main gate with Veiro heading out to take on a squad of macegoblins alone. The Bladeguard are going to meet the enemy near the old spikewalk entrance and wipe out ever is stupid enough to take them on; the estimates have at least a few trolls will be heading their way.

Here's to us if we win.


-

We saw Veiro go down from up here. She knocked the teeth out of one's head based on the stuff we saw fly from one she shield bashed but one got her from behind. The axe and pike goblins broek ranks and ran after thier leaders died, not that it looks like it really helped them much. the Bladeguard tore the trolls a new one too; didn't think one could paint a field with three trolls, but I guess they have a lot of blood in them, and the Morningstars have been named as Morningstar Veterans, except for Ergo Fairlodge, who failed to get a kill. They were swift and brutal in their execution of the goblins, and special mention from Kreia was Sus, who took down the goblin hammerlord leading the squad.

I've been noticing something odd though.... Oiltuke and Veiro seemed to have bled the same stuff I'm told a dead soldier named Krypta bled... I don't know what to make of this but I think it may have to do with the drugs Mr Frog pumps into the training room.


20th Timber, 211

Someone found Iki with his throat slashed. None of us held any ill will towards him, so I'm guessing it was one of the blackwhites. But why? We've also found Verio. We saw her go down but it took us a bit to find her corpse in all the weeds and brush.

(http://i42.tinypic.com/2n99dar.png)

21st Timber, 211

Someone actually adopted that damned worm! Who in the fuck is such a lunatic that they like those things?!

-

Turns out, Lor does. She's been feeding it chunks of spawn and goblins and honestly that crap can't be healthy for it. Regardless though, she's a fuckin' weirdo.

(http://i43.tinypic.com/rldtnp.png)
(http://i40.tinypic.com/dqos5h.png)

28th Timber, 211

I checked on Russet today, and she's ambulatory again. Her arm looks like a patchwork blanket with all the stitches she got and she seems to have a minor infection in one of her fingers but that likely won't bother her aside from the itching she's been showing. The doctors all said she shouldn't scratching the stiches but the little idiot won't listen. Stupid noble.

8th Moonstone, 211

Olm flipped her shit today. Started screaming about some idea or another and threw a box full of refined metal at Corai. She's holed up in a mason's shop and leaves every so often screaming about gems and rocks, so she'll probably be a damned fine mason at the end of this.

11th Moonstone, 211

Olm finished her little project. The look on her face practically screams she's famished and exhausted. I would be too if I'd been up for three days straight gathering junk to make a... Well actually a pretty fancy grate.

(http://i39.tinypic.com/2mfyx49.png)

(http://i41.tinypic.com/jfe0c8.png)

15th Moonstone, 211

We had an unused room so I decided to fill it with a record of great beasts our champions have taken out. The first ten going in the record room are Kob, Dirlu, Mogast, On, Spos, Ugeth, Zospu, Ebra, Usan, and Kutsmob.

24th Moonstone, 211

Another thing showed up. Some kind of abomination the blackwhites claim no responsibility for. We got off lucky though, it's trapped by fungitrees and rock.

(http://i42.tinypic.com/2n9ckfq.png)

26th Moonstone, 211

Russet finally lifted that stupid ban on leather armor exports. We don't export them anyway, so why she made the damned mandate to start with is beyond me. LT Alfred volunteered to take Verio's place. It's odd since he's a decent enough weaponsmith. What's more odd is nobody objected, which is surprising since I was under the impression dwarves in the smithing guilds are considered too valuable to risk in melee units... Huh.

2nd Opal, 211

There was a digging accident near the magma vent this afternoon. Megaman almost took a dip in the blood of Armok, but other than getting knocked on his ass, he's fine. I think.

7th Opal, 211

Finally got that hole in the store room plugged. Some of the carpenters bolted some chestnut planks over it. Now we don't need to worry about greenskins or humans flying or roping into the fortress.

10th Opal, 211

Was doing some inspections and found out that Ranger, Aussieevil, and Splint weren't buried. Nobody wanted to touch the former two and nobody has a set of keys to Splint's doors. We had to ask Talvieno to make some since she's the best metalworker in the fortress. This has since been rectified; thank Armok we had the good foresight to make memorial stones for them or we probably would have had a bunch of pissed ghosts wailing on us.

16th Opal, 211

Finished the renovations to the armory. Now we have a nice and proper arsenal room, complete with office space and a room for whoever's in charge of equipment. There's a green glass statue of a dwarf bearing a pike menacingly by the arsenaldwarf's office while by the armor stands and weapon racks is a green glass statue of two armored rats striking menacing poses. Olm made both, and she seems to have an odd fascination with the vermin.

(http://i44.tinypic.com/2rgz5he.png)



So yeah, we're on the home stretch boys and girls! The new arsenal room was where the old underground barracks was and leads  right into our massive stock of miscellaneous weaponry and shields, we got people buried who needed burying, and some minor stuff got done. I honestly hope a seige comes on the last day or two of Obsidian so I can end the fortress on a nice Bolivian Army ending note.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on October 01, 2013, 02:04:29 am
I had to go to TvTropes to find out what a Bolivian Army Ending was, but now that I know, are we actually going to see the end of the fortress, or will that be left to interpretation?

I was just thinking, what if Spearbreakers didn't fall? Spearbreakers two could take place while Spearbreakers was still around, perhaps Spearbreakers could be the base for parasol operations in this world.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on October 01, 2013, 08:48:17 pm
We may have to do a Bolivian Army Ending. I still firmly believe no force in this world or the one below can put Fischer in the ground (or Dauros, for that matter).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 02, 2013, 02:10:32 am
The three things that can conceivably put either of them down are fire throwing, web slinging, and toxin spewing titans/FBs, and the former two couldn't actually manage that.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TalonisWolf on October 02, 2013, 10:05:16 am
Still, I lol'd inside upon seeing that Fischer has killed the same goblin so many times that s/he's probably gotten bored of it.

This has amused me...greatly. Thought you people might enjoy this tidbit of Spearbreakers terrifying past.

Edit:Just read bit about dorfing Vanya...didn't the discoverer of Cacame have a way of making beings of other races part of his civ? As I remember, he had "turned" some elves, goblins, etc... Oh Terry(who knows the reference), now someone is going to make some SPAWN or MANAMAIDS part of our civ...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Cynm on October 02, 2013, 11:20:13 am
If I remember correctly, manamaids aren't in the raws of this world, but I could be wrong. I think one of Splint's stories had manamaids as part of a coalition army.

We've also seen spawn as part of goblin armies, so spawn could conceivably integrate with dwarven society sometime further along in their evolution.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 02, 2013, 11:49:09 am
They're capable of speech, albeit a grating, horrifying, raspy speech when not howling and slavering for blood, or at least that's how I always imagined them speaking. I rolled with two spawn that lived in a human fortress once (and the humans were the dominant ones and do surprisingly well against them.)

Manamaids are going to be an enemy in SBII, as will scythods and Ballpoint stranded.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TalonisWolf on October 02, 2013, 06:21:34 pm
Oh, the humans are still trying to load up the endless flood of useless shit we sold them. They might actually go insane before they load up and leave.


Dwarf: Here, have some mugs.
Human: Alright, let's load 'em up.
*Three months later*
Human: Where are all these fucking mugs coming from?!? Is this some kind of sick joke, you little bearded liver?!

This had me laughing like a maniac for 23 minutes...despite being sick. I award you:

The Oscar for Biggest Clusterfuck


(Crap, don't know how to copy/paste images using IPad...hate Mac Interface)

Edit: I will post image when I go to library. Yay for windows!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on October 03, 2013, 12:18:13 am
Lost track of this for a few days, was fully expecting to come back to a smoldering ruin. I did not.

FOR SHAME.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 03, 2013, 02:38:35 am
If it makes you feel any better we still lost a few guys in the last couple attacks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: DreamerGhost on October 05, 2013, 05:07:46 am
Finaly read through all of the over 9000 posts. (I was so dissapointed when none of you made that joke)
also


Dreamerghost Swalloweddik, Female, Milker/Miner

It would seem that this place posseses the curse of sudden, involuntary sex change.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 05, 2013, 07:01:36 am
If it makes you feel any better you aren't the only one that's happened to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on October 05, 2013, 08:09:03 am
Must be the dfhack clean command... I bet the ghost inherited gender of someone removed from the list earlier. Or perhaps I just don't understand the dfhack.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 05, 2013, 08:33:46 am
You may have misread. Dreamerghost is the name, not what they are. Dreamerghost is alive and well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Tarqiup Inua on October 05, 2013, 02:13:00 pm
You may have misread. Dreamerghost is the name, not what they are. Dreamerghost is alive and well.
Right... *facepalm*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: DreamerGhost on October 05, 2013, 03:09:10 pm
If it makes you feel any better you aren't the only one that's happened to.
Hence why I called it a fortress wide curse instead of personal afliction. Poor jackborgs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 06, 2013, 01:19:32 pm
Ok guys, just a heads up, we're nearing the end and are about halfway through Obsidian. Sorry I've been taking so long. Been doing a bunch of things, including my own regular fort-play and playing a game with a friend.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Gnorm on October 06, 2013, 07:24:06 pm
Being that I have come upon this thread far too late, I'm a tad lost on what exactly is going on. From what I understand, this was a succession fortress using a modded game of Dwarf Fortress that was intended to be a sequel to Syrupleaf (which I also have not read), though it appears now to be more of a community fort. In addition, the 600+ pages of material are a bit intimidating. Perhaps someone could fill me in?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 06, 2013, 07:40:46 pm
The only reason it seems like community fort is because often times people were unable to take their turns or in one case did their turn and failed to produce a write-up, so I received permission in these incidents to keep things mostly running.

Basic version is this fortress and several others were founded as sort of release valves, easing population pressures due to constant famines and getting the less stable elements out of already established fortresses with the added goal of thinning the hoards of invaders from East Everoc (where Boatmurdered, Syrupleaf, and Headshoots reside, and hence where the spawn and mountain barbarians originate.) Over the course of the fort's life it has become a focal point for generally strange dwarves, such as the now-deceased Aussieevil (who may or may not have been a vampire) and the sneaky Terrahex, to blood rain, to a full blown multidimesnional war between many small factions and two (or three if counting Eris as one rather than a small but very active faction) megacorps.

Highlights include a zombie assault that nearly wrecked the fort (and instilled in me a fear of necromancers so great I often don't gen worlds with them,) several military disasters, a giant metal middle finger being built, hell being invaded and subsequently having a palace (kinda) built in it, a noble that wasn't a complete idiot, a guinea pig obsessed jack-of-all-trades, a cyborg dwarf, and a mayor named after a character from (if I remember right) Firefly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Gnorm on October 06, 2013, 07:43:25 pm
[snip]
Interesting. The fort has been the same fort for the entire playthrough, correct? That is quite impressive.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 06, 2013, 07:46:34 pm
Err.... Define "The same."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Aseaheru on October 06, 2013, 07:47:24 pm
No restarts.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Gnorm on October 06, 2013, 07:49:27 pm
Err.... Define "The same."
Continuous fortress, with or without reverting to older saves.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 06, 2013, 08:00:55 pm
had to revert to older saves a coupled times but those were due to turns going unfinished.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 07, 2013, 10:02:45 am
23rd Opal, 211

Finally got around to starting clean-up. Bodies, piles of bashed out teeth, bones, corpses, junk to foist on merchants or give the bigger blackwhites. Hell, some actually offered to buy them. "Historical artifacts" or some such nonsense. Hell, if they want this garbage they're welcome to it.

28th Opal, 211

Colonel Fischer made it known that the 18th of this years is going to be considered.... Well, not so much a holiday but you get the idea journal. Day of Rememberance, because several long-time residents died. Some of the troops have started taking the spawn's fanged, split-mawed skulls and mounting them under a banner that was put in the dining hall. Both serve as a grim reminder of just how fast things can go south for us. The banner depicts dwarves and spawn fighting and spawn and dwarves. In the latter image, the dwarves are dead, and the spawn are laughing.

5th Obsidian, 211

More and more of the blackwhites are starting to arrive, most of them via the bloodplains in these terrifyingly loud undrawn metal wagons, some on them and more through that funny door in Mr Frog's lab. Something big is about to go down, that much is clear.

9th Obsidan, 211

Engi wanted to let me know the crossbow she uses is no long available for general use unless she's dead. Dunno why I needed to be bothered with something that, well, that stupid.

12th Obsidian, 211

The jaguars seem lost without the Duke around to shadow. They've been laying out where he was killed as if they were depressed.... SO has Thumper's freakishly large forest boar. Talvieno's been feeding the jaguars and bringing them water; I guess her love of those cavies has given her a bit of an innate understanding of how the animals feel when they lose their owners or something. The boar's been rooting around in the walls for roots and bugs when it gets hungry.

18th Obsidian, 211

(http://i43.tinypic.com/2nurdci.png)

Well shit. Just got word from Terrahex, more undead are bearing down on us. Honestly we haven't seen hide nor hair of the necromancers or their hordes in so long I was under the impression Sergeant Paintbrush had wiped most of them out during his term as Overseer. There's 107 in total, all human and goblin remains. Something seems odd about them though. They look unmistakably dead, but they don't have the usual tattered gear zombies should have... They all seem to be wearing gray coats and trousers...

The troops have been mobilized. I don't care who sent these abominations, we'll send them back to where they belong.


28th Obsidian, 211

(http://i43.tinypic.com/2nrq4qb.png)

This fucking figures. The spawn came right in and we're still trying to clear out the undead. It doesn't look like these bastards came alone either. We can all see what look like some kind of giant floating castle or box or something out on the horizon. But everyone's ready, Parasol included. They may have us caught in the middle, but we'll all be damned if we're going to sit this battle out.

So my dear journal, I say let them come, spawn, mercs, and zombies, and may Armok have mercy on them all, because we certainly won't.




So, there you have it everyone, sorry for the shitty anticlimax/bolivian army ending. Spearbreakers has now ended as far as gameplay is concerned. The fighting hasn't finished just yet, but the timing of both sieges meant that the fighting would last until probably into the first week of Granite. The spawn came in hot on the heels of a leaderless horde of zombies, with the Bladeguard getting to say hello to the first group of Spawn while they were smashing headlong into  a pack of zeds. There's still the Timewar stories that need to be wrapped up though and the thread should by no means die just because gameplay is over.

We can still use the thread to discuss ideas and whatnot for the next game. This has been absolutely wonderful guys, I mean it, and I'm happy we did so much with this fort. Seriously guys, I couldn't have asked for better people to play this fort with.

I'll be posting the save when I finish the fighting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on October 07, 2013, 02:33:12 pm
I met a traveller from an barren land
Who said: A massive fist reaching the sky.
Stands on a plain of blood. Near it, in a hill,
Half collapsed, a darkened gate appears, where
monsters, men, and brave warriors alike have
met untimely end on merciless steel.
which yet survive, menacing far below.
The gates which saved them, kept them safe in stone.
And on that mighty gate these words appear:
"My name is Splint, overseer of overseers:"
Look on my works, ye Mighty, and despair!"
Nothing beside remains. From the rubble and
reek of that colossal wreck, empty and cold
Creeps forth evil to the rest of the world.

-----------------------------------------------------------------------------------------------------------------------------------

There. That seems appropriate.

This has been a hell of a ride guys, though I came a bit late to join in the shenanigans. And so ends the tale of Spearbreakers, I wish there was more I could say.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Mr Frog on October 08, 2013, 02:01:27 am
*thunderous applause*

I'd been hoping to finish my necromancer story as a surprise to y'all, but I'll just say that nothing good ever comes of procrastination and leave it at that :)

In my particular version of a perfect world, Spearbreakers II would remain connected canonwise to the first, but be far enough removed for newbies to be able to jump in with just a short intro and contribute without fear of screwing things up. I've been dying to hop back on the crazy train with all the lessons I learned the first time around, but I'm sooooo lost with all the backstory. I also really miss the early days where it was a blank slate and everyone was free to create and stuff.


I know I wasn't really around much for the latter half of this, but I'm still very happy I was a part of it. When Splint first contacted me over a year ago, I was a complete shut-in -- borderline hikkikomori (to quote my Japanese friend), even. I was completely cut-off from the world around me. I'd never shared any of my writing or art with anyone. I'd never had a proper job. I rarely even spoke to anyone. I was basically human garbage in the most literal sense of the term -- just sort of sitting there, not doing anyone any good. This project was literally the first time I had ever engaged with others in any functional capacity, and in doing so, I came to learn my place in the world a little better -- what I had to offer to others, what was expected of me, what I could expect from people. I'm finally starting to open up to the world now, making friends, getting an entry-level job and taking basic acting classes (what's the harm, really?), and I think Spearbreakers was the first step on the path to where I am today. Thank you, Splint. And Talvi, wherever you are.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Splint on October 08, 2013, 09:26:59 am
We dragged people out of the woodwork, made it into the hall of legends, and even helped someone with some issues.

All in all, I'd say this fort has done great good.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 08, 2013, 03:11:14 pm
Spearbreakers, where hordes of zombies and mostly dead abominations are therapeutic.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 08, 2013, 03:36:13 pm
I just feel the need to say this, my masterwork fort has produced three artifact mugs since I finished Spearbreakers.

Those dwarves.

They know.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 08, 2013, 08:39:15 pm
I wonder if the necromancers have finally come back for there books.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 10, 2013, 02:57:26 am
Hey guys, I wrote a... well, actually, I'm not sure what the hell to call it. I suppose you could call it an attempt at poetry by someone who knows nothing about poetry and largely holds poetry in active contempt.

*ahem*

In a barren land drenched in blood,
amid the scars of a forgotten war,
sits a relic of dwarven tenacity.
Its halls are empty now.
Those who walked them are long gone.
Cheers of victory,
cries of sorrow,
and the everyday bustle of life
have given way to dead, silent stillness.

Not all has yet been obliterated, however.
A laboratory full of unimaginable wonders,
rusted and worn beyond use or recognition.
Small books and sheafs of paper,
illegible from wear, save for a star-shaped sigil.
Piles of mugs, artfully-crafted,
now smashed and eroded into dust.
Memories of a bygone day,
outliving those who once treasured them.
Soon even they will come to oblivion.

In a barren land drenched with blood,
amid the scars of a forgotten war,
a cold, unfeeling wind blows.
No more joy.
No more pain.
No more life.
There is nothing here now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 10, 2013, 04:00:29 am
Yay, poetry!
Time to contribute!


*cough cough*

Red blood of those dead and dying
And black of those those born again in unholy flame
Taints this sighing land
Forever marred in time and space
Forever unto nevermore.

Halls once vibrant reverberate with
The sounds of those left behind
To stalk this bloody land
Forever drenched in eternal war
Forever unto nevermore.

Piles of artifacts, mundane and masterful alike
Lay under rotten, decomposing corpses
That will remain
Forever forgotten by those left
Forever unto nevermore.

Seven arrived, many arrived, many more died
And one shall never live
As she did before she defended
Forever against darkness and death
Forever unto nevermore.

The legacy of that place
Is darker than blackest night
And feared by fear itself
Such that it will live until eternity meets
Forever and nevermore.


(I'll work on my final[?] LFTON piece tomorrow or Saturday)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 10, 2013, 03:18:46 pm
I think i had written something in poem form for this...
Last year.

I think it was burned...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 10, 2013, 04:49:53 pm
I think these poems belong in the OP, they're all pretty good.

Also, has anyone heard from Talvieno lately? He was pretty involved in this, and now the fort has officially fallen(?)

I'm not asking because I'd like to see the end of A Skulker's Tale. Honest.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 10, 2013, 04:50:39 pm
He's barred from accessing the forums from time to time. I'm sure we'll hear from him eventually.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 10, 2013, 05:28:51 pm
Seeing as poetry seems to be popular here.

The Ballad of Spearbreakers.

Seven brave dwarves sent on a quest
To found a fortress proud
To stand against the undead hordes
And hold the bloody ground.

First came the rule of Splint the Great.
Then came the mad cavy.
Next the brilliant scientist,
Who spiked all the drinks.

Now Draignean the self absorbed,
Took the up fortress reins.
Next up was Sus the accented
Who lead as well he could.

Then Mitch fixed up the hospital,
And Paintbrush lead the fort.
Splint took the reins a second year,
And fixed the damage wrought.

Ruedh led the fort as well he could,
Given how drugged he was
Tomio led and the very next year
Splint took the lead again.

And now we leave the final year,
Led by a less known dwarf.
Spearbreakers story comes to its end.
A violent, bloody tale


This is written in common meter, and as such, can be sung to the tune of a great many songs, including House of the Rising Sun, Amazing Grace and the theme song from Gillian's Isle.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Gnorm on October 12, 2013, 09:11:21 pm
When will the save file be posted? I wish to explore this fort in Adventurer Mode.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 12, 2013, 09:23:42 pm
Old copies are allready up...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 12, 2013, 09:45:00 pm
Almost foregot about it. I'll finish the battle tomorrow night and post it You'll have to abandon it yourself though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 12, 2013, 09:49:51 pm
I haven't yet given up on my minecraft replica, btw. I just hope I can get it finished before SBII starts up, if it's still on. Can anyone recommend a texture pack? Or would vanilla be more appropriate? I'm a bit torn between the two.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 12, 2013, 09:59:09 pm
I'd say vanilla or phoebus, since those are two we used here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: tomio175 on October 13, 2013, 08:49:44 am
Spearbreakers, it has been an honor knowing thee.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 13, 2013, 02:17:52 pm
I meant for minecraft, though I've pretty much settled on this one (http://www.jslegacy.com/) at this point.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 13, 2013, 03:37:56 pm
You hath settled well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on October 13, 2013, 04:36:37 pm
I can honestly hardly wait until the sequel my lack of internet and therefore my lack of participation (even compared to my little participation normally) has kinda made me sad. But still this fort is one of the best I've ever read.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 13, 2013, 04:59:36 pm
And so, the bastion remains...

Honestly, who thought we'd last this long?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on October 13, 2013, 05:09:47 pm
I sure have, I have to say that ending the fort comes as a surprise to me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 14, 2013, 01:02:58 am
 The final save! Get it while you can, because DFFD was being uncooperative and gamefront won't hang onto it forever. (http://www.gamefront.com/files/23769928/spearbreakers.rar)

We've finally finished the game boys and girls. The save is still in mid-late Obsidian, as I didn't expect our troops to wipe out both the zeds and the Spawn in such an efficient manner. Special mention goes to Dicer who held back a whole squad of Spawn alone and even took several down before the Ironbreakers showed up, removing arms and legs with their hammers.

Anyways, good show everyone, and to they who take the save for personal enjoyment, good hunting. I'm glad we did this and glad to have met the lot of ya!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 14, 2013, 01:04:45 am
Celebrations aplenty!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 14, 2013, 02:31:12 pm
Just got the save, and will begin excavation as soon as I get a free moment (read: this weekend)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 14, 2013, 03:39:19 pm
Holy shit, you weren't kidding about this place being crazy! It's one thing to hear about it, but quite another to scoll around on my own. Along my tour I found things like a named adamantine battle axe just sitting down in a murky pool, the entirety of the second or third cavern, I'm not even sure which, is smoothed over, long tunnels and empty rooms that take up almost 1/4 of the z-level they are in, but are still smoothed and even engraved in places. And that's to say nothing of the charming villa on the shores of the eerie glowing pits of hell.

I have no idea what half of this stuff is even supposed to be, but dammit it will be glorious.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 14, 2013, 03:42:52 pm
Must've been Gemblade's axe.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Sarrak on October 15, 2013, 11:16:23 pm
It was glorious. With mugs, derails, timewars and everything else. I'm even a bit sad that I haven't come here sooner... Whatever. May the sequel be even more interesting, bizarre and hilarious!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 15, 2013, 11:43:17 pm
It damn well better. May need to go the standardized materials route for creatures though...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 16, 2013, 01:46:33 pm
In honour of the late citizens of Spearbreakers:

Spearbreaker Citizen

[url]





 (http://talonis-wolf.deviantart.com/art/Unsteady-Dwarf-407489031)
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TalonisWolf on October 16, 2013, 07:36:52 pm
someone found out how to have ammo evaporate. see the fallout mod for details.

Plasma Weaponry and Railguns for beautiful !!SCIENCE!!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 16, 2013, 07:40:59 pm
Railguns fire solid slugs. The ones we'll be making ourselves being particularly nasty. Now having Stone INC boys decide to "accidently" come along and sell us some plasma guns may be viable....
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: TalonisWolf on October 16, 2013, 08:07:29 pm
I intend actually for a little game set in Spearbreakers' continuity but from the human perspective.

Would anyone object to making a thread somewhere were we can discuss courses of action for both this game and SBII? Or would you guys prefer discussing it here?

Sounds good to me. Prevents derailment of this thread.

Sorry for multiposts, iPad no like modify.

Did you get round to this, and if so, can you put it on OP?

Also, when SBII begins, link to that on OP would be great!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 16, 2013, 08:12:37 pm
We haven't partially due to laziness on my part.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 16, 2013, 11:53:03 pm
I heartily support the use of a separate thread for discussion of story elements, etc.. Part of the reason I was so reluctant to share vital background info with others (resulting in a certain ‼DRAMA‼ between me and Talvi) was that I didn't want to risk spoiling anything for the people who were just interested in reading the stories and didn't need to know in advance what other writers were planning. Segregating such matters into another thread would solve that problem nicely.

E: I'm not sure if I like the idea of a huge, extravagant mod, though. What, exactly, is being added? I may have some ideas (though I haven't touched a raw file in ages).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 12:06:47 am
Primarily weapons and armor (and of course the required things to make said weapons and armor,) some more varied spawn-based critters and a spawn megabeast, and some extra races, such as the scythod and Parasol/Ballpoint stranded to either enemies or additional trade partners.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 17, 2013, 01:38:06 am
Quote
(and of course the required things to make said weapons and armor,)

I personally would avoid having large production chains unless the player doesn't have to mass-produce them. Anything much more complicated than steelmaking rapidly becomes a screaming headache to manage over a long term (at least for me).


Quote
some more varied spawn-based critters and a spawn megabeast, and some extra races

I think this might be able to be linked in with the above stuff. I think the new firearms (i.e. disc launchers and railguns) should be easy-ish to make by themselves (if only to save some frustration), but the actual ammo should be more-difficult to produce so as to make it too valuable to waste on puny crap like goblins -- players will have to save it for the nastier late-game critters. New melee weapons should be very powerful (there are enough 'normal' weapons in vanilla -- don't bother adding any more), but absurdly-costly to produce to account for the fact that they don't ever wear out.


My biggest concern is to avoid the Big Ball o' Junk syndrome lots of large mods seem to get. Make sure whatever is put in serves an actual gameplay purpose beyond just being there for the sake of being there, and that said purpose isn't already covered by something already present (i.e. avoid redundancy).


E: I also think there should be a hostile critter of some sort which is capable of harming dwarves remotely at a great distance without direct LOS (possible through interactions -- I did it by accident while trying to make Greater Spawn a while back). Should be a nasty surprise for turtlers >:]

E2: Developing the idea further... the creature uses an interaction that targets a single nonallied creature anywhere, regardless of whether there's a direct LOS. If successful, the interaction will cause the affected creature to go berserk for a brief period of time -- the chance of success is very low, but still non-zero, meaning that the entire fortress is at risk until the creatures responsible are forcibly driven out. This could be tied in with one of the new Spawn subspecies -- something along the lines of their cries driving dwarves mad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 02:28:39 am
Actually I had it the other way around in mind, with the slugs for the railguns and discs being easy to make (though the slugs I was thinking need to be iron,) but the weapons taking more materials (and thus more time) to produce. Most vanilla weapons for the dwarves will be replaced by "native" copies of leftovers from the battle at Spearbreakers or designed by Mr Frog (things like chain weapons needing small mechanisms and chains or railguns needing magnetite rails for example.) The crossbow I think will be the exception as until we have the time and parts for things like the disc launchers and railguns themselves we'll need those to stand in for them.

The only real syndromes that appears to be present outside the radiation zone ones are the new ones meant for domestic creatures and possibly the scythod for spawnification (assuming a dog, donkey, or what have you survives a run in with a spawn, just for added paranoia if animals get stuck in.)

I will say four our needs the railguns the stranded Ballpoint and Parasol personnel bring will be significantly less powerful by a very large margin and breaking them down for spare parts will probably be the better option there. to elaborate

1 native railgun requires the following

The disc launcher would be much simpler. My personal vision being either just needing a crossbow to be reporuposed/modified or a crossbow and "disc launcher arms" tool, which would be possible for either a wood or metalcrafter to make. Ammo for combat would need to be made of any weapons grade metal though. I tried the bone and wood discs and they just made the things they hit mad while copper discs took off limbs.

Of the weapons, all the chain weapons would require a chain, power cell, and two small mechanisms. Chain weapons would be intended to shred through armor like it didn't exist, hence the need for things like the small mechanisms and power cells to make them.

Essentially a bare minimum of much more basic weapons would be on hand for production, since the better stuff would take alot of time/resources to make. For example:
Spoiler (click to show/hide)

Other cultures would of course have the likes of weaker railgun variants, blackpowder weapons, and  other such things for us to use too.

.... I got a little too into that, and a lot of it losses coherency even to me but you get the idea. Honestly I kinda favor long production chains to get a single hard hitting weapon. Getting everything made and finally assembled and it getting inaugurated with a spawn or goblin exploding into gristle on the tree behind it when struck... Ahh....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on October 17, 2013, 06:43:48 am
In honour of the late citizens of Spearbreakers:

Spearbreaker Citizen

(http://fc01.deviantart.net/fs71/i/2013/288/8/3/unsteady_dwarf_by_talonis_wolf-d6qlwjr.jpg)

FTFY
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Niccolo on October 17, 2013, 09:28:07 am
Oh wow, you guys finished? Congratulations!

Whatever happened to my dwarf? Did he end up dying horribly?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 09:52:40 am
I think he was among those who died on The Grim 18th. If not he survived unharmed physically but probably psychologically desensitized to all manner of horror like everyone else.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: tomio175 on October 17, 2013, 12:23:36 pm
How 'bout my dorf?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 12:31:37 pm
No injuries. And before you ask Asea, your last one was fine too. I think.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 17, 2013, 12:36:30 pm
About the weaponry, One way I can think of to balance the disk launchers is to make them absurdly heavy. A dwarf with a disk launcher and carrying serrated disks probably couldn't move very quickly at all, so you should/would have to make sure that they were positioned beforehand. The same thing could apply to native railguns. Also about railguns, magnetite bars would be less than effective, as the propulsion for a railguns comes from a chain of electromagnet that activate in sequence, copper wires would be far more effective.

I think I'm getting carried away.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 12:58:46 pm
About the weaponry, One way I can think of to balance the disk launchers is to make them absurdly heavy. A dwarf with a disk launcher and carrying serrated disks probably couldn't move very quickly at all, so you should/would have to make sure that they were positioned beforehand.

Oh god when I tested them it was clear just how nightmarishly heavy a full load of ammo was. The weapon itself is fairly light, but the ammo would indeed require the soldier to be in position beforehand to get the  most out of him and his weapon; they reloaded slowly as well, also due to the weight the dorf was lugging around (hence why the Civil Defense Corps' kit was so stripped down: They could shoot faster because they weren't as encumbered, even though it was at the expense of protection.) They did move considerably faster with bone discs, but they were only able to hurt something not wearing any clothing/armor whatsoever beyond a bruise at most.

For example, a bone disc will gut a badger, but utterly fail to hurt a lightly armored goblin barring a lucky hit that may cause a skin tear or nasty bruise.

I never got a chance to fort mode test the railgun, but I imagine the ammo will probably be pretty heavy for them too.

The same thing could apply to native railguns. Also about railguns, magnetite bars would be less than effective, as the propulsion for a railguns comes from a chain of electromagnet that activate in sequence, copper wires would be far more effective.

I think I'm getting carried away.

You're thinking of a coilgun. Those use a series of magnets down the barrel whereas for us we're using two parallel conductive rails and have a considerably slower rate of fire. The weapons Ballpoint and Parasol have are more likely misnamed coilguns though and more in line to what you're thinking of. I thought of magnetite rails because they're already magnetized, plus didn't you get why magnetite was chosen besides that? Railguns use magnetism? Magnetite? Geddit?

.... I know, I'm not funny...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on October 17, 2013, 03:00:28 pm
I think the railgun ammo being heavy may be a problem, soldiers in real life carry ammo mags, said mags contain 30 bullets each but don't weigh all that much but in DF, 30 bullets made of iron would weigh about as much as a tire.
I suggest creating a new metal, copy paste the iron RAWs and then adjust the weight to make it a little more like adamantine, the metal should only be used to make railgun ammo, of course we also have to make sure overseers use the metal to make ultralight disc launchers or railguns but at least for our soldiers, carrying ammo won't be like carrying a tires on their backs.
the disc launcher's should be more normally without using the new metal, because (to me) the disc launchers are like modern day grenade launchers :D
If this whole thing sounds stupid then forgive me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 17, 2013, 04:53:10 pm
I did some research on railguns, the main problem I see with our railguns is that there is no recoil. A railgun capable of the damage described would likely send dwarf skidding backwards.

Coil guns are also called Gauss guns, and I agree that the transdimensional companies are more likely to have Gauss guns than true railguns. Comparing a native railgun and a company railgun would be like comparing an assault rifle to a cannon. Which I think was the point in the first place.

Also, a heavier round would have more impact, with a corresponding increase in recoil.

All in all, heavy ammo for railguns sounds good.

Edit: I tend to get carried away when it comes to science in fiction, feel mostly free to ignore me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on October 17, 2013, 04:55:20 pm
I didn't know railguns were supposed to be cannons, I though they're rifles.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 17, 2013, 05:16:24 pm
The navy is looking into using railguns on ships. Those will be able to fire two kilogram projectiles over 370 kilometers at about 2.5 kilometers per second. So yeah, cannons.


On a completely unrelated note, scientists are also looking into using railguns to induce nuclear fusion.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on October 17, 2013, 05:45:28 pm
WAIT A SECOND!!! you mean that the soldiers will be carrying cannons as weapons? I can see how it may be a good weapon for one or two members of a squad to carry them to be more like a modern day fire team but a whole squad of cannon wielding dwarves? (by the way, what civ will we be playing?) that's just overkill.
I suggest creating another weapon, something lighter and more rifle-like, call it the UristMcRifle 4 (acronym UMC4) :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 17, 2013, 06:54:26 pm
I think the idea is that, with the multitude of new and powerful enemies, the dwarves have adapted the tech of ballpoint and parasol to better combat the new enemies. Dwarven railguns have more raw power, but are less accurate and much much heavier.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 07:36:21 pm
I think the idea is that, with the multitude of new and powerful enemies, the dwarves have adapted the tech of ballpoint and parasol to better combat the new enemies. Dwarven railguns have more raw power, but are less accurate and much much heavier.

Exactly. Even in the arena they were very slow firing compared to a crossbow. What the native dwarves lack in means of cheaply producing rapid fire weapons, they've decided to make the most of it and up how strong they were to compensate. And yes, the iron slugs would be very heavy. How well would you be able to move around with a bag iron railroad spikes and what is essentially a steel cannon? I wanted them to have at least a stunning effect when fired, but itemsyndrome seems to be a fickle mistress. Besides, we can always scavange weapons off of Ballpoint raiders and buy faster firing but weaker ones from Parasol.

I think the railgun ammo being heavy may be a problem, soldiers in real life carry ammo mags, said mags contain 30 bullets each but don't weigh all that much but in DF, 30 bullets made of iron would weigh about as much as a tire.
I suggest creating a new metal, copy paste the iron RAWs and then adjust the weight to make it a little more like adamantine, the metal should only be used to make railgun ammo, of course we also have to make sure overseers use the metal to make ultralight disc launchers or railguns but at least for our soldiers, carrying ammo won't be like carrying a tires on their backs.
the disc launcher's should be more normally without using the new metal, because (to me) the disc launchers are like modern day grenade launchers :D
If this whole thing sounds stupid then forgive me.

The weapons themselves tend to be rather light, but you can't take a shield with either of them and the ammo is a nightmare to carry, especially the discs because they're actually carrying slightly downsized large serrated disc trap components. I'd say it's a fair balance and would make us want to keep them out of harm's way until they're decent enough shots to reliably fuck people up.

I didn't know railguns were supposed to be cannons, I thought they're rifles.

Railguns for most within the setting is basically any given man-portable magnetic accelerator weapon, with larger weapons typically having "heavy" or "cannon" in their names. They come in varying sizes and strengths and ROFs. Most commonly they are in fact rifle-sized weapons. Ballpoint and Parasol have others that are smaller and thus weaker but tend to shoot faster whereas what we'd be using are rifle shaped cannons, yes. They're complex to produce and the ammo is heavy for a bit of balance, but god help you if a decent marksdwarf gets a bead on you. A crossbow or mug may break your bones at worst without a headshot, but a railgun slug will break your bones and throw you a few tiles (possibly causing more harm,) at best and outright gib your ass at worst.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on October 17, 2013, 07:57:55 pm
I get it now, the civ is dwarven therefore their troops use the heavier railguns for maximum effect but I myself would probably use the Parasol/Ballpoint produced ones because as you say they're more like actual rifles, one question though will we have to scavenge these lighter ammo for the Parasol/Ballpoint guns or will we be able to make it ourselves?
Also, can you upload the mod? I would love to get my hands on it because right now all I know about it is what I've heard from you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 17, 2013, 08:09:42 pm
Tobad we never got pulse weapons to work. Stone INC is mostly dwarven.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 08:16:41 pm
I'm sure we could get them to work. And perhaps purchasing a schematic or something for a workshop to produce the weaker but faster shooting ones and ammo for them would be possible, but that would be more of a matter of preference.

The mod is nowhere near done and the railguns right now are too easy to produce based on what Talvieno told me. I'm a bit scared to try it as it is, mostly because it has scythods.

And they are not your friends.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 17, 2013, 08:18:29 pm
Did we not have problems with pulse ammo?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 08:33:14 pm
Oh right...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 17, 2013, 10:44:30 pm
Hello, all... looks like I got delayed from returning until a little too late. :\

How is everybody?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 10:45:14 pm
Hey hey! You're back! What took ya man?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 17, 2013, 10:52:54 pm
Internet access, mostly, along with a slew of other things. I sort of have a full-time job now, yay! It's sapping my time, but at least I'm getting to learn Java in the meantime, which is something I'd been meaning to do.

But yes, I'm back! I can access the forums, whoo! I have a lot to catch up on... and I'm hoping certain people aren't upset with/disappointed in me for disappearing again. :\




And trust me, everybody, cannons as weapons isn't overkill when you deal with manamaids.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 17, 2013, 10:53:36 pm
Naw, its just fun to have someone to miss.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 10:55:59 pm
And trust me, everybody, cannons as weapons isn't overkill when you deal with manamaids.

Oh dear god I'd forgotten about them as enemies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 17, 2013, 10:59:23 pm
Naw, its just fun to have someone to miss.
Aw, I was missed? I feel bad... I really wish I could've gotten on more often. Things just keep coming up. :\ Remember Mr Frog's old theory that the universe was conspiring against me? Yeah...

And trust me, everybody, cannons as weapons isn't overkill when you deal with manamaids.

Oh dear god I'd forgotten about them as enemies.
You didn't think I was kidding, did you? :P

Just keep the kids inside. They tend to die of blood loss when they bleed from the eyes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 11:01:54 pm
We keep'em inside anyway. Mostly to avoid the whole "Waaaaah, my stupid kid followed my wife/husband out into a ferocious battle and got decapitated! Waaaaah!"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 17, 2013, 11:05:06 pm
:P Yeah, I guess. lol    But still, even so. If you send someone like Fischer in ahead of everybody else, Spearbreakers style, your Fischer will get permasquashed. Nobody can stand the sight of a manamaid busting a sexy move. It destroys you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 17, 2013, 11:06:46 pm
I believe only someone with a twisted fetish for something that horridly flabby jiggling about would be immune.

I never want to meet such a person.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on October 17, 2013, 11:29:04 pm
:P Yeah, I guess. lol    But still, even so. If you send someone like Fischer in ahead of everybody else, Spearbreakers style, your Fischer will get permasquashed. Nobody can stand the sight of a manamaid busting a sexy move. It destroys you.

TALVI

TALVI WE MISSED YOU

TALVI MESSAGE ME
Also how's life?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 17, 2013, 11:53:23 pm
I believe only someone with a twisted fetish for something that horridly flabby jiggling about would be immune.

I never want to meet such a person.
Don't worry, Splint...


I'm sure people like that couldn't possibly exist.




Reudh! Hey! I feel missed! :P How have you been? (:
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 18, 2013, 12:02:02 am
Oh sweet mary mother of.... Good god... I'd also forgotten about that. That get's all my no. ALL OF IT.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 18, 2013, 02:14:45 am
Are Scythoids alway going to be enemies? It seems to me, at least from the stories, that while Scythoids have a different set of morals, they could still possibly coexist with dwarves for a while. It also seems to me that Scythoids would respect battle prowess, which our dwarves seem to have in abundance.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 18, 2013, 02:19:59 am
Most of those on Everoc arrived of their own volition through a combination of stolen, purchased, or leased equipment from Ballpoint and really big rocks. As such, most will just consider our dwarves prey/potential challengers to face.

For simplicity's sake those friendly to Vanya won't be represented by their own civ.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 18, 2013, 06:20:13 pm
Scythods, in the version of the mod I gave to Splint, came as both allies and enemies. Scythods as allies are pretty much useless, though. They don't have anything particularly awesome to trade, and they don't bring wagons, so...

But yeah, if Splint doesn't want allied scythods, they'd be easy enough to remove... but the version I uploaded for him to test had them as allies as well as enemies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 18, 2013, 07:27:22 pm
Neat.

I visited Spearbreakers as an adventurer, and the game immediately crashed. I'm not sure what that says about it.

Edit: I tried again and it worked, this place is an even more confusing mess as an adventurer. Should I write something up?

Edit 2: Made it to the second floor of the fortress before (I think) LFTON one shot me with his sword. I killed Asea, Olm, and Savero. (I marked the site as a lair, so all the dwarves and loot would stay put.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 19, 2013, 01:49:28 am
@Talvi:

Welcome back! *brohug*


I found the seqiv raws on my computer, in case Splint wants vanishing hostiles for SB2. Just say that they're interdimensional conquerors or something similarly-cliche. I'll make the anti-turtling critter as a standalone mod, so that it can be quickly jimmied in if Splint wills it.

If anyone needs me for assistance, just message me; I'm busier than before, but I still have time to help out with this, I think. I want to be involved in this in whatever way I can.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 19, 2013, 01:58:05 am
Neat.

I visited Spearbreakers as an adventurer, and the game immediately crashed. I'm not sure what that says about it.

Edit: I tried again and it worked, this place is an even more confusing mess as an adventurer. Should I write something up?

Edit 2: Made it to the second floor of the fortress before (I think) LFTON one shot me with his sword. I killed Asea, Olm, and Savero. (I marked the site as a lair, so all the dwarves and loot would stay put.)

Getting gutted with a sword is what you get for sticking your nose where it doesn't belong.

EDIT: Forgot about the allied ones. Like I said, I'm a bit scared to actually give this a whirl, as just from what you told me when the enemy shows up to play it gets nasty very very quickly. Also I think the Seqiv are actually in the raws and vicious but not unbeatable, even with their sneakiness; I dunno if I still have it, bu a screengrab Talvieno gave me showed the outside of a bloodbath test fort, with quite a bit of their blood trailing about.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 19, 2013, 03:42:23 pm
You killed me? Twerp.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 19, 2013, 04:47:09 pm
Also I think the Seqiv are actually in the raws

Derp, pretty sure you actually told me this before and I forgot >>;  Can't keep this stuff straight anymore.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 19, 2013, 04:56:55 pm
Ah it's fine. And who said they had to be interdimensional conquerers and not just your average space jerks or particularly nasty and advanced inland natives?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 19, 2013, 08:50:54 pm
I'm not sure if the seqiv would plausibly be native to any of the worlds seen so far. They're pretty exotic.

I do agree that it'd be better for them to have a less-cliche reason to be hostile towards the other races. I just couldn't think of anything other than that on the spot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 19, 2013, 09:19:51 pm
Edit 2: Made it to the second floor of the fortress before (I think) LFTON one shot me with his sword.

No, you just keeled over on a pile of mugs. Sharp, sharp mugs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 20, 2013, 12:50:43 am
Is there any backstory for the Seqivet already?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 20, 2013, 01:09:16 am
@Cynm:

Yes, but no. I came up with a backstory for them in the mod that they were originally to be used in, but that wouldn't work here, I barely remember it, and I'd have to dig through a massive pile of ancient PMs to find it. So it's several different kinds of moot, really.

I suppose we don't have to make it so that the entire species is hostile against humans/dwarves/elves; we just need to figure out why, specifically, the ones in SB2 are hostile. It could be that seqivet as a whole are neutral/allied towards us, but a specific faction got PO'd at us at some point and is now trying to destroy us with the rest of the species at large being uninvolved [or even trying to stop the conflict].

E: Yes, I'm aware that I am practically inviting the possibility of the seqivet getting their own corrupt megacorporation. Although, I imagine those are wearing thin by now.

EE: Also, to clarify: I, at some point while modding the seqivet, decided for no clear reason that 'seqivet' was the plural form ('seqiv' being singular) and now pluralising it any other way just looks wrong to me :V  I'll stop, since it's probably just confusing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 20, 2013, 01:18:30 am
Based on human history, I think the most likely explanation would be religious or ideological but an alien race might not think along those terms. Perhaps a cult of Seqivet objects to our messing with time, or they are enforcing some extreme version of the Prime Directive(From Star Trek). I suppose it could also be that, being an alien race, the Seqivet have such vastly different concepts of morality that friendship with dwarves is nigh impossible. It could even be that Seqivet don't recognize dwarves as beings that can be reasoned with, and as such, have no reason not to commence wholesale extermination.

I fell like I'm getting carried away again.

Edit: Changed "Seqiv" to "Seqivet" because the frog has declared it so.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 20, 2013, 01:54:34 am
I just threw the "native" aspect due to the fact that the West Everoc inlands are a strange and brutal place full of all kinds of freakish things. I was considering including a distinct human culture that's going through an expansionist/imperialist phase, though of course if they were local, the sequivet could be the ones doing so; they aren't mad at us per se, just getting in the way of their manifest destiny! Just like everyone else who happens to be in whatever direction their troops and possibly settlers are going.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 20, 2013, 12:12:44 pm
I suppose it could also be that, being an alien race, the Seqivet have such vastly different concepts of morality that friendship with dwarves is nigh impossible.

This is actually a pet peeve of mine, if only because this sort of thing is nigh-on-impossible to write properly from a human perspective, and it also assumes that every member of a particular species shares the same moral compass. Based on my observations of humans, this is very much not the case.

Religion is a workable explanation, but I'd rather the religion in question be developed properly in that case beyond just 'OUR RELIGION SAYS YOU MUST DIE, THAT'S ALL THERE IS TO IT'. It just doesn't feel very satisfying to me for some reason to have the seqivet simply be killing peeps just because their religion says so; it feels arbitrary without a deeper justification.

Random thought: the seqiv equivalent of the Bible contains an offhand comment stating that seqivet are given dominion over all "lower creatures" (referring to livestock); some supremacist factions assume this applies to other sentient species as well (because they already think seqivet are BetterTM). They then use this as justification for a war, as the "livestock" are refusing to submit to their will and so must be broken. Most seqivet factions are horrified by this, but don't have the authourity to directly stop them without risking an intraspecies war.

I imagine the seqivet's concept of war would be a bit different from other species, owing to their sneaky nature -- they'd probably focus on sabotage, espionage and assassinations more than direct conflict, using their cloaking to get into sensitive areas and wreak havoc (not that this would happen in-game -- I don't think MISCHIEVOUS works properly for civ races). Likewise, seqiv defense would put a great deal of priority on security and surveillance, because they're used to people trying to sneak into places they shouldn't.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 20, 2013, 01:28:46 pm
That random thought seems like a very good explanation to me. It certainly has a basis in human history, so it wouldn't be too difficult to write.

Part 2 of that random thought like it could be interesting to write. From that explanation it seems like the one thing the Seqivet would not expect would be a bunch of dwarves with railguns kicking down their front door.

Random thought of my own: perhaps the Seqivet "bible" also has something along the lines of "thou shall not fight" which, to careful interpretation, does not prohibit killing without a fight. (Which could be why their idea of combat is different)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 20, 2013, 01:40:24 pm
Based on how badly they appear able to smack people's shit around if they get close enough. Talvieno's test fort looked like it was hemoraging people due to the Sequivet and Scythod.

....Actually I think I'm gonna see just how much meaner the armed Sequivet and the big angry Scythod are up against a spawn warrior. They may need to be beefed up to mach these new threats in terms of physical attributes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 20, 2013, 03:09:21 pm
@Cynm:

Quote
perhaps the Seqivet "bible" also has something along the lines of "thou shall not fight" which, to careful interpretation, does not prohibit killing without a fight. (Which could be why their idea of combat is different)

Clever, but I have a more direct explanation (which is directly-supported by their raws): Seqivet are rather fragile, but make up for it by being able to prevent nearby creatures from noticing them via camouflage/some sort of telepathy (think Jedi mind trick). Thus, they naturally favour sneak attacks over straight-up assault.

Quote
Part 2 of that random thought like it could be interesting to write. From that explanation it seems like the one thing the Seqivet would not expect would be a bunch of dwarves with railguns kicking down their front door.

I doubt it'd be a complete surprise -- they're not idiots -- but they'd probably have trouble adapting to the dwarves' tactics after fighting the same way for so long, yes.


@Splint:

Beefed up? No. NO. From a gameplay perspective, it would be a terrible idea to have every single new foe be an unstoppable killing machine. Seqivet pose a different sort of threat than the others already -- their ability to slip through fortress security (cloaking + lockpicking = big trouble) is more than enough as it is. They don't need to be super-strong to be a problem, I'd think.

Think diversity. Each hostile should pose a different sort of threat in terms of gameplay. We already have some of that as it is -- manamaids dance, necessitating a buffer squad to absorb the sexiness (that might need to be balanced, I think -- I never really intended them for actual play); seqivet vanish, and turn up in the worst possible places, meaning the player has to keep a very tight rein on their civvies to prevent a bloodbath. We already have scythod as straight-up brawlers -- we don't really need any more like that (Spawn at least have their infectious bite to distinguish them).

E: On that note, how do manamaids fit in with the canon?

EE: Genetic abominations created by Ballpoint that escaped and created a civ. I'm calling it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 20, 2013, 04:16:45 pm
I meant the spawn getting buffed. From what I can tell Scythods are absolute monsters and shred damn near everything stupid enough to get withing poking distance due to their natural weapons and comparative sheer bulk. The Sequivet were primarily being a massive threat due to  the aforementioned lockpicking and sneaky-sneak abilities coupled with viciously effective weapons; can't exactly stop them from getting in when they suddenly show up in the middle of your hospital killing people right? Though with our luck that might be a much better fate than being in a hospital to begin with. Anyway they do sound like speedy glass cannons in all respects.

The Spawn as a whole, while tough as hell due to not needing silly things like air, undamaged brains, or enough circulating blood, appear severely outclassed in lethality. On the upside, manamaids don't scare them; they're just big jiggling dinners if they can take them down.

And this was my take on them (http://spearbreakers.wikia.com/wiki/Manamaid). They're local, and spread across the continent by rivers and the ocean. That being said they probably avoid tundras/taigas and rivers/lakes in the latter like poison but that won't stop them from paying a visit just to have a little fun with their little bearded sparring buddies.

EDIT: I appear to be partially wrong about the scythods' lethaity aginst spawn. Also, there's scythod spawnitis victims. God help us if both end up fighting eachother and the scythods win with lots of bite victims. Anyway, it seems speed is key for the spawn to have any chance against them regardless. Once they start hacking away with their slicey bits it's pretty much just a matter of time.


EDIT II: Dwarves on the other hand fair very poorly in even fights.

Dwarf with iron armor loadout, a shield, and chainsword. Competent in dodging, fighting, swordsmanship, and armor use.
Scythod with no armor loadout and no weapon loadout with competant wrestler, striker, kicker, biter, fighting, and dodging.

Scythod won with largely minor injuries (mostly torn fat and slightly damaged chitin but did take a nasty hit to the stomach.)

EDIT III: I'm scared of the Seqivet now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 20, 2013, 05:39:45 pm
@Splint:

Ahh, I see. I sort of retract my criticism, in that case, though my point about keeping foes diverse still sort of remains. Making the different enemies pose a different sort of threat makes them more memorable, I think.

I do agree that the Spawn should be buffed if they're that outclassed, seeing as how they're supposed to be more-or-less the horsemen of the apocalypse (I tried really hard to make them balanced, and it looks like I succeeded too well :V). I'm a bit dodgy about having too many superpowers throwing themselves at the fortress, though, as I'm concerned it'll end up being too much to handle.

What sort of weapons do the seqivet wield, again? I can't remember, and I suspect there's been changes.

I'll try to whip up a rough sketch of how I imagine the seqivet to look.

I imagined the manamaids as being on an imperialistic crusade to spread knowledge of their sexiness through whatever level of force they deem necessary.

NotAnEdit: Oh god, scythod can get spawnitis? Do they turn into regular spawn, or is there a special spawnified scythod? We're all going to die help help help

ActuallyAnEdit: What did the seqivet do?

E2: Okay, so I looked at the current version of the mod Talvi helpfully PM'd to me a bit ago... looks like the seqivet are literally unchanged from my originals. I feel all fuzzy now :3

E3: Still looking through the mod... not gonna spoil anything, but I think Talvi/Splint included some nasty surprises... I'm so excited!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 20, 2013, 06:09:34 pm
To answer your questions in the testing it took railgun volly fire to take down a Seqivet swordsman who mercilessly slaughtered three different soldiers due to his sheer speed factor during my testing (during which he had mirrior kit to the dwarves: Iron armor with a shield and chainsword. One hit from a railgun slug though and it was over for him. And yes, spawnified scythods turn into scythod spawn which I imagine is a terrifying prospect.

Spawn fare decently enough in a one to one fight against Scythod but only because they feel no pain and don't bleed. Where that not the case, the spawn wouldn't have a chance in hell. A competent level (basically meaning a regular ol' footslogger) infantry dwarf has no hope of facing down similarly skilled scythods or seqivet. The former is too strong to beat one to one and the latter too fast.

Of course it appears the native railgun may well be our great equalizer here against both. One solid hit to the upper or lower body does enough damage (broken bones and bouncing across the ground) to incapacitate both in short order. Speaking of which, they may need to have a bayonet attached to do any real harm if the gunners are forced to fight up close. the stocks kept glancing off the scythods' chitin.

EDIT: The Squivet have a spear (whirling helix,) some kind of sword, and hammer (tonehammer.)

EDIT II: Scythods are warriors by nature and design. Dwarves present challenging opponents/prey.
Sequivet: some extremist faction or general imperialism. We're there to be conquered/destroyed for whatever reason.
Manamaids: They just wanna have fun and show off their dance moves to a crowd other than their friends! Dwarves and others understandably would prefer they not do that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 20, 2013, 08:25:33 pm
The real strength of dwarves, as in humans, is making weapons that say "F*** YOU" from very far away.

Actually, that brings up a question, how do vanilla elves and humans and goblins stand up? Without modding it seems like they will be severely outclassed. And (I'm pretty sure) we don't want them getting wiped out in world gen.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on October 20, 2013, 10:07:12 pm
The real strength of dwarves, as in humans, is making weapons that say "F*** YOU" from very far away.

Actually, that brings up a question, how do vanilla elves and humans and goblins stand up? Without modding it seems like they will be severely outclassed. And (I'm pretty sure) we don't want them getting wiped out in world gen.

Let worldgen go a long time. They're both immortal, so they eventually outnumber other civs and can usually afford losses that dwarves, humans and others cannot.

EDIT II: Scythods are warriors by nature and design. Dwarves present challenging opponents/prey.
Sequivet: some extremist faction or general imperialism. We're there to be conquered/destroyed for whatever reason.
Manamaids: They just wanna have fun and show off their dance moves to a crowd other than their friends! Dwarves and others understandably would prefer they not do that.

I like the idea that Frog supplied for the Sequivet - a misinterpretation of their holy book making some of them believe that they're The Master Race.
Manamaids: They would enjoy dancing, but probably would want to keep Spawn as captive audiences as they're the only ones who can withstand the sexy moves. My thought is more just periodic dancing-raids to both gain new items and new audiences.
Scythods: yeah, they view dwarves as Honorable Enemies, worthy opponents to test their strength against.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 20, 2013, 10:37:35 pm
Quote
The Squivet have a spear (whirling helix,) some kind of sword, and hammer (tonehammer.)

Huh, looks like a lot of stuff from that old mod managed to make its way in here. Talvi, I love you :)

Whirling helix is basically a giant drill, tonehammer is a hammer that uses high-frequency vibrations to increase the damage dealt (which is heard as a distinct hum while the hammer is in use). Ditto the singing blade, which is what I'm guessing the sword was.
    In the original mod, the dwarves, which were the remnants of a high-tech society that accidentally nuked itself into oblivion, dug the weapons up from old ruins and reverse-engineered them without knowing what they were originally for or called, resulting in the idiosyncratic names. We can just say that the seqivet are using exotic, high-tech weapons the other species aren't familiar with.

Might be best to slow down the seqivet a bit if they're too overwhelming in direct combat, as they're already ninjas with high-tech weaponry.


@Reudh:

Quote
They would enjoy dancing, but probably would want to keep Spawn as captive audiences as they're the only ones who can withstand the sexy moves.

Beautiful. I'd think they've declared war on other species simply because they're trying to genocide the Spawn, which they don't want.


E: I'd rather not have railguns be the solution for everything. They seem more a tactical nuke, to be deployed sparingly in times of need.

EE: I'm sure Splint will now correct me on the definition and usage of a tactical nuke :V

EEE: Also, is misspelling 'seqivet' going to be some sort of running gag? "Squivet" is my favourite so far :p
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on October 20, 2013, 11:41:01 pm
Hey, guys. (: Bit of a busy past few days, but I'm here for a few minutes.

I really approve of Mr Frog's idea of diversity in species, both as a single species having diversity among its members, and diversity among separate species. Vanya was an example of the former, and the scythod culture is an example of the latter. If the seqiv are going to have a culture, let's not let it be absolute... which, I know, is pretty much what you said, Mr Frog. lol   I'm just adding my two cents. Besides, it makes for a better story than "You are in race A, therefore you must kill."

Yes, scythod can get Spawnitis. No, they're actually less deadly in spawnified form, simply because the spawn claws are wimpier than a scythod's hulking scythes. Spawnified scythods are not a thing to be feared... well, besides the fact that they get NOFEAR and NOPAIN and all those wonderful little tags that come along with them. But, they still have blood, and bloodlessness was what made the spawn so powerful in combat.

Mr Frog - yes indeed, I hunted down where you'd linked me to your mod, ages ago, and put everything in, in full. (There may or may not still be a certain reaction for adventure mode that gives the player unwieldy amounts of resources at no cost.)

Seqiviet (I'm game for a running gag) are terrifying in that it's almost impossible to keep them out of an open fort, and the fact that they disappear. It's enough to make a player paranoid, which is an extreme feat for any game, let alone a mod. I found myself checking and rechecking in the middle of peacetime just to be sure that I didn't let any in... and one time completely locking down a fortress because I was SURE there was one running around somewhere (there wasn't). Scythod are different - they're a warrior sort. Their chitin is a tough sort of armor by itself, and although it'll turn some strokes from copper blades, if you get a dwarf with steel armor/weapons, they don't stand a chance in hell. It'll be like flaming pigs and elephants. Otherwise, your dwarves will be outmatched without archers (which do a pretty fine job at taking them down).

Mr Frog - the issue with the railgun is that I sadly lacked the modding ability to mess with reactions on such a large scale as what Splint wanted... Instead, I made it impossible to make bows from wood or bones, forcing the player to use ungodly amounts of metal in their railgun/serrated disc launcher production. Yes, railguns are indeed a oneshot headshot solution for all your problems... provided you get a hit the first time. Their reload time is so ridiculous, due primarily to the incredible weight, that any enemy can close the gap in the time it takes to reload and fire another round. I DID weaken them from Splint's original values, however. They still splatter you into a million tiny bits, but they won't propel you 60+ tiles anymore.

Quote
I imagined the manamaids as being on an imperialistic crusade to spread knowledge of their sexiness through whatever level of force they deem necessary.
Yes. Oh god, yes.
Quote
Manamaids: They would enjoy dancing, but probably would want to keep Spawn as captive audiences as they're the only ones who can withstand the sexy moves. My thought is more just periodic dancing-raids to both gain new items and new audiences.
I'm rofl'ing now. I like that manamaids are laid out to be these terribly misunderstood monsters... They just want to be loved... a little more intimately than anybody would like. :D


Dude, I seriously missed you guys.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 12:18:17 am
@Talvi:

Quote
I really approve of Mr Frog's idea of diversity in species [...]

Yeah, we're gonna have to work in a sympathetic seqivet character in order to hammer it in that they're not all evil. Maybe even a sympathetic Spawn -- they peacefully integrate into other societies in-game, and it'd be cool to see that acknowledged in-story to some extent.

Quote
But, they still have blood, and bloodlessness was what made the spawn so powerful in combat.

I like this. An easy explanation is that the Spawn virus is specifically geared towards turning dwarves, and that other species aren't turned properly and retain 'living' traits.

Quote
Instead, I made it impossible to make bows from wood or bones, forcing the player to use ungodly amounts of metal in their railgun/serrated disc launcher production.

Funny, it'd seem to me that one could make a workaround with custom reactions and workshops for anything... did you hit a problem somewhere? What exactly was intended?

Quote
Their reload time is so ridiculous, due primarily to the incredible weight, that any enemy can close the gap in the time it takes to reload and fire another round.

I greatly approve. This adds an element of risk, and makes it so that one can't just hand a novice marksman a railgun and have an instant nuke -- unless they're skilled enough to have good accuracy, they'll just get shredded while they try to reload.

Quote
It'll be like flaming pigs and elephants.

*blinks* What?


Quote
Dude, I seriously missed you guys.

Same here. Rule #33 of Spearbreakers: Talvi improves everything. I'm even posting semi-regularly now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 21, 2013, 02:20:41 am
If I remember correctly, in medieval times armies would sometimes set dozens of pigs on fire and point them in the general direction of the enemy, they could be devastating to undisciplined troops, but skilled soldiers had no problem. I could be wrong though.

I have no idea what flaming elephants have to do with anything.


Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 05:34:26 am
Dwarf fortress. That's what flaming elephants have to do with this.

And actually the railguns will still punt you a pretty good distance but it requires a center mass hit to accomplish that, just as before. Otherwise it might knock them back a couple tiles but largely just break whatever limb it hit.

Anyway, the issue with production was the skill in battle they were governed by - crossbow - allowed them to be produced for one unit of wood/bonestack at the bowyer, making them ridiculously easy to get a hold of. I've been fiddling with reactions and once I'm finished with the stuff to make them killy, I'm going to test them out (for the curious, I'm working on a small diversified humans mod based on those mentioned in the Timewar.) If they work as planned, then I can handle production stuff regarding them and make them the instant death machines they once/kind of still were or are, as they'll be time consuming to produce but you'll get what you pay for: MURDERCANNONS! Of course said costliness of production means the other ranged weapons will be far more useful/good to train the troops on. Dunno what to do regarding the workshops though...

And actually you're use of tactical nuke was somewhat accurate. Low yield last resort weapon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 11:50:09 am
Quote from: Wikipedia
Historical accounts of incendiary pigs or flaming pigs were recorded by the military writer Polyaenus[7] and by Aelian.[8] Both writers reported that Antigonus II Gonatas' siege of Megara in 266 BC was broken when the Megarians doused some pigs with combustible pitch or resin, set them alight, and drove them towards the enemy's massed war elephants. The elephants bolted in terror from the flaming, squealing pigs, often killing great numbers of their own soldiers.

(emphasis mine)

Seems like a waste of perfectly-good ham to me :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 11:53:19 am
Seems like a waste of perfectly-good ham to me :V

Agreed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 21, 2013, 01:32:59 pm
A sacrifice of bacon is required for all military victories, it's usually eaten though, not set on fire and pointed at elephants.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 21, 2013, 02:41:46 pm
I wonder... would it be possable to have things that when launched turn into vapor? Or am I being silly?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 02:49:22 pm
I think there's a DF hack thing that does something to that effect. Masterowkr used it to create a net launcher.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 21, 2013, 02:55:46 pm
Really? Well, could we make pulse rifles using that?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 02:57:26 pm
If they're intended to be more like a buckshot thing then possibly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 21, 2013, 03:01:30 pm
Well, some of them could.

Or just some crazy form of HMG.  that has no range...
NOT MHG. HMG.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 03:32:37 pm
Re: the railguns being able to be made at bowyer's shops: perhaps it could be fixed by removing WEAPON:RAILGUN or whatever from the dwarves' entity file and adding a custom reaction to make them. This will mark railguns as foreign (and possibly prevent you from getting them from caravans), but you'll still have access to them and will still be able to make regular crossbows out of bone.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 03:33:49 pm
Re: the railguns being able to be made at bowyer's shops: perhaps it could be fixed by removing WEAPON:RAILGUN or whatever from the dwarves' entity file and adding a custom reaction to make them. This will mark railguns as foreign (and possibly prevent you from getting them from caravans), but you'll still have access to them and will still be able to make regular crossbows out of bone.

I'm away of that. Currently working on some reactions and some are working while others... nnnnot so much... But that set-up does have the desired effect.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 21, 2013, 04:26:17 pm
Are regular crossbows still effective? Or are they more a backup weapon now?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 04:37:28 pm
They'd still be the bog standard crossbow that needs a ridiculous amount of bolts to kill something barring a lucky headshot or hit to a major blood vessel.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 21, 2013, 04:58:01 pm
What do the Seqivet look like? Is there a description already?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 05:01:28 pm
There is. They're some kind of wierd tree-dwelling thing. One moment.

A medium sized creature from a distant star. It has a band of compound eyes that wrap around its head. It has four arms, two ending in dexterous hands and two in sharp claws used for gripping tree bark. they also have a long barbed prehensile tail. Not word for word but that's more or less the worded appearance.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 05:35:50 pm
I'm working on a seqiv sketch right now... on top of all the other stuff I'm doing, which is quite a lot.


@Splint:

I'm just about done making banshees, which can potentially kill units from across the map (and through walls) by screaming, forcing the player to engage them directly or risk losing dwarves for as long as they're sitting outside (for more Fun, ambush parties can scream without blowing their stealth, and there's no announcement when they do this). Want to test them out? I'm really hoping to get them into this; it'll be a nice deterrent against turtling (which people are bound to try when faced with the sheer quantity of ungodly horrors in play here).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 05:37:29 pm
That's... A very unpleasant thought. Things killing people through walls and such I mean.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 05:44:27 pm
That's... A very unpleasant thought. Things killing people through walls and such I mean.

Each scream has only a 1% chance of killing its target (because otherwise it'd be a literal bloodbath the second they turn up on the field), and they don't scream very frequently. The real danger comes in when you try to turtle, and then a banshee ambush squad turns up, and then they just sit outside and keep screaming over and over until the fatalities finally start to roll in without warning (not sure how to explain how there's no announcement when they're stealthed -- perhaps they're screaming quietly).

So... wanna test them out? They have the same weapons and general stats as goblins for the time being.

E: Nasty thing is, though, that there will always be a chance of any given squad of banshees insta-killing one of your units the second they arrive on the field. That's okay, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 21, 2013, 05:47:26 pm
I am fearful of them. But may as well put them out for our fool-hardy fellows to try on for size. They certainly fit with the "Inlands = a very very scary place" aspect.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 05:49:44 pm
I am fearful of them. But may as well put them out for our fool-hardy fellows to try on for size. They certainly fit with the "Inlands = a very very scary place" aspect.

'Kay. Just need to polish them up a bit more, then I'll post them on DFFD/my mod thread. I'll do my part to test them out, too, but I don't have as much spare time as I'd like at the moment (need to memorise 5 pages of dialogue by Sunday for drama class o_o;).

E: Here it is. (http://dffd.wimbli.com/file.php?id=8058) Haven't tested it very much, so expect weirdness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 21, 2013, 09:38:21 pm
I'm sorry if this has been brought up already, but I think I have an idea to explain the Sequiv. If you'll permit me...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 21, 2013, 09:45:35 pm
I leave for two days. TWO DAYS.
And the best thing to happen to this thread... well, happens.

SBII will be the best god-damned thing in the history of god-damned things.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 10:34:32 pm
@Baffler:

I don't like that explanation. It's stupid. Okay, that's going a little far, but I just woke up from an unscheduled nap and am both disoriented and very grumpy, so bear with me for a moment.

Ahem...

Spoiler: Rant Warning (click to show/hide)

Ahh, it's good to be back.

Anyways, I'd promised myself I'd try to be more open to others' ideas this time, but I just don't like this one, sorry :(  You're free to defend your idea if you think I've misunderstood something, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 21, 2013, 11:03:25 pm
I'm sorry if this has been brought up already, but I think I have an idea to explain the Sequiv. If you'll permit me...

Spoiler (click to show/hide)

@Baffler:

I don't like that explanation. It's stupid. Okay, that's going a little far, but I just woke up from an unscheduled nap and am both disoriented and very grumpy, so bear with me for a moment.

Ahem...

Spoiler: Rant Warning (click to show/hide)

Ahh, it's good to be back.

Anyways, I'd promised myself I'd try to be more open to others' ideas this time, but I just don't like this one, sorry :(  You're free to defend your idea if you think I've misunderstood something, though.


I believe he was saying that they simply are so advanced that they don't realize that the people of Everoc are sentient or civilized since their notion of "sentience" and "civilized" is based on a culture which is so advanced.

I feel I worded that badly, but I'm typing 1:01 in morning because of no sleep. I'll clarify after you guys leave your criticism and questions so I can answer in one post.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 21, 2013, 11:37:33 pm
@TalonisWolf:

I'm not sure how I feel about that one. There are indeed many historical examples of human colonists viewing less-advanced natives as sub-human, but this feels a lot more extreme -- like they're failing to even acknowledge that the humans/etc. are sentient, which comes off as a glaring lapse in judgement. And it also falls into the trap of treating the entire species as absolutely-monolithic -- I'd think that at least some seqivet would sympathise with the 'lesser' creatures even if they were too afraid to voice it.

I'm not entirely-averse to this particular interpretation, but I still like my idea better (because, to put it bluntly, I'm an egocentric dickhead).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 22, 2013, 06:10:40 am
This goes with the "Some are dicks, some aren't" version quite nicely. Group A wants to just do their thing and not have other races suffer/get involved in any capacity besides maybe trade.

Group B is a bunch of high and mighty pricks who view everyone else as less than their own race and are willing to cut them down for the slightest thing/to get at things that they might want or need, while veiwing Group A as a bunch of bleeding hearts that care a little too much about the savages and have no stomach for a fight when one is deemed needed. Group B is also probably the vengeful sorts of the populous.

Group C is the "leave us out of your arguments" silent/not really vocal majority, simply trying to go about their day. If they feel fighting the various critters such as dwarves or humans will be worth it (say to get a few metric fucktons of raw materials they need for their tools and such,) then they'll fight but otherwise like Group A would much prefer keeping to themselves, and interaction with other races to a minimum.

Group A and B are essentially the extremes, with A being our equivalent to animal rights people (that paints them as dicks still don't it? :P) and B being full blown "FUCK EVERYTHING" and willing to kick the utter shit out of anything and everything for whatever reason (revenge for some of their fellows, resources, or if the Seqivet don't frown upon slavery, even beating down and subjugating them; after all, they don't seem like the types to work underground for long periods of time.) This group may also count generally belligerent jerks looking to cause trouble for the sake of causing trouble, much like manamaids who go out looking for fights because they find it fun.

I dunno. I just woke up so some of that may lose cohesion or sound repetitive.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 22, 2013, 02:12:13 pm
@TalonisWolf:

I'm not sure how I feel about that one. There are indeed many historical examples of human colonists viewing less-advanced natives as sub-human, but this feels a lot more extreme -- like they're failing to even acknowledge that the humans/etc. are sentient, which comes off as a glaring lapse in judgement. And it also falls into the trap of treating the entire species as absolutely-monolithic -- I'd think that at least some seqivet would sympathise with the 'lesser' creatures even if they were too afraid to voice it.

I'm not entirely-averse to this particular interpretation, but I still like my idea better (because, to put it bluntly, I'm an egocentric dickhead).

Went back through and found your idea(s), and I agree with you. When I posted, my Ipad would only load the last page of the thread(retrospect:should've waited to learn more. This is MY FAULT for pure idiocy.

However, I wasn't saying your idea was bad, just that perhaps your interpretation of Baffler's idea wasn't what he was trying to say.

Also, on that: I was trying to say that they are so intelligent that they look at us like we'd look at a monkey-smart, we'd still "eliminate" them for timber or cropland. Again, my fault for bad wording.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on October 22, 2013, 02:18:27 pm
This may just confuse everyone even further, but once more, if you'll permit me...

Spoiler (click to show/hide)

I do admit that I'm not quite as enthusiastic about the idea as I was when I first posted it, and am certainly not expecting people to just go along with this. I just don't think I explained it adequately above, but I still do stand by the idea.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 22, 2013, 02:43:21 pm
So how do they communicate? Vocial, mental, what?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 22, 2013, 03:32:30 pm
I think he's implying they communicate through pheromones?

EDIT:@Baffler

Don't take any of this personally, Mr.Frog just wants the best for his brainRAWs(brainchild as well?).

HellSpearbreakers, that applies to everyone in this thread, if you really think about it. The !!FUN!! has captured ourhearts dwarfiness.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 22, 2013, 03:41:20 pm
Allright. Makes some sense, humans even communicate that way to an extent.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 22, 2013, 10:41:19 pm
I think he's implying they communicate through pheromones?

EDIT:@Baffler

Don't take any of this personally, Mr.Frog just wants the best for his brainRAWs(brainchild as well?).

HellSpearbreakers, that applies to everyone in this thread, if you really think about it. The !!FUN!! has captured ourhearts dwarfiness.

This is really sweet. And I'm not even being sarcastic --

WAIT.

Quote
Mr.Frog
Quote
Mr.Frog

Spoiler (click to show/hide)

E: On-topic... There are other cues besides language that a species is sentient. I don't see why the seqivet wouldn't notice other obvious evidence of sophisticated intelligence, such as the development of advanced tools and artwork.

Incidentally, as long as I'm taking Baffler's idea apart, I think it only fair that other people give my idea the same treatment, if they like.

E: Ack! I keep saying 'sentient' when I mean 'sapient'! I'd never let that slide if I caught someone else doing it >>;
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on October 22, 2013, 11:09:46 pm
YoUr SoUlS BeLONg tO TERRY nOW!!! ScREaM MorTALs!!!!!
also congrats on finishing...reading 36 right now...

*Crackles Insanely*

I read Deathgate...both of them...Murdermachines will triumph over deathgate soon....very soon.....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 23, 2013, 02:02:24 am
I think that, for story purposes, we should make sure that sapient creatures have some ability to vocalize. Things like pheromone communication seem like they would be difficult to write.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 23, 2013, 11:24:26 am
Sign me up for a dwarf in the next fortress. I don't know if i'll write anything seeing as i kinda quit playing ages ago, but i still love stories like these. I'll have to finish reading spearbreakers though. Who knows? I got a netter computer now. Maybe i'll start playing again.

Also, i'm not in the casualties list, even though someone told me my dwarf died.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 23, 2013, 11:28:23 am
You died in an alternate run that was caused by The Master accidently'ing an outpost liaison.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 23, 2013, 11:44:45 am
Oh master, you get into the craziest shenanigans. Sorry for the trouble. I feel guilty for abandoning this story after i promised so many times to write.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 23, 2013, 11:45:31 am
Don t feel bad, I'm ina slump with my own projects and I never finished my parts of the timewar.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 23, 2013, 12:09:25 pm
Well, we'll have a whole sequel to fill in the plot holes left by this story. Should be plenty of opportunity to write.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 23, 2013, 12:14:54 pm
I just started rereading the doc. It's getting me jazzed up abou DF again. When i get home, i think i'll give it another go, but i've got a lot of stuff to catch up on, not to mention all the rust i've accumulated in the year or two since i last played
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: TalonisWolf on October 23, 2013, 03:57:25 pm
Ok, so bump and I just read this while re-reading the dfhack readme.

Quote
Siege Engine

The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.

I instantly thought:
Quote from: Splint
Dear god, mugapults....Mugapults could be a reality... THIS IS FUCKING GENIUS!!!

Is that odd?

I'm not familiar with dfhack, but does this mean there will be Mugapults?
If so, I preemptively claim a dorfing of a siege engineer/mechanic. Unless Splint wants, as this was HIS brainchild.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 23, 2013, 04:32:57 pm
Speaking of siege weapons, will there be a mounted railguns? I remember a conversation about them, but I don't recall what the decision was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 23, 2013, 04:33:42 pm
I think we cant make siege weapons so it would have to be a "animal".
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 23, 2013, 04:41:41 pm
It would indeed be possible to have something akin to an emplaced rail cannon "workshop" and have a dwarf be transformed into a weapon operator for a short time (with the temporary transformation's wearing off meaning they ran out of slugs to fire)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 23, 2013, 04:51:06 pm
I think he's implying they communicate through pheromones?

EDIT:@Baffler

Don't take any of this personally, Mr.Frog just wants the best for his brainRAWs(brainchild as well?).

HellSpearbreakers, that applies to everyone in this thread, if you really think about it. The !!FUN!! has captured ourhearts dwarfiness.

This is really sweet. And I'm not even being sarcastic --

WAIT.

Quote
Mr.Frog
Quote
Mr.Frog

Spoiler (click to show/hide)



Did I just make Mr Frog mad?

Please, make my death at least slightly less painful...or at least entertaining.



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 23, 2013, 05:03:37 pm
He didn't decide to tear out your entrails and shove frog moss down your throat to make you final moments one of the worst trips ever, so I think you're good.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 24, 2013, 12:59:29 am
Is "frog moss" going to be included in the mod? It could be a gather able plant (not farmable) that brews into an alcohol which causes nausea, disorientation and increased skill gain. (If everything that's been said about it is canon)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on October 24, 2013, 01:46:29 am
Is "frog moss" going to be included in the mod? It could be a gather able plant (not farmable) that brews into an alcohol which causes nausea, disorientation and increased skill gain. (If everything that's been said about it is canon)

Hey, that's a pretty cool idea, if only we could implement that. I remember something about someone suggesting coffeehouses for dwarves, but it was kind of hard to make. I dunno, an interaction that creates boiling coffee fumes that temporarily increase some attributes, I dunno
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 24, 2013, 02:24:57 am
*blinks*

Wait, is frog moss a thing now? Has absolutely every single silly joke I made both in- and out-of-character now officially managed to become entrenched within the canon?

E: I'm assuming this derives from the small gag I did with Mr Frog trying to brew cave moss.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 24, 2013, 03:20:24 am
I believe so. I don't remember the exact effects but I know know it wasn't always positive.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 24, 2013, 10:16:38 am
If I remember correctly, frog moss has had effects ranging from nausea and vomiting to increased skill gain and delusions. Overdosing can cause strange temporary personality changes.

We could try to put a syndrome in the drink that causes those effects, but I don't know if drinking a syndrome liquid transfers the syndrome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Grim Portent on October 24, 2013, 10:22:23 am
If I remember correctly, frog moss has had effects ranging from nausea and vomiting to increased skill gain and delusions. Overdosing can cause strange temporary personality changes.

We could try to put a syndrome in the drink that causes those effects, but I don't know if drinking a syndrome liquid transfers the syndrome.

Seeing as you get vampirism by drinking vampire blood it should be possible to make a drink that has a syndrome. [SYN_INGESTED] is the necessary tag I think.

I have to commend you all for this thread. It is true dwarfy madness. It is on par with Boatmurdered for reading enjoyment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 24, 2013, 10:31:08 am
I've looked it up and it should be possible. I'll see if I can make some raws and test them out. I'll post them if they work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 24, 2013, 10:35:20 am
We already do have frog moss in the SB mod. I'm just worried about what it'll do to my workers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 24, 2013, 11:45:15 am
First mention of the effects of frog moss:

Quote
The cave moss experiment was a failure. I’m still tasting sounds and have only recently started to regain feeling in my extremities.
On the plus side, the potent neurotoxic and psychoactive effects give me hope that, once I’ve isolated the active compound, we’ll be able to make millions selling the stuff for military and recreational purposes.

So, numbness/paralysis and sensory hallucinations. Yummy. Guess increased skill gain was a later addition?

Also, holy wow was Mr Frog's characterisation different way back when. He was still an ill-tempered self-absorbed cynic with a badly-defective moral compass, mind, but he also had this sort of dissonant optimism that was rather-creepy IMHO. Wish I/we had kept that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 24, 2013, 01:28:25 pm
So I think that in the course of six hours of nonstop playing yesterday, I've got the gist of dwarf fortress again, so when the new thread starts, I'll definitely be there for a turn. I still haven't gotten into half of the farming stuff or any of the newer features, but the thing that really bothers me is this: I have a stone stockpile marked and thirty or so idling dwarves. WHY WON'T THEY PICK UP ANY OF THE STONE LYING AROUND.

So yeah... frog moss...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 24, 2013, 02:04:04 pm
It was either skill gain or increased speed, and it was mentioned in (I think) one of the later journals.
Both skill gain and speed increases can be done with syndromes. I like the idea of frog moss having a beneficial effect, in addition to the numbness and hallucinations. I also like how frog moss is now almost canon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 24, 2013, 02:20:26 pm
Frogmoss sounds sorta like booze in one mod verson of DF.

DFFS.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 24, 2013, 03:12:12 pm
WHY WON'T THEY PICK UP ANY OF THE STONE LYING AROUND.

My immediate thought is that you have the stockpile in question marked to use wheelbarrows but don't actually have any wheelbarrows.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 24, 2013, 03:14:55 pm
They still haul to it then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 24, 2013, 03:23:24 pm
Numbness could be seen as a good thing in itself, seeing as how it makes the victim immune to pain.

E: Also, gotta love how two of our formerly-most-active contributors have now returned after the fortress has already ended (three if you count that I'm now posting and contributing to discussion regularly again, and consider me to have been at some point 'active').

EE: Also, Asea is both spelling and punctuating correctly and has just managed to possibly correct me on a gameplay fact. *sniff* I'm so proud.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 24, 2013, 04:45:39 pm
It could be that the stockpile is set to only take stone from a specific source. Also, I think that when a stockpile has wheelbarrows, dwarves will only use the wheelbarrows to haul stuff. So it could be that stone is being hauled, just not by everyone. I would try unassigning the wheelbarrows.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 24, 2013, 04:54:00 pm

EE: Also, Asea is both spelling and punctuating correctly and has just managed to possibly correct me on a gameplay fact. *sniff* I'm so proud.
Did not know that it was at that point yet. I blame SS13.
And my refusal to bring wheelbarrows with me on embark.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 24, 2013, 07:27:18 pm
This is embarrassing. I was going to save my fortress when I accidentally abandoned it... maybe I was the one on frog moss...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 24, 2013, 07:32:45 pm
Oh god, ever see something you did once and just scream at how bad it is?

Well, i saw a post I made around six months ago...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 24, 2013, 07:33:45 pm
Oh god, ever see something you did once and just scream at how bad it is?

Every. Day. Of my life.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 24, 2013, 07:34:14 pm
Really? But... your things are good...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 24, 2013, 07:34:45 pm
Oh god, ever see something you did once and just scream at how bad it is?

Well, i saw a post I made around six months ago...
Pretty much anything my past self did two years ago

and I agree with Asea
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 24, 2013, 07:36:00 pm
Really? But... your things are good...

There are things I hath done that  would be best served under an impregnable mound of dirt.

However that is not the case, but people here needn't concern themselves with that.... Unpleasantness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 24, 2013, 08:01:24 pm
School is DONE, I have TIME and MONEY, and by the time SBII rolls around exams will be done, so...
Please sign me up for a turn!
And a preemptive dorfing, as... hmm...
Dorfing as EightTimesNine, profession: metalworker/speardorf, profession title: The Creator, male, and high musicality if possible :3

Trust me, I can do this this time! No more overrunning turns!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 24, 2013, 08:11:43 pm
as a side note, in the past year I got into both Doctor Who, and My Little Pony (first one doesn't matter, just thought I'd mention it), and I've been wanting to write a DF style Fimfic about ponies settling the mountain Canterlot's currently on and opening up the circus. It would be written in journal entries of course. :D

I would write it, but I've currently got my hands full with something else so...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 24, 2013, 08:14:44 pm
Ah, the contagion claims another victim. Welcome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 24, 2013, 08:35:50 pm
Interesting... the mental capabilities of Subject: Eqsilon must have simply been dormant, and have now claimed another mind for its network... The bulwarks must be notified. And yet Subject: Entropy seems to coexist with it. Again, interesting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 25, 2013, 01:10:08 am
Oh god, ever see something you did once and just scream at how bad it is?

Well, i saw a post I made around six months ago...

This thing has been around for over a year and a half, and in that time, we've all grown and changed as people. I'm sure we've all made at least one post that we'd like to slap our past selves over. (Several, in my case.)

Also, I see that yet another has been assimilated into the glorious brony collective. ALL SHALL FALL BEFORE OUR LOVE AND TOLERANCE. FRIENDSHIP IS MAGIC. REJOICE. REJOICE.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 25, 2013, 01:13:37 am
As soon as your typing switched to capitals, my inner voice switched to Dalek
(Specifically around REJOICE REJOICE, it's the same thing as exterminate, but kinder)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 25, 2013, 11:58:13 am
Love and tolerance my ass. They say they're all good and such but the minute you upset them beyond hurt feelings? They'll gladly disembowel you and leave you and your buddies' corpses out to rot and be picked over by vultures.

Testing in earnest so far has yielded two things.

1. Elves want to steal our stuffs. Wasn't expecting that.
2. Pit Gorlaks and Battleyaks do not fuck around.
3. I need a new embark because the one I was using had no weapons grade ores.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 25, 2013, 01:35:19 pm
As soon as your typing switched to capitals, my inner voice switched to Dalek
(Specifically around REJOICE REJOICE, it's the same thing as exterminate, but kinder)

If ANY of you turned into a Dalek, mankind would be doomed.

Just Mr Frog would have moved onto conquering the universe by the time The Doctor caught on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 25, 2013, 02:42:16 pm
@Splint The elf thing is strange, but it sort of makes sense. I imagine that elves are generally outclassed in this area, and so have resorted to theft to get the weapons they need. (Also, you said two things, but put three in the list, was that on purpose?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 25, 2013, 02:54:56 pm
Yes, because I decided to see what my map had for metals as I typed that. Sphalerite. Nothing but useless, uesless, Sphalerite.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 25, 2013, 03:56:47 pm
I was trying to find a good name for my new fortress using the random(r) function, and this came up:

Lokumnnicat, a.k.a Spearchains

  :o

The perfect mix of Spearbreakers and the new additions to it's world...can we use this?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 25, 2013, 06:30:01 pm
When is Spearbreakers 2 set? Is it contemporary to Spearbreakers, or is it after? If after, how long after?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 25, 2013, 06:41:39 pm
We aren't sure yet, but after.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 25, 2013, 07:20:00 pm
Spearchains
I love this name.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 25, 2013, 07:27:17 pm
Whatabout Brokenspears for a name?
Bonus if its the last place of the nation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 25, 2013, 07:30:50 pm
Whatabout Brokenspears for a name?
Bonus if its the last place of the nation.

Nah, too many dead civ games going as it is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 25, 2013, 07:46:19 pm
Pity. May have resulted in some interesting stories.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 25, 2013, 07:46:34 pm
I'm torn between Brokenspears and Spearchains. Brokenspears is nice because it's a continuation of Spearbreakers, but it's also a bit too similar.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 25, 2013, 07:57:08 pm
Shatteredspears? Shattered's in the dictionary, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 25, 2013, 08:00:10 pm
Is it?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 25, 2013, 08:09:42 pm
That's what I asked. (Right?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 25, 2013, 08:11:14 pm
I'll keep Spearchains on file for a name.

EDIT: I'm starting up another community game since I enjoy doing those things. YOu guys seem a thousand times more reliable for  input on stuff, so I'd greatly appreciate your participation. A shame to plug I know, but I have to do something right? (http://www.bay12forums.com/smf/index.php?topic=132484.0)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 01:44:13 am
Haven't gotten a direct yes or no from Splint on whether banshees will be included, but on the off chance that someone here cares: I've been doing a bit of Fort Mode testing, and even random banshee thieves seem to use the screaming interaction while fleeing (and presumably while stealthed). Haven't gotten any actual fatalities yet, but they'll probably be unavoidable (albeit small in number) in the long run. Haven't gotten a full-on assault yet, but I may need to turn the frequency of their screaming down if too many deaths result.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 26, 2013, 06:18:25 am
Haven't gotten a direct yes or no from Splint on whether banshees will be included, but on the off chance that someone here cares: I've been doing a bit of Fort Mode testing, and even random banshee thieves seem to use the screaming interaction while fleeing (and presumably while stealthed). Haven't gotten any actual fatalities yet, but they'll probably be unavoidable (albeit small in number) in the long run. Haven't gotten a full-on assault yet, but I may need to turn the frequency of their screaming down if too many deaths result.

So Banshees are basically the bane of Turtling, and will probably force players to take them head-on regardless of other problems(spawn siege).

EDIT: "full-on assault" means they siege, correct? 100-plus banshee siege, coming up!

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 26, 2013, 09:11:25 am
I haven't done much testing for them because I've been working on my varied human cultures things. I think an announcement that they've screeched at someone for balancing reasons would be fair, with the main result being excruciating pain (because of the piercing scream those things make) with the low chance of killing someone retained. That would mean a large attack would enevitably knock out any attempts to repel them from range due to the screaming causing many of the marksdwarves to pass out.

This would also however make the pit gorlaks and battleyaks much more useful than they already are if they're resistant to pain; a charge of them into a banshee attack would cause them to  all scream and then a melee or ranged squad could get to work before they can ready their lungs again, following close behind the battleyaks and gorlaks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 12:09:35 pm
@Talonis:

I certainly hope that they don't siege in waves of 100, as a salvo of 100 simultaneous banshee screams would have a 2/3 chance of taking out at least one dwarf, and they can scream approximately once every seven days.

But, yes, that is more-or-less the point of banshees -- forcing the player to come out and attack instead of just waiting them out (to that end, I should probably give them the [SIEGER] tag to make them wait outside and scream instead of charging into your spike traps).

Their other purpose is to ensure that the player is never truly safe and secure, as there is absolutely no way to fully-defend against their screams -- you will almost certainly lose at least one dwarf to them over the lifetime of a fortress, no matter what, which forces you to adapt. One problem I had with DF that made me stop playing after a bit was that it was too easy for me to make my fort completely-safe -- I don't know if I'm too good at the game or what, but all my forts eventually reached the point where every conceivable threat had been completely-neutralised in advance simply due to good planning on my part. Banshees, by contrast, are capable of throwing a wooden shoe in even the most stable fortress by virtue of being a threat that is impossible to fully-mitigate.

@Splint:

There is an announcement when an unstealthed banshee screams, but I'm wary of adding such an announcement for stealthed 'shees, as it seems silly to have them make noise while ostensibly sneaking. (E: My explanation for this is that they are capable of screaming at frequencies dwarves cannot actually hear, and intentionally lower the pitch to audible levels when in direct conflict for the sake of intimidation.)

Making their screams have effects other than a 1% chance of death is a good idea on its own merits, but might not work in practice due to the bug where saving and reloading causes all possible effects of an active syndrome to activate -- basically, saving while a dwarf is writhing in pain from a banshee scream would cause them to instantly bleed out upon reloading even if they'd have otherwise survived. I'm not sure if I can get around that -- I can come up with a few workarounds, but they'd have odd side-effects.

E: I could give them a seperate, pain-causing scream. I might even be able to make it so that only creatures with functioning ears are affected by it.

EE: Another reason for no announcements when stealthed 'shees scream is that it forces you to leave your gates open so that ambush parties can come in and fight instead of sitting outside and screaming until someone drops dead without warning. If there was an announcement, then you could simply shut your drawbridge all the time and only open it once you get the announcement.

EEE: Also, on a lark, I came up with some achievements for each of the modded hostile races that I'm aware of (except Jackborgs, as I don't know enough about them:)

Spoiler (click to show/hide)

E^4: Added a few achievements that Cynm suggested.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 26, 2013, 04:12:02 pm
Rock, Paper, Scythoid:
Kill a a Scythoid with a rock fall trap.

Not so Deadly:
Wrestle a Scythoid to death.

Not a Fan:
Kill a Manamaid before it has a chance to bust a move.

Preemptive strike:
Take out a Sequiv ambush as soon as it enters the map.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 26, 2013, 04:47:47 pm
i think Spearbreakers II would have enough problems without having to leave it's gate open all the time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 26, 2013, 05:49:17 pm
Given the part necromancers played in Spearbreakers, this is only fair:

Necromancers

Reanimate:Have necromancers reanimate one of each type of sentient race in the game.

Weaponize Death:Trap Necromancer(s) and make a zombie-filled moat.

(have some way to dump corpses in & a way to destroy zombies for the sake of FPS, bonus if said method doesn't kill Necromancer, making moat reusable)

Opps:Necromacer breaks free within fortress corpse stockpile, but is still defeated.

Miscellaneous

No such thing as overkill: Headshot 20 siegers with railgun/plasma rifle

Mugged: Hit 30 targets with mugapult(s) (if there are other mug weaponry, or a dwarf randomly decides to use a mug as their weapon of choice, it counts).

Mug Up: Buy out every caravan (possible exception if trying to incite war) with only MUGS-bins are allowed? Not? Communitys decision.

Herculean Might: Wrestle a mighty spawn to the death and miraculously win. (This happens I owe you a drawing of a Masterfully Engraved Mug  8) )

Pandoras Box: Trap some enemies in "cells" which can be opened against enemies. Bonus if used to eliminate cavern mega beast before clearing it out. Bonus if you claim said cavern for your own use.

Hell is cheery this time of year: Send your dorf into hell for vacation, without any casualties during your turn due to demonic entities.

EDIT: Does Splint mind us laying down challenges on top of a already needlessly dwarfenly difficultIMPOSSIBLEchallenging!!FUN!! Fortress? We hardly need to egg on peoples     
machismo spirit on on in this game.

EDIT of an EDIT: fixed "machoism" to "machismo". Credit to Mr Frog for catching.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 06:53:07 pm
@Cynm:

I like all of those except for Preemptive Strike (which seems hard to recognise). May I add them to the list (with credit)? I think Not So Deadly needs a better title, tbut "Rock, Paper, Scythod" is brilliant.


@Talon:

I came up with them mostly for fun. Splint doesn't have to acknowledge it if he doesn't want to.

E: And the word you're looking for is 'machismo'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 26, 2013, 06:55:02 pm
I wonder... Could we wait until the update to the game?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 07:02:50 pm
Ugh, I'd personally rather not. Trying to guess when Toady will finish any given release is a losing man's game; we could be waiting for months and months (particularly if you factor in how long it takes to fic all the bugs and restabilise the game after such a huge update). And then there's the fact that there's no telling how much of what we've added will still work... It doesn't seem worth it to me, but it's not my decision to make so blah.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 26, 2013, 07:19:42 pm
Allright.
Hey Herr Frog, would you be interested in working on a game of DF made from scratch?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 07:22:46 pm
Allright.
Hey Herr Frog, would you be interested in working on a game of DF made from scratch?

By which you mean..?

E: Oh, that. I dunno, the project's been going on for such a long time now and I'd be completely-lost.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 26, 2013, 07:33:16 pm
Thanks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 26, 2013, 07:45:09 pm
Most of our stuff should be fine, but one of the biggest issues will be climbing. We've have to basically not permit any trap avoidance to be able to do anything since Scythods, the Seqivet, Banshees, and what have you would just climb right over most of our outer defenses, making turtling literally impossible unless we ringed the tops with tons and tons of traps.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 08:22:20 pm
I usually make most of my defenses internal anyway, so I don't think climbing will make that much of a difference. I typically don't bother with external walls except for looks.

E: Simple defense for climbers: build floors overhanging the front of your walls like so:

Code: [Select]
(side view)

  __
,,O,,,,

'_' = Floor, 'O' = Wall, ',' = Ground

The overhanging floor will stop invaders from trying to climb up the wall.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 26, 2013, 10:05:16 pm
Nyeh, that looks... Weird to me for some reason. The edge-o-death just seems much more... Dwarfy I guess.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 26, 2013, 10:25:09 pm
Well, I always build my battlements out a bit...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 26, 2013, 10:59:19 pm
Nyeh, that looks... Weird to me for some reason. The edge-o-death just seems much more... Dwarfy I guess.

;_; But I spent a whole 15 seconds coming up with that design!

Don't come crying to me when your fortress is swamped by Spawn pouring in over the walls en masse just because you didn't adapt your building patterns :3

Well, I always build my battlements out a bit...

Good Asea. *pats head*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 27, 2013, 12:45:03 am
@Cynm:

I like all of those except for Preemptive Strike (which seems hard to recognise). May I add them to the list (with credit)? I think Not So Deadly needs a better title, but "Rock, Paper, Scythod" is brilliant.

@Mr Frog
Sure go ahead. Perhaps "Not so Deadly" could be changed to "Arms Race".

Edit: "Deadliest Predator/Prey"
Have a dwarf discover a Seqiv ambush while hunting. Predator/Prey awarded depending on whether the hunter dies or not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 27, 2013, 12:56:33 am
@Cynm

Rock, Paper, Scythod just made my day week month year.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 27, 2013, 01:55:32 am
Added Cynm's achievements. "Not So Deadly" was changed to "Gloves Off", which may or may not be worse.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: tomio175 on October 27, 2013, 05:37:23 am
"Arms" Race
Have a dwarf beat a spawn to death with a spawn arm. Bonus points if its the spawn's own arm.

TO THE WALL WITH 'EM!
Have a wall surrounding the entire fortress of at least four Z-levels high, manned by at least six dwarven marksmen (armed with crossbows or railguns, care I do not).

Silence in the library!
Kill a Banshee that has entered a room where at least six or more books are stored.

Drowning in fat lute phat lewt treasure.
Have ten or more artifacts created in the fortress.

OH GOD WHAT THE
Be sieged by every single race, at the same time. Bonus points if a megabeast pops up.

Times like these, I wish I had eyelids...
Have an arena battle between scythods and manamaids.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 27, 2013, 01:58:38 pm
For the wall one: Bonus points if the wall is also three times thick and has towers at the corners an extra three levels high.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 27, 2013, 03:13:14 pm

@Talon:

I came up with them mostly for fun. Splint doesn't have to acknowledge it if he doesn't want to.

E: And the word you're looking for is 'machismo'.

Thank you, will edit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 27, 2013, 06:30:04 pm
Fuck The Hunting
Explicitly avoid achieving any achievements.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 27, 2013, 06:40:54 pm
Fuck The Hunting
Explicitly avoid achieving any achievements.

By avoiding getting a achievement, you are unconsciously trying to achieve this achievement, thus making it impossible to achieve.

Or, to word it another way, by trying to avoid getting an achievement, you are actively trying to get this achievement, thus making it impossible to achieve.

Augh, this is almost as bad as a paradox...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 27, 2013, 06:45:45 pm
Fuck The Hunting
Explicitly avoid achieving any achievements.

By avoiding getting a achievement, you are unconsciously trying to achieve this achievement, thus making it impossible to achieve.

Or, to word it another way, by trying to avoid getting an achievement, you are actively trying to get this achievement, thus making it impossible to achieve.

Augh, this is almost as bad as a paradox...

Correct :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on October 28, 2013, 12:54:55 am
A long overdue piece for Tedaz is coming soon. Uhgh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 28, 2013, 12:55:55 am
Good to hear! It'll be nice to have a good read soon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 28, 2013, 01:09:13 am
(Relatively) Good news, people desperate for good news!

Wednesday signals free time for writing, and I have ideas refining in the confines of my minds, so expect the LFTON saga wrapup soon :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 28, 2013, 11:37:45 am
How's about let's not make writing-related promises we might not be able to keep, hm?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 28, 2013, 05:50:07 pm
Now now, let's not be too negative.

Exactly how much does a railgun weigh in urists? What about its ammo?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 28, 2013, 06:04:10 pm
Depends I guess, but I have no idea. Probably a little heavier than a Thompson SMG (since the railguns are primarily made of metal and those are fairly heavy with an unloaded magazine for a scrawny fuck like me) and the ammo is probably fairly hefty for an infantry weapon.

I always imagined that the ones that we'll be using are more carrying a bunch of low capacity mags with big metal spikes in them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on October 28, 2013, 06:32:45 pm
But, do the raws have any actual numbers? Or is weight extrapolated from the material or something?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 28, 2013, 07:12:49 pm
I have absolutely no idea.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 28, 2013, 09:25:53 pm
Pretty sure one can define the volume of a type of ammo in the raws. The mass of a specific piece of ammo is then calculated by multiplying the ammo's volume by the density of the material it's produced from.

E: Also, @TalonisWolf: Broken link alert on your avatar. PM me if you need help with that stuff.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 28, 2013, 10:29:18 pm
How's about let's not make writing-related promises we might not be able to keep, hm?

HISSSSSSSSSSSS

Nah, I can do it this time :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 30, 2013, 12:28:58 pm
Kind of off topic, but tomorrow is the start of National novel writing month. Participants challenge themselves to write 50000 words in one months (~1600 word/day). I'm going to try, but i doubt i'll reach it.

Edit: by tomorrow i meant friday ;-_-
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on October 30, 2013, 01:54:52 pm
I was reading the doc, and there's a missing story part. The third entry Hanslada made in Mitch's year where they fight the vampires. Talvieno, you might want to fix that. Also are you still working on the rest of the doc?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 31, 2013, 07:21:34 am
Nailed it!

Final piece to the LFTON saga. Some is told from the view of other characters, so the subheadings just denote that.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on October 31, 2013, 10:25:21 am
hey guys in the sequel of this, can i be dorfed as well?

Dwarf:chaosmaker
Occupation:Void-Wraith
Reason for comming:due to time space continum being constantly messwed with as well as pyshics screaming out in terror and in a fetal position, a "rip" in reality has happened, due to spearbreakers being the centeral location of this, the surviving dwarves (if any) have unknowingly allowed a "visitor" from the void to come into the realm, and due to the breakdown of reality, the void-wraith finds he has a easy time body snatching any dwarf he can catch. but due to certain...conditions, he seems to cant take over any "dwarves" with a destiny by armok...mostly protected by his will. mostly for his entertainment. (essentally if he chaos dies he takes over another dwarf. an unnamed dwarf)
And the fact hes here for the LOLZ....essentailly he'll do his best to screw every corperation and plan for the fort and its deziens over...essentially beign a thorn in Mr Frogs side he cant get rid of. (if you want his essential them song go to youtube and type in When your evil by Volitair)
Dwarf occupation:metal worker, hes basicly the weapon/armour forger(metalsmith) of the fort. any dwarf he takes over goes to this occupation.
Looks:his arms are burnt black due to an old accident/possession in his original universe, his hide is also ashy grey due to working near a smelter/forge most of his damned life. his beard is short and black, and when hes not near his forge, it seems to "move" via tendrils of blackness. his eyes are red and his hair is also blackend. His blood is nearly lava-like in quality but rapidly cools to normal blood tempertures when it leaves his "vessel". making him almost immune to most injections. (he can be knocked out...but he sees the gases as amusement...because he can simply take over another dwarf and continue on his duties)

considering hes a void-wraith ederichi-abomination from the void due to all the corperations screwing each other over and messing with the fabric of reality, hes now able to run around and cause chaos for every corperation!

hope in  dorfed in the sequel guys! ive read up to 230 now...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 31, 2013, 02:39:26 pm
@ChaosMaker:

-_-;

I'm going to be really brutish here, because your character has successfully rubbed me the wrong way in pretty much every way imaginable. (Specifically giving him a narrative connection to my character was a very bad move, in particular.)

SO. Basically, your character is an unkillable eldritch horror from nowhere (how convenient!) who gets to screw around with absolutely anybody as he pleases with utter impunity (and is immune to poisons!). This is the definition of god-mode, hax, whatever you want to call it. How, exactly, is this guy supposed to be fun for other people to RP with?

Oh, and let's throw in speshul visual flairs like eerie red eyes and shadowy tendrils. Those totally work in a text-based medium, and aren't annoyingly attention-whorey at all. Type, spell and punctuate it all really shoddily, too, so as to dismiss even the slightest possibility that you will write it well enough to make it not annoying.

Lolfail, remember when I ripped you for making your character too speshul? I apologise. This thing is far worse.

tl;dr: This is not some kind of contest to see who can make the most ridiculously-overpowered character, for God's sake. There is no 'winner' in Spearbreakers, but there are losers, and they are the people who make hax characters that are poorly-written and annoying for others to work with.

To be fair, it would still be possible to write this thing well, but you'd be walking a very fine line, and if I may be blunt, you aren't demonstrating that level of writing ability. You want in on this madhouse? Wonderful! But I'd advise that you play it safe, and go with a less-flamboyant character.


@Lolfail:

I may or may not try to critique your writing later, as I skimmed through it and something about it managed to catch my attention. Brace thyself! :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 31, 2013, 03:19:14 pm
Dont worry, Herr Frog is not always this... Limbremovally.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 31, 2013, 03:32:11 pm
Normally I try to look for the best in something, but I have to side with Mr Frog on this one. Near irredeemable and it'd take a hell of a lot of work to save it as is. Took some doing for Rose to get a pass, due to the living shadow she had being able to stop most mortal threats to her either by direct means or at least handicapping attackers, but it couldn't save her from the spawn splitting her skull open like a tissue box.

So refine it as per Mr Frog's aid. Or deranged shouting, whichever you wanna call it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on October 31, 2013, 04:31:56 pm
Justified Ire? Cuz it sounds like the dwarf may have been a troll.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 31, 2013, 05:30:34 pm
Justified Ire? Cuz it sounds like the dwarf may have been a troll.

The thought crossed my mind, but my intuition says it was more-or-less sincere. I'm hoping I'm wrong, and that this was a deliberate attempt to call down the fabled Wrath of Frog (in which case it was highly-successful and I commend you, good sir).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 31, 2013, 06:45:26 pm
@Chaos
Whilst he sounds like a most certainly INTERESTING character, he doesn't seem... appropriate for Spearbreakers.

@Lord Froggenheim
Critique away.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 31, 2013, 06:51:00 pm
I Just want to say, the concept of a guy yelling "double sushi" to cause harm to others is hilarious (I know that isn't what he said.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 31, 2013, 07:20:25 pm
I Just want to say, the concept of a guy yelling "double sushi" to cause harm to others is hilarious (I know that isn't what he said.)

Isn't it what he said?
Spoiler (click to show/hide)

Nah, it isn't :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on October 31, 2013, 09:28:00 pm
meh i admit my ederichi abomination need work, sorry frog.

if anything, all mr frog need sot do is outsmart chaos (lets face it, the damn dwarf-like void wraith spent so much time in the void he doesnt know much crap anymore...basicly pretty much only a regular dwarf at frist, and at least o powers or ability to interact with the mortal world, now if anyone gets in the void...well thats another story althogether) he primarily just wants to make a mess of everything all for the sake of amusement, and he only goes for the weakwilled dwarves (such as those tramitized by an event:aka doesnt care anymore) or just goes for the metalworkers.

If anything he plays as that middleguy that either helps/hinders/or plain out laughs as he/it makes a mess of things...

such as spawn in the base...oh their locked beheind a door? Look theres armed dwarves nearby! Lets see what happens...
Funny lookign rock? Toss it into the dump or take it to the forge and incorperat it into soem desgins...
Funny people runnign away from gaurds? make a trip-wire a bit ahead of them and watch the confused mess of dwarves land in a cleverly disguised channel dug earlier and then watch as they fight for their lives against zombie-hair...or the fact their own beards get cut off and a caged necromancer is nearby to revive the hair into zombie-hair...making them fight their own beards!

funny looking tunnel being made by a lightrbox and someones going through? Bust the box!

essentially he just likes to make chaos around the place. a real bad prankster/manipulative ass that can be shut out of reality for awhile, but alwasy comes back due to the havok on the reality rip.

just in a diffrent dwarf. If anything the body of the vessel does affect his mind-state, if the vessel is happy then hes less prone to mess with everyones hard work...if hes annoyed or angry...well you can all blame your problems one way or another on him...especally if he manages to find a way back into hell to say hello to the demonspawn...and trying to make a Red Monster Sword out of one of their hides and bones...mostly fail;s spectacularly...

anyway due to being in job corps wont have much time to write, sorry i came out the wrong way...my head goes nuts when i get an idea and it was early in the morning....or was it late at night? gah cant remember...

anyway going to go from 230 to current as soon as i can to get the general idea of what the story is like...and tweek chaosmaker appropriately if thing ssuddenly change...

have fun everyone, and thanks for the invite into the madhouse....im sure somehow im going to make things either worse...or better...at which youll bitch and make it 2x worse then before...like the hospital before mitchs reforms.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 31, 2013, 09:42:44 pm
Well Chaos, if he's essentially just a gremlin in a dwarf's body, that's a LITTLE better, but then again I'm not the Frog. Frog?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on October 31, 2013, 10:34:52 pm
hmm yeah sorta like a gremlin...mostly because this was an artifical rip...not a natural one..even then it would only allow him to posses bodies indefinetly...and maybe in storywise influence others...only to a few however (maybe 3-4 others). other then than he just lives to make a mess of the fort...and cause gernal chaos whenever possible, it can be good chaos, or the !FUN! kind. who knows?

besides still havent finished readint the 600+pages of this...spearbreakers is awsome! cant wait for the sequel if you guys all decide on it!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on October 31, 2013, 11:20:02 pm
@Chaosmaker:

I'm going to be chewing on Lolfail for now, so I'll pen you in for tomorrow <3


@Lolfail:

Imma post this in the main thread, as I don't have anything particularly-nasty to say (for once) and so don't have to worry about starting a ‼DRAMA‼, and also because it might help others.

(Ahem)

My biggest complaint here is that you aren't using paragraphs enough. True, like 95% of all English grammar constructs, they aren't strictly necessary -- but, like 99% of all English grammar constructs, they help immensely. I'll post the middle section with line breaks inserted, to give y'all an idea of how much easier it makes it to read:

Spoiler (click to show/hide)

It can be a bit hard to judge where to put line breaks, but you should always do so to prevent your writing from turning into a Big Ol' Wall O' Text. Basically, put one in whenever something new happens (that isn't directly caused by something you just described), whenever the subject changes, whenever someone finishes speaking, or generally whereever the narration shifts gears slightly. You may need to get a bit draconian when dealing with a huge paragraph such as the one above which is all basically describing the same course of events.

Simply stating who the narrator is whenever it changes works well enough, but I feel as though there may have been a more-graceful way to integrate it, though I'm buggered to think of what it could be.

Your handling of dialogue could be a bit smoother in spots... like here:

Quote
At this, the bastard smiled. "A number I may be but your name, I'd like to point out, is an insult. Not even to any opponent; your very name insults you, which is why you prefer 'Old Creator', I presume?"

It would have read a bit more smoothly to my eyes had you put a semicolon instead of a period after "smiled". You do something like this at other points, though, so I'd assume this was a random slip-up.

As far as positive things go, you're quite articulate. You have a fairly-good, varied vocabulary, but you use it properly -- you don't go overboard with the two-dollar words (at least not enough for it to get grating).
    You do seem a bit reluctant to use pronouns sometimes, though -- at one point, you referred to someone as "the bastard" twice consecutively, which jumped out at me. We already gathered that the narrator thinks the subject is a bastard -- no need to state it twice. In situations like that, just use 'he' or such. The thing with using lots of descriptive terms is that if what they're describing has already been brought to the reader's attention, they're just dead weight.

I could probably find more little things to bitch about if I really tried, but I just took my sister trick-or-treating and I'm tired. I don't know much about the story you're writing, so I'll refrain from commenting on the subject matter, as I'd have no idea what I'm talking about.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on October 31, 2013, 11:23:45 pm
@Lolfail:
-snip-

Thanks a million :D
I'll remember for when I write for SBII.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 01, 2013, 01:07:15 am
Will Mr Frog (as a character) be returning in Spearbreakers Two.

Unrelated, I was thinking of writing as a Scythoid captured by the dwarves of Spearbreakers Two, comments?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 01, 2013, 01:29:35 am
sounds intresting, not sure what it is...mostly only on page 230 right now, will read more tomorrow. hope spearbreakers 2 comes out soon! will refine my char allot more by then. basicly i just jumped the gun...sorry again.

Still looking to see what crazy shit goes down in spearbreakers 1....and if its going as i think its going. it probably will surpass deathgate in the sheer madness that happens, at least your save file wasnt eaten by terry as we call it. (read the deathgate story if you dont know what terry is)

those poor, poor madened dwarves stuck forever in that save limbo, trapped by a chaos-god forged from the sheer crazyness of the crap thats happened.

Good luck guys and happy holloween!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 01, 2013, 01:40:23 am
@Cynm:

I'm pretty sure at least one Mr Frog (yes, there are in fact two running around) managed to make it through the flustercluck unscathed (can someone who's been following along better confirm this for me?). Whether one or both can reappear in the sequel depends on the narrative choices made by Splint et al, but he should be able to survive for quite a while, as high gnomes age very slowly -- he's ~240 years old at the very least, and appears middle-aged at the very oldest.
    I'll try to have them back for the sequel, in light of how ridiculously-popular Mr Frog seemed to be, but I also want to try writing a new character if that's okay with everyone.

Since both Mr Frogs are persona non grata at any place under the control of either of the major megacorporations and would likely be targeted by the remnants of Eris for helping take down Joseph (I think? Did that happen?), they'd probably try to stay in the shadows and manipulate things behind the scenes. They're responsible for a lot of bad, and I recall a significant part of their character being wanting to right the wrongs that they'd caused under Ballpoint, so they'd probably focus on doing that. I'm thinking some sort of covert operations group lead by the two Frogs for the purpose of either researching and eradicating the Spawn, fighting Ballpoint, or both.

Can anyone tell me where each of the two Frogs were at the end of the story, and whether they were aware of each others' existence?

Also, a scythod character would be fun to write, but make sure you actually understand the scythod before trying to write one (LESSON ONE: there is no 'i' in 'scythod'). It may be best to post a sample of how you think you'd like to write it before trying it for realsies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 01, 2013, 01:47:41 am
As far as I know both Frogs are still alive and both are aware of each other's existence. Frog two, the one in Spearbreakers, does not know where Frog one is. Frog two is aware that he is a clone. Frog one is still at Too Perfect Guy Who's Name Escapes Me's headquarters.

That is, if I remember correctly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 01, 2013, 01:58:27 am
Now I really want to write a (non-canon) Zedo V Scythod fight... Perhaps later.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 01, 2013, 02:03:54 am
Okay. I think Frog was supposed to have killed Joseph in one of Talvi's last stories (according to Talvi), but I don't think he ever posted it. I'll just have to work under the assumption that Frog2 successfully killed Joseph and that both he and Silena managed to escape back into Everoc and possibly reunite with Frog1. Eris and its ideology still more-or-less exists, but is severely-neutered with their psychopathic (if-brilliant) leader put down.

Also, I just had a horrible idea...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 01, 2013, 02:12:20 am
Also, I just had a horrible idea...

Spoiler (click to show/hide)

Spheal of Approval!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 01, 2013, 02:31:26 am
My two cents.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 01, 2013, 02:52:08 am
Mmm... Mr Frog doesn't do Science Vs Magic. As far as he's concerned, "magic" is just another word for science anyways. You must remember that Frog comes from a different world, and repeatedly refers to magical phenomena as though it's something that's just as well-understood and documented as magnetism and gravity. The only reason he doesn't use magic himself is because, to be blunt, he sucks at it -- he has very limited reserves of magic power, and the smallest spell exhausts him.

A loophole in your argument is that Mr Frog doesn't respect or care for anyone save for himself. He is intensely-arrogant and self-absorbed, and keeps pawns rather than friends. If Silena was still hanging around Frog2, she'd probably object, but she's about as good at making a point as I am at being tactful.

Still, the fact that it's my character only means so much. If Splint objects, or a bunch of other people object, I won't do it; Mr Frog (and Spearbreakers in general) is meant to be read about and enjoyed by people other than myself. It was really more of a random idea than anything else. I'm a bit on the fence now, as well; maybe Frog would be okay with feeding off people (nonfatally, or so he'd try) so long as it was for a greater purpose, maybe he wouldn't.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 01, 2013, 07:18:04 am
If memory serves the copy has become a much more stabler and "normal" individual due to prolonged exposure and operation with the Everoc natives while the original is the one who is the one with questionable personal morals and whatnot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 01, 2013, 07:45:07 am
I personally think Frog would be fine becoming a vampire for the purpose of immortality, but surely if his morals hold through his vampirism, he would devise a way to 'feed' without ever having to bite anyone - perhaps synthesising the required nutrients in his lab. That way, his vampirism could never be discovered unless he bared his fangs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 01, 2013, 11:46:09 am
 I agree with what Splint said. I think that part of the problem right now is that we have two Mr Frogs running around who look the same, and yet have been said to have very differing morals.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on November 01, 2013, 01:53:37 pm
To the best of my knowledge, Spearbreakers II hasn't yet been decided, so it seems to me like everyone's taking their characters from the first fortress to the next one. if that is the case, I'll either abandon Terrahex the dwarf as a character or (actually I will either way) start up a new one under the name of Hex. RPing as a shy dwarf was fun, but I feel like he's run his course. In a fortress full of weird dwarves, I'm going to be playing as a relatively normal one. I haven't yet decided but I've been thinking of a dwarf with abnormally bad luck and a sunny disposition that would grow as a character over the course of Spearbreakers II
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on November 01, 2013, 02:06:06 pm
Spoiler (click to show/hide)

Double post :P

I had kind of hoped this had been resolved by now. I'm still making my way through the doc, and I've only just come up on Vanya.

I'm kind of pensive about how this whole fortress will work out. After all, we're not beginning with a blank slate. a lot of story elements (at least a lot more than before) are already defined. a new fortress starting off with just seven dwarves... Those seven dwarves will pretty much define the entire direction the story takes from there.

Fakeedit: my newest fortress just fell to the combined attack of four forgotten beasts during a goblin siege of over one hundred units :P I lost over 80 dwarves to the first two forgotten beasts before my militia managed to kill the one with webs, and I locked the one with deadly blood in a dwarf's bedroom.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 01, 2013, 08:57:22 pm
hmm mr frog as a vampire, ive seen worse.

still as a scientist im sure he would rather make sure it doesnt have any...adverse affects on himself, maybe grab a few specimens and see if he can create a blood subsitute...or even be able to witstand adamantium as a way to keep himself safe. after doing this (storywise) he would enjoy the immortality and essentially do whatever he wishes, maybe even trying to figure out a way to destroy the spawn permamently. mostly in unconventional ways...such as appearing in fortresses and using them as pawns in his self styled war against his own creations.

also revamped my guy-figured the whole ederitchy gremlin thing wouldnt work out aqfter some thinking and came up with what i think is a good alternative and reason why he would come to the new spearbreakers...(if this has a sequel)

Name:Chaos-Breaker

Occupation:metal-worker (weaponsmith/armoursmith)

Home:(any conquered dwarven fortress nearby)

Reason for leaving:home was conquered by demons for digging to deep, only reason he got away was that he hid in the magma forges, and manged to fall into hell with a small band of survivors from the adamantium tube...while the demons were busy on top they managed to wander around in hell with demons picking off the remaining dwarves one by one in !FUN! ways...untill only 3 were left. they managed to find a way out via a old volcano that was on the verge of collapsing, one of the dwarves with a pickaxe stayed beheind to collapse the moutain after finding a critical weakpoint. the other survivor was torn apart by hollistic spawn after a breif encounter. he wandered for days untill he found a caravan heading to a new fortress and with nothing to lose spontaniously decided to try his luck anew...

Personality:very closed off, but can be helpful, is prone to fits of violence when adamantium is mentioned. Also is utterly terrified of the stuff and the words "Clowns" and "Circus". is VERY paranoid on his surroundings and anything reselmbing a screech he dives into cover with anything that can be used as a weapon and will not move untill the "threat" passes...or he collapses from hunger and thirst. either way he doesnt get along well with other dwarves unless hes pretty much forced to. he does seem to prefer using a a spear and axe a times when "conscripted". Also hates being sober to the point of raiding the stores to keep drunk if he has to.

Looks-storywise:is scared and a shaven head, his beard is black and short as well as frayed from his "Adventure", wears form fitting clothes (not skin-tight but practical and easy to get rid of in case of danger).prefers to wear gauntlyes and shoulder armour to cover the demon-fire inflixed scars. which often STILL burn since that time, but ignores the pain...mostly...also if anyone mentions breaching hell he wont hold back any punches...

hopefully this dwarf meets the spearbreakers standards. also the very idea of frog as a vampire knowing only what i know from 1-230...thats either going to be !FUN! or everyone needs to run..very fast...or just knock the other guy down untill we manage to get away as far away as possible. I think i would take a Necromancer Frog then a vampire one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 01, 2013, 09:41:00 pm
Now that is a much more Spearbreakers-y character, Chaos :)
(But look who's talking, right?  :-[)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 01, 2013, 10:06:44 pm
heh thanks, still havent seen yours lol yet...im just on 240...and when mr frog sends V to ballpoint to get his item.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 01, 2013, 10:30:38 pm
Try going into your profile settings and set Posts Per Page to 50 instead of the default 15.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 01, 2013, 11:22:30 pm
I don't really like the idea of killing one Mr Frog (or otherwise writing one out of the story), as it kind of feels like a half-assed attempt at fixing my dumb idea to have him cloned in the first place (the way I look at it, the mess has already been made; might as well make the best of it). I do, however, rather like the idea of having the two Frogs develop in different ways. I don't see the two being all that different in terms of core values, though, at least to begin with. Spearbreakers!Frog would likely be less antisocial on account of being forced to work with the dwarves of Spearbreakers on a daily basis. Eris!Frog would probably be even more arrogant than before, seeing as how he played a large role in felling Joseph.

I seem to remember there being a Thing where it wasn't possible to teleport to any universe at will -- one is only capable of moving between nearby/related universes. Would it be plausible for Eris!Frog to have returned to Everoc, with Silena possibly in tow? The two would probably have the same goal of fighting the Spawn at that point, but they wouldn't meet up immediately -- I see Spearbreakers!Frog as becoming an advisor and weapons engineer for the larger dwarven society (thus explaining the fancy weaponry we get in the sequel), while Eris!Frog vampirises himself (by tracking down one of the few remaining vampires in Everoc) and starts his own independent faction.


@Terrahex:

A lot of things didn't get resolved due to various unfortunate occurrences, sadly. We'll just have to be very careful not to be specific about how certain plot threads concluded when referring to events that happened between SB1 and 2.


@Reudh:

Almost-certainly. Mr Frog's a clever sumbitch. He'd definitely work out a way to feed himself without having to take blood from a living creature eventually.





I'm not going to think of anything specific for my new character yet, save that their name will be Kero if male and Anura if female.

An idea I wanted to introduce before was the existence of a "Cult of Holistic". Not sure how it'd work save that it'd be matriarchal in nature.

E: For the record, I do plan on having one or both Mr Frogs take on an alias so as to ease the confusion.

E2: Random thought... we know souls exist in this universe. It's possible that the cloned Mr Frog literally does not have a soul. Not sure what that would do, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Terrahex on November 02, 2013, 02:55:36 am
Cult of Holistic reminded me of dead spaces unitology. Hopefully not as insane.

(Wait these are dwarves. Insanity x3)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 02, 2013, 03:15:38 pm
Well, I wonder what I will be as. Probably some hanger-on from Stone, one that was left behind for whatever reason.
Either that or they came back.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 02, 2013, 03:19:42 pm
Cult of Holistic: Insane dwarves and others who see the spawn as inherently superior for whatever reason. Seems fitting.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
Post by: ChaosMaker on November 02, 2013, 03:44:54 pm
And I'm a felon. You, intelligent, reasonable, logical people, need me, a highly volatile drug addicted felon, around to calm you down.
...
Society is awesome sometimes.
Anyways. I'm not going to jail monday. This time. If I do, then it's complete bullshit, because I've done everything correctly this time. So, I shall be around to defuse you all. :) In the meantime, I shall post a story update sometime soon, after I have time to collaborate, collate, and edit.


was reading and i found this....

guys...were dwarf fortress players...

if we nerdrage then we nerdrage...

when we argue we argue...

but lets not froget...

if dwarf fortress was real life? and we all took turns running the fortress? Each and everyone of us woudl be pulled into the front of the united nations and tried for every war-crime possible...and numerous other kinds of crimes. Hell each and every one of us would probably be sentenced to existance in prison as well as either being forzen in time to do the time required, and not touch a computer again

so lets not froget....no matter what we do...were dwarf fortrewss players...once we infect somone, they pretty much become a litteral dictator in their own sense, that and were creating abomination's that should not ever have been seen or even plantyed on existancew all for the sake of !FUN!.

this is why we all love doing this...and if this were a job, every damn one of us would be laughing in a massive fricken mansion in the middle of the ocean on our own private island run by automation machines with computers that can take the FPS death crawl...before we decide to do a pointless megaproject that ends up killing the fort or making a tamtrum spiral.

am i right folks?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Tarqiup Inua on November 02, 2013, 04:08:46 pm
You reminded me that I should read "Dirk Gently's Holistic Detective Agency" by Douglas Adams, someday.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 02, 2013, 04:30:36 pm
Havent read that one. Now, the long dark teatime of the soul, that is a good one.

As for the war-crime thing, some of us try to be nice.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: ChaosMaker on November 02, 2013, 04:48:43 pm
This is too good to be true. We're gonna get a siege of 80 Spawn mounted on necromancers or something in a few months, I just know it.

We're gonna get a siege of 80 Spawn mounted on necromancers

siege of 80 Spawn mounted on necromancers

80 Spawn mounted on necromancers

Spawn mounted on necromancers

found this, this image in my mind is so wrong right now.

(dies laughing)

(raises from the dead)

sorry for another post...but this was to good to NOT leave alone....i love this madhouse...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 02, 2013, 05:00:11 pm
Responding to some posts I should have responded to yesterday but didn't because yesterday was an unholy clusterfuck...

@Chaos:

That's a lot better, save for one huge flaw: Volcanoes in DF don't reach all the way down into Hell. Still, if you just get rid of the part where he falls into Hell, the whole thing works pretty well.

@Lolfail:

(But look who's talking, right?  :-[)

Ehh, don't feel too bad about it. I don't really want to explicitly discourage anyone from going off the beaten path, because if I hadn't had the balls to introduce Ballpoint and the other sci-fi stuff half the setting as we know it wouldn't exist.

I see it as a form of risk vs. reward. If a random metalsmith is written badly, no big deal. If a eldritch abomination from the void or multidimensional megacorporation or ludicrously-overimportant Mad Scientist is written badly, a considerable amount of damage can be done to the setting and/or plot.

E: Found this gem:

@Mr Frog: You're dwarf has more different characterizations than there are actual characters in the fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lt_Alfred on November 02, 2013, 05:58:14 pm
Could I be pointed at where the first mention of ballpoint and the other faction (what was it called?) on the thread?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Tarqiup Inua on November 02, 2013, 06:08:15 pm
Could I be pointed at where the first mention of ballpoint and the other faction (what was it called?) on the thread?
Parasol... I believe it is a joke on Resident Evil... I always wondered if name "Ballpoint" is meant to be a joke as well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 02, 2013, 06:38:17 pm
Responding to some posts I should have responded to yesterday but didn't because yesterday was an unholy clusterfuck...

@Chaos:

That's a lot better, save for one huge flaw: Volcanoes in DF don't reach all the way down into Hell. Still, if you just get rid of the part where he falls into Hell, the whole thing works pretty well.

@Lolfail:

(But look who's talking, right?  :-[)

Ehh, don't feel too bad about it. I don't really want to explicitly discourage anyone from going off the beaten path, because if I hadn't had the balls to introduce Ballpoint and the other sci-fi stuff half the setting as we know it wouldn't exist.

I see it as a form of risk vs. reward. If a random metalsmith is written badly, no big deal. If a eldritch abomination from the void or multidimensional megacorporation or ludicrously-overimportant Mad Scientist is written badly, a considerable amount of damage can be done to the setting and/or plot.

E: Found this gem:

@Mr Frog: You're dwarf has more different characterizations than there are actual characters in the fortress.

i read headshoots, at one time a demon came out of the volcano...or was it boatmurdered? anyway point is a demon came out of the volcano from the lavaflow...i think its reasonable that the volcano had a connection to hell for some reason...maybe the magma managed to melt the rock into hell after millions of year of melting the adamantium bit by bit...on ly reason the demons didnt come out was because of the flow itself blocking them untill hell was opened...then the "fresh" air attracted them by the droves. still want my dwarf to have a DAMN good reason to fear hell...and its mostly tied in with his burned arms...demons especally the higher ones tend to enjoy playing with mortals when they can get their claws onto them...personally was hoping to add that bit into my dwarfs story when we get spearbreakers 2 up off the ground...i might or might not be able to try out as overseer

(limited experiance playing the game, and still having a bit of trouble making sure everything works like ironhand and dwarf therapist...plus job corps which is a trade school...limited playing options when i come home every 2-3 weeks you see. probably will get out by april or may next year!)

still if you guys get ideas in your heads that invole chaos please let me know frist. ive had awhile to think up of his character. still reading this frist though-having !FUN! with laughing myself to near death by the hellfest !FUN! you guys come up with, especally the stories...still found telv's V-girl...makes me pity her...then again whos to say cloning isnt an option? after all somtimes clones come with memories of past events their former selves do, and becuase maybe because of some egentic instability or the nervous system isnt just "right"...maybe their just developing in a totally diffrent way.

anyway was hoping people would at leats be okayed with falling into hell, then again maybe a compromise of falling into a magma tube with a couple of survivors and then being on the run from demons? *a tube close enough to have weakened adantium patchers showing perhapes?* would explain the volcano collapsing. after all ive BEEN in a hawaii volcano tube once, those are fucking dark and dangerous, numerous drops, cooled mahma spikes, and heck twisting and winding paths cna lead to being lost for weeks or just starving/dehydrating.

anyway glad to see my chars making it to spearbreaker standards...especally the best part of the story bit beheind it.

(lets face it frog, without you this would be just another succession fort, you guys made spearbreakers into the abyyssal hell void...essentially you laugh in the face of the void, and beat monsters down or create them for your sick amusements...i totally want in on this shit!)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 02, 2013, 08:41:05 pm
@Chaosmaker:

I think you need to learn to use ellipses to join your thoughts less.

The demon you're thinking of was a fire imp, which made appearances in Boatmurdered and Headshoots (in undead form). They live in magma normally, and are never found in hell.

I suppose your new explanation works, although I'm not sure how a visible adamantine spire would be relevant (unless the dwarves were trying to mine from it).


@Tarqiup:

"Ballpoint" came about from a random joke Mitchewawa made about how the founder of the company used an enormous quantity of lost pens to fund the company in the beginning.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: BlackFlyme on November 02, 2013, 09:55:43 pm
@Chaosmaker:

The demon you're thinking of was a fire imp, which made appearances in Boatmurdered and Headshoots (in undead form). They live in magma normally, and are never found in hell.

I remember Deathgate had a problem with demons flying up through their volcano. But they were coming in through a hole in an abandoned part of the fort that lead to the magma sea, allowing them to fly up the volcano pipe, not directly from hell itself. It took several turns before they could finally seal it off.

Maybe ChaosMaker was thinking of that?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 02, 2013, 09:56:29 pm
Pretty sure one can define the volume of a type of ammo in the raws. The mass of a specific piece of ammo is then calculated by multiplying the ammo's volume by the density of the material it's produced from.

E: Also, @TalonisWolf: Broken link alert on your avatar. PM me if you need help with that stuff.

...I was using that link the other day and it connected me to Deathgate...

2% power, so will fix once I get chance to charge. Gracias.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 02, 2013, 11:56:32 pm
huh, yeah i was thinking of that, sorry.

Still kinda new to the whole forum writing thing, as well as playing dwarf fortress, kinda lurked a bit before getting onto this. plus it was boatmurdered and headshoots that made me want to start playing dwarf fortress so im kinda attacthed to them.

still thought it was like when that flying demon got through the volcano.

And to answer you Mr Frog i would say that they were mining around a large cluster of adamantium, the fort was un/lucky to be where it was, then again adamantium when dug is a bad idea when a very unprepared for dug in. lets just say that moving through lava tubes and being chased by a large demon of fire and rock, is generally a bad thing to have happened. (also helps explain Chaos's arms, will get into more of the story beheind his scars)

Also would anyone mind if i add a story idea for Chaos's scarred arms? Just pm me if i can, i promise to not god-mode it. mostly itll be a hell of a hinderance, kinda like having to deal with a flooding issue of the fortress, but the silver linning is that you can start your indoor tree farms and dont have to waste him muddying the floors in the areas you want to farm anymore.

just hope spearbreakers 2 starts soon if everyone agrees on it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 03, 2013, 05:23:09 am
Two questions.

1. Are the SBII mod RAWs finalised?
2. Are they available to the general public?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 03, 2013, 05:35:21 am
No they aren't finalized but what's finished is available on DFFD.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 03, 2013, 01:47:07 pm
cool, here to you guys make dwarf fortress even more dwarfy in the future!

wonder if we can make catapults shoot mugs...sorta like a mug artillary? with pyshics on our side a mug shot in the air a couple hundred feet could put a hole into someones head if its shot in the air high enough! and with a scattershot effect...hehe at least 1 of the bad-guys will be having a bad mug day!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 03, 2013, 02:37:04 pm
A mug-based artillery system is indeed possible thanks to DF Hack.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Tarqiup Inua on November 03, 2013, 04:09:00 pm
Loading mugs into minecarts and dumping mugs on the lowered drawbridges should work, too...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 03, 2013, 04:22:05 pm
Aha, dwarven shotgun time?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 03, 2013, 06:41:56 pm
*nods*

dwarven shotgun time...a pointless but maybe usefull epic weaponization of a minecart that i cant possibly do....

*nods*

someone do it!

For SPEARBREAKERS!!!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 03, 2013, 08:03:17 pm
Check the vids for them, they are decently not useless.
And I chose the wrong dependently, dident I?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 03, 2013, 10:40:53 pm
Did you mean definitely?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 04, 2013, 06:49:23 am
I think yes. google chrome is up to its old tricks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on November 04, 2013, 09:46:46 am
Damn these pages have been interesting. Seriously if there was anything in the world that makes me want to replace my current computer is probably Spearbreakers admittedly this one right now is kinda crap and really I do need to just re-read this whole thread and actually read the stories this time. Then just maybe, just maybe I can actually take a turn in SBII and write some stuff. Dammit now saying that makes me really want to get off my ass and start organizing......
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 04, 2013, 10:48:15 am
aye me to...my com is several years old, can still play dwarf fortress okay...just havent run into the fps problems...that and im still at the damn trade school untill april or may...so dont expcet me to be able to play SB2 untill then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 04, 2013, 02:31:54 pm
Testing with banshees has been interrupted on account of me still not being able to get my military to train with any degree of efficiency, resulting in my entire test fortress of 70 dwarves being wiped out by 6 goblin lashers.

In happy news, I'm apparently not "too good at this game"! Yay!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 04, 2013, 02:39:24 pm
I still need to get around to testing those...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 04, 2013, 02:55:49 pm
@Mr Frog:

Testing with banshees has been interrupted on account of me still not being able to get my military to train with any degree of efficiency, resulting in my entire test fortress of 70 dwarves being wiped out by 6 goblin lashers.

In happy news, I'm apparently not "too good at this game"! Yay!

Quote
too good at this game


How do you measure how good you are in a game in which success is determined by how much !!FUN!! one has??


...and why are all my posts recently directed towards Mr Frog?


WAIT...


@Splint:

[/size]
A mug-based artillery system is indeed possible thanks to DF Hack.


YES! You, sir, have made my day. But is it going to be in SBII? DF Hack scripts can be a pain, apparently... especially when trying to mod in to general gameplay...


EDIT: The " /s i z e "thing didn't show up on preview, and it doesn't appear when I try to edit? Okay then...


                                                                               ???



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 04, 2013, 03:01:00 pm
Actually there's already a script that permits specific items to be loaded and fired. Including mugs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 04, 2013, 04:32:39 pm
@Talonis:

Answer to question 1: I'm a fairly-meticulous person by nature, and most ‼FUN‼ in DF comes about as a direct consequence of inattentive management and/or poor planning, which I by my very nature tend not to commit (aside from certain instances in which I underestimate the amount of soldiers needed to ward off a fort*). Thus, my concern that I'm "too good at this game".

Answer to question 2: No idea.

*I tend to favour mechanics over military for fort defense (i.e. flooding traps, magma traps, spike pits), so I blame this failure on not having really built up a concept of how many dwarves are needed to ward off a gobbo attack, as I typically never engage enemies directly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 04, 2013, 05:12:34 pm
Small numbers of elite assault troops (6 elgendary melee dwarves can go a very long way, even against groups of enemy archers) or a large to moderate number of "meh" level soldiers backed by a contingent of marksmen can do the job. The latter of course can expect numerous dead and wounded.

Then of course there's the full on badass army route which Spearbreakers took. A large number (in this case 40,) of walking blenders of all things flesh and bone that can clear a combined spawn and zombie siege in less than an in-game month.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 04, 2013, 05:16:24 pm
Well, I think we should sorta do a mix of the last two for his next one. And dident we sorta do that in spearbreakers?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 04, 2013, 05:41:40 pm
No [the Spearbreakers Two raws] aren't finalized but what's finished is available on DFFD.

Errr, where on DFFD? I can't find them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 04, 2013, 05:52:52 pm
Should be able to find them if you look for anything Talvieno posted.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 04, 2013, 06:14:45 pm
Found them, Talvi has it named "Test Mod" with the subscript "Nothing to see here". Which is why I was having trouble.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on November 04, 2013, 06:18:43 pm
aye me to...my com is several years old, can still play dwarf fortress okay...just havent run into the fps problems...that and im still at the damn trade school untill april or may...so dont expcet me to be able to play SB2 untill then.

Well my problem is slightly worse this is nearing a six year old laptop and being both of those things it probably just might light on fire from looking at DF. Once I get a actual good desktop again I will be doing my damndest to get back into DF again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 04, 2013, 06:30:59 pm
The sad thing is: I can run the end of Spearbreakers on my computer fine, even old versions before the cleanup.
By fine I mean NO slowing. However, I cannot upload saves.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 04, 2013, 09:02:11 pm
aye me to...my com is several years old, can still play dwarf fortress okay...just havent run into the fps problems...that and im still at the damn trade school untill april or may...so dont expcet me to be able to play SB2 untill then.

Well my problem is slightly worse this is nearing a six year old laptop and being both of those things it probably just might light on fire from looking at DF. Once I get a actual good desktop again I will be doing my damndest to get back into DF again.

On my four year old pc, DF runs fine, even with Stonesense and Soundsense running alongside. I even got an older version of DF running on a ten year old PC, but the framerate was beyond abysmal.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 04, 2013, 10:44:05 pm
hey, atleast its not a 10year old laptop. dear LORD that thing lags.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 05, 2013, 07:19:58 pm
I thought my computer was decent, but then I realised that I've been playing for about 2 hours straight on my test fort and am currently in mid-summer of the first year. ;_;

My sister's new laptop runs better than this thing, and it's not even very high-end.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 05, 2013, 11:36:52 pm
Whoa... this thread flies fast. o.o I've been dealing with RL issues for a bit, but seriously, guys, wow. lol   I read a number of pages, but still have some left before I'm caught up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 06, 2013, 01:48:03 am
Whoa... this thread flies fast. o.o I've been dealing with RL issues for a bit, but seriously, guys, wow. lol   I read a number of pages, but still have some left before I'm caught up.


ahhhhh! talvi! Good to have you back again!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 06, 2013, 06:02:03 pm
Whoa... this thread flies fast. o.o I've been dealing with RL issues for a bit, but seriously, guys, wow. lol   I read a number of pages, but still have some left before I'm caught up.


ahhhhh! talvi! Good to have you back again!

;_; I thought you vanished again don't do that man I concur.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Jack Magnus on November 07, 2013, 12:05:40 am
I keep meaning to keep up to date on this fort, but I have the stupidly bad luck to always try checking when the forums go down. >.> Never mind my miserably bad memory.

... I also see that the fortress has ended. I have a few pages to catch up on, it seems...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 07, 2013, 12:24:30 am
Yes, it is I, Count Talvadisappearedagainula. Velcome to my castle.

Nah, how could I stay away? I've just been a bit worn down lately, is all... passing out at ten PM really hurts my old habits of getting online after twelve. Starting work at six really hurts my old habits of getting on in the early mornings.

Also, Rock, Paper, Scythods deserves an award. (Not just saying that because of the Scythod part, noooooo, indeed not.) And yes, Scythods are Scythods, not scythoids.

If Splint is actually okay with the the mod being handed out, then I might as well post a link to our handiwork. Credit goes to Mr Frog, Splint, myself (yeaahhh, I'm full of it), and DarkFlagrance, if I remember right. I think we're using part of one of his mods. Also, the Jackborgs are (VERY) loosely modeled after golems from Masterwork DF.
But without further ado, Here it is, for your benefit. (http://dffd.wimbli.com/file.php?id=7828)

also, I have since learned Java, so provided I can scrape together the time, we might have something runnable on all platforms, including linux for once... which reminds me, I need to revisit that old mod thread of mine.
(The above referring to the randomly generated radiation mod, which, by the way, the esteemed Mr Frog is at least mostly responsible for.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 07, 2013, 12:47:12 am
Double posting with a more typical Talvi-just-returned-from-an-absence post.

Is "frog moss" going to be included in the mod? It could be a gather able plant (not farmable) that brews into an alcohol which causes nausea, disorientation and increased skill gain. (If everything that's been said about it is canon)
*blinks*

Wait, is frog moss a thing now? Has absolutely every single silly joke I made both in- and out-of-character now officially managed to become entrenched within the canon?

E: I'm assuming this derives from the small gag I did with Mr Frog trying to brew cave moss.
Yep, frog moss is in. I couldn't resist. I can't remember the specifics, besides temporary dizziness, and a guaranteed trip to the hospital - if anything took effect. Funny how dwarves are like that. "Doc! Doc! I'm high! I need a kidney transplant!" "Sure thing, Urist, which side do you want your new liver in?" "Uh, hard to tell which is which - I'm high!"

EE: Also, Asea is both spelling and punctuating correctly and has just managed to possibly correct me on a gameplay fact. *sniff* I'm so proud.
Asea is awesome. Can't be denied.


Oh god, ever see something you did once and just scream at how bad it is?

Every. Day. Of my life.
Same here.

I'm torn between Brokenspears and Spearchains. Brokenspears is nice because it's a continuation of Spearbreakers, but it's also a bit too similar.
I'm gonna give my vote (for what it's worth) towards Spearchains. Has a nice ring to it.

IN RESPONSE TO FROG BANSHEES (or frog-shees, or however you like it)
totally random, but I had basilisks that turned dwarves to stone after making them bleed everything out onto the floor in less than a minute. Was bloody good fun.

Quote
Gloves Off: Kill a scythod one-on-one without using weapons. [credit:Cynm]
Good luck with that...

Quote
Dinner and a Show: Release a caged manamaid into a dining hall, while a party is in progress at said dining hall, and have it dance.

Lord of the Dance: Have a manamaid dance for a megabeast or semimegabeast, then kill the beast while its eyes are still bleeding. It doesn't matter what happens to the manamaid.
I lol'd at both... really needed a good laugh.

Quote
Not a Fan: Kill a manamaid before it can bust any sexy moves. [credit:Cynm]
catapults are your best bet. Arrows and railgun rounds don't fly far enough.
tl;dr: This is not some kind of contest to see who can make the most ridiculously-overpowered character, for God's sake. There is no 'winner' in Spearbreakers, but there are losers, and they are the people who make hax characters that are poorly-written and annoying for others to work with.

But... but... :(


RE: FROG VAMPIRISM
Ummmmmm... could be interesting, but detracts from the awesomeness of the Frog, in my opinion. While he MIGHT make himself a vampire, something tells me there would be a perfectly logical reason for him not to. Then again, he had no qualms with it in the past. Then again...
...
What about his merlot.


If memory serves the copy has become a much more stabler and "normal" individual due to prolonged exposure and operation with the Everoc natives while the original is the one who is the one with questionable personal morals and whatnot.
Yeahhhh, that's pretty much how it went. I also distinctly remember Mr Frog not liking that. I also don't like the idea of killing EITHER Mr Frog. If one is going to go for Vampirism, it would be the original over at Eris. Seems like his cup of tea. (no pun intended, unlike above with the blood.)


*nods*

dwarven shotgun time...a pointless but maybe usefull epic weaponization of a minecart that i cant possibly do....

*nods*

someone do it!

For SPEARBREAKERS!!!
I've done it. It was fun. And FUN. Especially with the issue of reloading mugs. Wow, that was a fun fort. Blood everywhere.


Found them, Talvi has it named "Test Mod" with the subscript "Nothing to see here". Which is why I was having trouble.
Heh heh heh.


AND FINALLY!!! Jack Magnus, you've been immortalized with robots. Congratulations.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 07, 2013, 01:01:48 am
@Talvi:

That sucks. Hope things finally get back into order eventually. I'm really happy that you have a job, though.

I'll list you as 'against' for one of the Frogs becoming a vamp. (Poop.) I'd like to pretend that your opinion on the matter doesn't mean much, but as far as I'm concerned yours is pretty much second only to Splint's (comes with the territory of being awesome). I guess I just don't like the idea of my characters growing old and dying, as immature as it sounds; this is the first time I've ever really had to come to terms with that.

In defense, I do think it'd be cool to have the two Frogs become dramatically-different characters now that it's been brought up, and having one become a vampire (a decision which the other would likely not approve of) would factor into that. And there'd still be the clone Frog if you need a more Badass-Normal-y character.

I don't like the way the two Frogs have developed in my absence, no, but that's more because it wasn't my decision than anything else. This may come as a shock to some people, but I am ever so slightly a control freak. Now that I'm more-or-less back in the saddle (or at least on my way there), though, I'm willing to work with the decisions others made in my absence.


I still find it funny how everyone's coming back after the fort concluded :V  Missed ya, Maggie!


E: Also, that bolded-underlined rant wasn't directed at any of your characters, Talvi, trust me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Jack Magnus on November 07, 2013, 01:08:55 am
AND FINALLY!!! Jack Magnus, you've been immortalized with robots. Congratulations.

I definitely recall reading about Jackborgs a few times in the past (amazing name, by the way). I really am glad that I had the nerve to actually start posting and ask to be dorfed, because the adventures my character went on were definitely... far above and beyond what I had expected.

I'll do my best to hang around and post in the topic for Spearbreakers II (and if I don't post, I will still be reading it). Just... thank you - all of you - for this entire topic. I'm honored to have been a part of it, even if it was a small part. :P

@Mr Frog: Glad to be back, even though I'm a few weeks late. >.< Better late then never, I suppose.

Better post this before any more messages pop up while I'm typing. That hasn't changed, I've noticed. :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on November 07, 2013, 04:11:05 pm
E: Also, that bolded-underlined rant wasn't directed at any of your characters, Talvi, trust me.
That distinction falls to me. My piece was unremarkable at best, and I don't have much time to commit to my own projects anymore, so don't expect to see much of me round these parts. I'll just enjoy whatever you all put together from now on. It's been quite a ride to say the least.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 07, 2013, 06:07:31 pm
I keep meaning to keep up to date on this fort, but I have the stupidly bad luck to always try checking when the forums go down. >.> Never mind my miserably bad memory.

... I also see that the fortress has ended. I have a few pages to catch up on, it seems...

I feel your pain...

This...affliction is much more painful when you read the whole Battlefailed series thread, reach the end of Horrorfailed... and realize you should have just read the PDF.

 :-\

Good Luck!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 07, 2013, 11:16:12 pm
i just want to say this to everyone...

after almost a month of reading (given that i can only read so much on the job corps computers), ive read almost the ENTIRE thread of spearbreakers...DAMN it was a long haul to the finish!

guess this makes me inellgible to run the fort in spearbreakers 2?

(also decided my dwarf is going to be the reclusive adivce giver for the fort if we do the journel story thing again...by the way did vanya's story ever finish?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 07, 2013, 11:52:52 pm
It didn't get finished, neither was the fighting involving Sewaturet, my own part that was meant to lead in to original Frog killing Joseph by way of Eris employee incompetence/neglectfulness (put off hooking up a megaportal to a separate generator from that fancy shieldy thing keeping you un-cratered by artillery and you get a trashed in-dimension base kids.) Talvieno simply hasn't had a chance to work on it I'm guess, while I just plain haven't been able to motivate myself to do anything.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 08, 2013, 01:17:54 am
welp, i know what ill wanyt included in the next spearbreakers...

MUG-A-PULTS!!!  the ammunition should be pitchblend mugs for this radioactivity! not only do the mugs somtimes kill the enemy! but they get a dose of radiation to boot! and the small chance of the mugs splitting an atom thus creating a nuclear blast! (essentially making a 6 by 6 square area into a radioactive crater where nothing every grows...)

mug-a-pults...a spearbreakers best artilliary freind since the ballista that shoots out a bolt shaped like a mug!!

i think i just beat the dead mug now... :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 08, 2013, 01:42:36 am
Radiation != Implemented
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 08, 2013, 01:52:35 am
Radiation != Implemented

IIRC there was a dfhack mod that implements a prototype of it - it functions vaguely like 'evil weather'
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 08, 2013, 07:11:20 pm
Actually the mod includes radiation storms that crop up in untamed wilds (dunno about other savage regions.) The results might be good, but are usually bad, ranging from possibly a much stronger tougher dorf or a very dead one. Unless Talvieno changed something with that and made it negative only.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 08, 2013, 07:26:52 pm
The radiation mod (answering this now while I can) is based on Mr Frog's design (not taking credit for it, that's a bit too much awesome for me to be capable of :P ). Basically, one in every two to four savage regions are "radiation zones" that affect all life that enters. This includes animals both above and below ground, as well as sentients.

Statistically speaking, more dwarves get bad effects than good effects. Also statistically speaking, a mutated army is more powerful than an normal army simply by virtue of the fact that the "stronger" mutated dwarves are powerful enough to make up for their "weaker" mutated allies.


They also used to have superpowers, but I took that out. Getting your fortress overrun by firebreathing rabbits isn't a good way to go in a succession game.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 09, 2013, 12:23:50 am
Getting overrun by fire-breathing rabbits does sound interesting though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 09, 2013, 12:40:05 am
most appropriatly if we can tame the little bastards...have our own monster from the monty python the holy grail setting...

hehe...

instead of one killer rabbit....

There shall be MANY And all will be butchered like lambs under their deadly sharp teeth!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 09, 2013, 01:06:02 am
@Talvi:

That sucks. Hope things finally get back into order eventually. I'm really happy that you have a job, though.
It's not quite what I expected. :\ Apparently my skills as a 3D modeler far outweigh my skills as a programmer. Not something I was happy with finding out, but, eh.
link to a stuff i made. (http://tnypic.net/i9fpd.jpg)

Quote
I'll list you as 'against' for one of the Frogs becoming a vamp. (Poop.) I'd like to pretend that your opinion on the matter doesn't mean much, but as far as I'm concerned yours is pretty much second only to Splint's (comes with the territory of being awesome). I guess I just don't like the idea of my characters growing old and dying, as immature as it sounds; this is the first time I've ever really had to come to terms with that.
Hey, think about it this way. Mr Frog would be absolutely bored out of his mind in peacetime, when there was nobody to experiment on, and nothing useful to do. He's a time traveler, and he has access to time travel devices... ;] Between stories, it's not really cheating.
Vanya has a bit of a free pass in that respect, although it was unintended. :\ She's immortal, being an elf. I hadn't intended it that way, because I honestly didn't mean for her to be anything but a narrator for Talvi at first, but... hey. Gift horse's mouth, right?

Quote
In defense, I do think it'd be cool to have the two Frogs become dramatically-different characters now that it's been brought up, and having one become a vampire (a decision which the other would likely not approve of) would factor into that. And there'd still be the clone Frog if you need a more Badass-Normal-y character.
I strongly agree with you here, as I stated above. :P Like I said, it sounds very much like OG!Frog to become a vampire, simply for the sake of immortality. Maybe the other one could develop some sort of longevity potion... Sounds like Mr Frog to do something like that, actually.

Quote
I don't like the way the two Frogs have developed in my absence, no, but that's more because it wasn't my decision than anything else. This may come as a shock to some people, but I am ever so slightly a control freak. Now that I'm more-or-less back in the saddle (or at least on my way there), though, I'm willing to work with the decisions others made in my absence.
That was my fault. :\ You told me I could do what I felt needed to be done because you were done writing... lol   e.e Buttttttt, I think I took it a little too far. :\ I'm really sorry about that. It wasn't my intention, it just kind of evolved that way.


E: Also, that bolded-underlined rant wasn't directed at any of your characters, Talvi, trust me.
That distinction falls to me. My piece was unremarkable at best, and I don't have much time to commit to my own projects anymore, so don't expect to see much of me round these parts. I'll just enjoy whatever you all put together from now on. It's been quite a ride to say the least.
Hey, don't go! Great to have you here. (: I'm just about positive your piece wasn't what Mr Frog was talking about when he posted that little rant (which was justified, in my opinion, by the way). 



EDIT:

Let me put it another way. Firebreathing rabbits siege the fortress. At the same time, your goats start breathing fire and set all your dwarves aflame. One of your dwarves decides to spray webs everywhere to "kill" the intruders, and gets everybody stuck. Then you get a bird of some sort flying in (of course, the radiation made it webimmune one way or another) and it pecks all your dwarves to death because it's gone berserk. Everything was nuts in that version - it was impossible to survive past year five IF you were lucky. I had fortresses fall before year two ended, and most of my vanilla fortresses never fall, reaching year 20 or higher.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 09, 2013, 01:26:48 am
@Talvi:

I'm assuming you made that logo thingy? Pretty badass. I recall you having an interest in drawing, and this is pretty much in the same general category, so I for one am pleased by this development.

I'm not faulting you in the slightest for "doing what needed to be done", as you put it. I more-or-less specifically instructed you to do what you wanted, so it's my own damn fault if I didn't like the results. Besides, it's nothing unworkable.


@Baffler:

I hereby submit that I had actually stone-cold not realised that you had written anything, therefore I could not possibly have been referring to you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 09, 2013, 02:57:45 am
Talvi...you reinvented !FUN! again...

i envy you for your ability to play DF uninterupted by trade schooling, i cant so much as dl it here...stuiped state labor organizations.
question-do you need DF installed for the lazy noob pack?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 09, 2013, 04:10:04 am
I wouldn't say he gets to play DF uninterrupted, as he has a full-time job.

From what it says in the thread OP (http://www.bay12forums.com/smf/index.php?topic=59026.msg1319616#msg1319616) (and shame on you for apparently not reading through it yourself), LNP includes the most recent release of DF with the DL. (God damn but there were a lot of acronyms in that sentence.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 09, 2013, 11:26:57 am
@Mr Frog:

Yesterday I had a fit of inspiration and decided to draw Mr Frog's Lab in Spearbreakers. I have a rough concept sketch ready, but I left plenty of empty space for anything you'd like me to put in.

That being said, do I have your permission?

@Spearbreakers. Community

Later, I may try drawing other dorf rooms, so feel free to PM ideas. I'm thinking I might do the barracks if Fischer doesn't have her own room, and Talvi's room (complete with cavies under the bed.)

If I do, I will go for the creator of the character for suggestions and permission.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 09, 2013, 11:33:30 am
Fischer has her own room, filled with mostly kaolitnite furniture. It's all gray due to being carved from a solid magnetite cluster.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 09, 2013, 12:02:52 pm
@Talvi:

I'm assuming you made that logo thingy? Pretty badass. I recall you having an interest in drawing, and this is pretty much in the same general category, so I for one am pleased by this development.

I'm not faulting you in the slightest for "doing what needed to be done", as you put it. I more-or-less specifically instructed you to do what you wanted, so it's my own damn fault if I didn't like the results. Besides, it's nothing unworkable.
Thanks. :P Yeah, I made it. It's not drawing so much as a 3D render, though, so it doesn't quite qualify as art. I still can't draw worth much. lol  Thank you, though.

And, I wouldn't go as far as to say I "did what needed to be done"... Not so much as I just let things evolve as I felt they might naturally. Unfortunately, the precise way any character will develop depends completely on the writer. :\ We both know very well how differently we write. :P

@ChaosMaker - I most definitely don't play DF uninterrupted. My job may involve a computer, but I haven't had time to touch a game of any sort in at least a month, DF or otherwise. (I'm actually "at work" at the moment... Not supposed to be on Bay12, but I'm going to say I'm "researching"... :P but, in point of fact, I can't be on long.)

@TalonisWolf: I'm assuming you looked up the wiki page for his room before you started out? http://spearbreakers.wikia.com/wiki/Mr_Frog%27s_Laboratory    (RL!Mr Frog may want to change some of it before you do anything, though - I'm not sure he's actually visited that wiki page.) I'm really looking forwards to seeing what you turn out, though. :)

And... Hmm... oddly enough, none of my characters have rooms that would look very interesting at all. I guess Kenzon's condo might look cool, but other than that... Vanya just bunked in Mr Frog's guest room, Talvi's room is shaped like a cavy but pretty much empty except for statues, and everybody else either sleeps outside or outside the bounds of anything I wrote. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 09, 2013, 01:24:35 pm
@Talvi:

I'm assuming you made that logo thingy? Pretty badass. I recall you having an interest in drawing, and this is pretty much in the same general category, so I for one am pleased by this development.

I'm not faulting you in the slightest for "doing what needed to be done", as you put it. I more-or-less specifically instructed you to do what you wanted, so it's my own damn fault if I didn't like the results. Besides, it's nothing unworkable.
Thanks. :P Yeah, I made it. It's not drawing so much as a 3D render, though, so it doesn't quite qualify as art. I still can't draw worth much. lol  Thank you, though.

And, I wouldn't go as far as to say I "did what needed to be done"... Not so much as I just let things evolve as I felt they might naturally. Unfortunately, the precise way any character will develop depends completely on the writer. :\ We both know very well how differently we write. :P

@ChaosMaker - I most definitely don't play DF uninterrupted. My job may involve a computer, but I haven't had time to touch a game of any sort in at least a month, DF or otherwise. (I'm actually "at work" at the moment... Not supposed to be on Bay12, but I'm going to say I'm "researching"... :P but, in point of fact, I can't be on long.)

@TalonisWolf: I'm assuming you looked up the wiki page for his room before you started out? http://spearbreakers.wikia.com/wiki/Mr_Frog%27s_Laboratory    (RL!Mr Frog may want to change some of it before you do anything, though - I'm not sure he's actually visited that wiki page.) I'm really looking forwards to seeing what you turn out, though. :)

And... Hmm... oddly enough, none of my characters have rooms that would look very interesting at all. I guess Kenzon's condo might look cool, but other than that... Vanya just bunked in Mr Frog's guest room, Talvi's room is shaped like a cavy but pretty much empty except for statues, and everybody else either sleeps outside or outside the bounds of anything I wrote. lol

Hey Tal, remember the PM I sent a while back? :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 09, 2013, 02:14:46 pm
Mr.Frog-thanks for the input

Talvi-sorry bout that, good luck with work! (also nice job making that sneaky comment!)

Finally- Really looking forward to spearbreakers 2! <revenge of the mugs>
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 09, 2013, 05:49:44 pm
@Talonis:

I never really put much thought into what his room would look like... There'd be a bed, a writing desk, a workbench surrounded by unidentifiable mechanisms and tools, a counter on the side with various chemistry equipment on, and a large barrel of water for washing up. Maybe some books on a shelf.

Meanwhile, I'm just going to blink in confusion/horror at the fact that Mr Frog's room is apparently significant enough in its own right to merit its own wiki page and go back to bed without reading it. I'm not feeling well today.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 09, 2013, 06:51:05 pm
Fischer has her own room, filled with mostly kaolitnite furniture. It's all gray due to being carved from a solid magnetite cluster.

  Noted. I may still draw the barracks simply to have fun drawing dwarves sparring, though.

@Talvi:

I'm assuming you made that logo thingy? Pretty badass. I recall you having an interest in drawing, and this is pretty much in the same general category, so I for one am pleased by this development.

I'm not faulting you in the slightest for "doing what needed to be done", as you put it. I more-or-less specifically instructed you to do what you wanted, so it's my own damn fault if I didn't like the results. Besides, it's nothing unworkable.
Thanks. :P Yeah, I made it. It's not drawing so much as a 3D render, though, so it doesn't quite qualify as art. I still can't draw worth much. lol  Thank you, though.

And, I wouldn't go as far as to say I "did what needed to be done"... Not so much as I just let things evolve as I felt they might naturally. Unfortunately, the precise way any character will develop depends completely on the writer. :\ We both know very well how differently we write. :P

@ChaosMaker - I most definitely don't play DF uninterrupted. My job may involve a computer, but I haven't had time to touch a game of any sort in at least a month, DF or otherwise. (I'm actually "at work" at the moment... Not supposed to be on Bay12, but I'm going to say I'm "researching"... :P but, in point of fact, I can't be on long.)

@TalonisWolf: I'm assuming you looked up the wiki page for his room before you started out? http://spearbreakers.wikia.com/wiki/Mr_Frog%27s_Laboratory    (RL!Mr Frog may want to change some of it before you do anything, though - I'm not sure he's actually visited that wiki page.) I'm really looking forwards to seeing what you turn out, though. :)

And... Hmm... oddly enough, none of my characters have rooms that would look very interesting at all. I guess Kenzon's condo might look cool, but other than that... Vanya just bunked in Mr Frog's guest room, Talvi's room is shaped like a cavy but pretty much empty except for statues, and everybody else either sleeps outside or outside the bounds of anything I wrote. lol
[/glow]

  I did not look for his room on the wiki, I looked through the entire thread instead...
Also, I was hoping to cut out anything Mr Frog might wish wasn't there... no need to add to the flames.

  And, at last but not least:

@Talonis:

I never really put much thought into what his room would look like... There'd be a bed, a writing desk, a workbench surrounded by unidentifiable mechanisms and tools, a counter on the side with various chemistry equipment on, and a large barrel of water for washing up. Maybe some books on a shelf.

Meanwhile, I'm just going to blink in confusion/horror at the fact that Mr Frog's room is apparently significant enough in its own right to merit its own wiki page and go back to bed without reading it. I'm not feeling well today.

I actually have the chemistry equipment already drawn...

I remember a passing mention(s) of Dorf Mr Frog engraving. This, combined with his nature to protect everything via trap, made me think he'd engrave his own desk such that there would be all sorts of nasty surprises...

A.k.a he has a *desk* that looks spectacularly engraved.

  I'll finish a rough sketch, put it out it on "Imgur" (before dwarf fortress I'd never even heard of it, and now I have good reason to make an account) and see what areas I'd need to fix through you guys.

Edit: Wiki says that he doesn't have glass test tubes... so I made a minor error. On the other hand,
Mr Frog said that he had chemistry equipment, and I believe that Dorf Mr Frog had arranged to get them via Caravan. Can someone clarify?

EditEdit:Does Mr Frog sleep in the lab? It's implied, but I want to know for sure before I draw a bed.


Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 10, 2013, 12:25:06 am
@Talonis:

I'm pretty sure Frog's lab is also his bedroom (that bit might have changed). I'd imagine he'd eat there, too. It's kind of his sanctuary.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 10, 2013, 03:24:02 pm
@Talonis:

I'm pretty sure Frog's lab is also his bedroom (that bit might have changed). I'd imagine he'd eat there, too. It's kind of his sanctuary.

Alright, so things more or less certain:

-Bed

-Table

-Cabinet with Futuristic Lock(Any dwarf can pick a traditional one unless nuts)

-Dining Table

-Lab/Work Desk

-Stool

-Lab Equipment

Things less certain:

-Chainswords/pikes/whatnot in various states of assembly

-Old Overseer reports from term in "office"

-Glass test tubes

-Portal(He wouldn't have it in plain sight)

-Reports on Spawn, Zombies, etc.


  Am I forgetting anything? What are your opinions?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
Post by: Baffler on November 11, 2013, 05:13:40 pm
Looking forward to it, Talonis. Also what is this logo? I can't seem to find it.

@Mr Frog
This was the only one I got around to doing.
Aquí.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 11, 2013, 05:28:51 pm
Funny thing is I don't think we produce mugs anymore. We actually had so many that if we gave them all away we'd probably supply two whole countries with drinking vessels.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 11, 2013, 05:36:11 pm
Funny thing is I don't think we produce mugs anymore. We actually had so many that if we gave them all away we'd probably supply drown two whole countries with drinking vessels.

Fixed that for you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 11, 2013, 09:21:55 pm
Funny thing is I don't think we produce mugs anymore. We actually had so many that if we gave them all away we'd probably supply drown two whole countries with drinking vessels.

Fixed that for you.

During my turn, I gave away nearly 1000 mugs and it barely dented our supplies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Hanslanda on November 12, 2013, 01:16:03 am
This place is exactly as I remembered it.

Discussing how everyone is drowning in mugs, spawn, zombies, and Fischer is a badass who never dies, although she might sleep forever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 12, 2013, 02:11:55 am
This place is exactly as I remembered it.

Discussing how everyone is drowning in mugs, spawn, zombies, and Fischer is a badass who never dies, although she might sleep forever.

Fischer's the Sleeping Beauty of Spearbreakers.
Though the beauty part is up for debate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 12, 2013, 11:02:09 pm
Do you guys think a Scythod could be a surgeon?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 12, 2013, 11:22:26 pm
really?

...

a death machine of hell....given its 4 arms...and can hear any sound made?

...

The best damn surgeon ever...or the best butcher ever, take your pick.

at spearbreakers, the hospital was a death-sentence untill mitch's reformation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 12, 2013, 11:26:46 pm
Surgeon, no, butcher yes. You kind of need eyes to perform surgery properly and I always just imagined the Scythod on Everoc just making crude plates and bolting them on once they found the hole and considering that "treated."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 12, 2013, 11:48:34 pm
Reudh, really sorry! So, so sorry. I was going to write out that reply for you weeks ago. >.< I'll get to work on it right away.

And, Splint, thought you might be interested in seeing this. http://tnypic.net/f1d88.png

Cynm - most definitely not. They aren't dextrous enough for something like that, and as Splint pointed out, they don't have eyes. Would make a great mad doctor, though. I feel sorry for his/her patients. If you didn't read the chapters I wrote about them, though, you should... especially if you want to make a scythod character. http://www.bay12forums.com/smf/index.php?topic=119562.msg3882319#msg3882319  (start a little above, at the end of the chapter before it.)

Baffler - here. http://tnypic.net/i9fpd.jpg   Pretty sure that's what you're referring to. completely off-topic and unrelated to Spearbreakers in every way.


TalonisWolf:
Quote
Things less certain:

-Chainswords/pikes/whatnot in various states of assembly

-Old Overseer reports from term in "office"

-Glass test tubes

-Portal(He wouldn't have it in plain sight)

-Reports on Spawn, Zombies, etc.


  Am I forgetting anything? What are your opinions?
Mr Frog's room, despite being unlocked a lot of the time, is just about never entered by anyone else in the fortress due to either superstition, paranoia, respect, or some combination of the above. Mr Frog never bothers with hiding his stuff - that's actually a long-standing running gag from the early days, way back when Draignean was boss. His portal was used by everyone - Ballpoint, Parasol, or Eris - to get in and out of the fortress, so yes, it was in plain sight. I guess he could have glass test tubes... I put in the socks as him utilizing improvised equipment. Chainpikes and chainswords aren't necessarily a must, but would definitely add to everything - but there would only likely be one or two prototypes. Nothing mass-produced, of course.

anyway, that's my thoughts on it.



HANSLANDA!!! Welcome back!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 13, 2013, 01:55:57 am
Talvieno, have I mentioned I love you? I'd love to see that thing finished.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 13, 2013, 04:38:51 am
Hanslada :D You're back!
Continuing the tradition of everyone returning AFTER the fortress is done :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 13, 2013, 10:32:47 am
@Talvieno I have actually re-read those chapters a few times and I have gone through the raws. I didn't really see any mention of a scythod's relative dexterity. I don't want to write a half-assed character.

Spoiler (click to show/hide)

Edit: I played a little with the Spearbreakers mod, the flashing exclamation point on irradiated dwarves is kinda annoying, it makes it hard to see other status effects. Especially if you're in a savage biome and everything is irradiated. On an unrelated note, one of my dwarves arms rotted off the instant I embarked.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 03:03:38 pm
  I've got a thumbnail done which pretty much sets up the theme, and went to Imgur to post, hit "upload", then "device"... and it froze. Tried again...and it froze. Does Imgur not work well for Ipad? If so, any suggustions for alternatives?

  Don't want to draw the full piece and and find out I got the atmospere of his room wrong. I did something similar once on another piece, and found out I spelt a name wrong...never going to hear the end of all the fun at my expense...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 13, 2013, 03:17:29 pm
Talvieno, have I mentioned I love you? I'd love to see that thing finished.
Lol, Splint. :P Thought you'd like it. It'll get finished, no worries. Might start on another one for you after, too, if you have a suggestion as to what I should make. I need the practice.

@Talvieno I have actually re-read those chapters a few times and I have gone through the raws. I didn't really see any mention of a scythod's relative dexterity. I don't want to write a half-assed character.

Spoiler (click to show/hide)

Edit: I played a little with the Spearbreakers mod, the flashing exclamation point on irradiated dwarves is kinda annoying, it makes it hard to see other status effects. Especially if you're in a savage biome and everything is irradiated. On an unrelated note, one of my dwarves arms rotted off the instant I embarked.
My apologies then. You've certainly done your research. lol   I'm both pleased and impressed. :P If your writing is as good as your research, I'd be honored if you made a scythod character.

As to echolocation, I honestly hadn't thought of it. I hadn't had them hear anything outside the normal range of human hearing, but that's primarily because of two things: First, I didn't want them to have a replacement for sight - just an alternative, so it really felt like they were lacking something. Second, I honestly didn't think of that either.

Yes, their bodies are extremely sensitive to vibrations and touch. I think in one chapter, Scylk gives a crude weather forecast by telling of the moisture in the air and the atmospheric pressure - which might be a bit over the top, if I'm being truthful with myself. Still, yeah, I think it's entirely possible they can "hear" sounds outside of the normal range of hearing by relying on their sensitive chitin. (Also, interesting note - ingame, they're particularly susceptible to pain. It was unintended, but it's interesting nonetheless - might make for a good story point.) I don't think that it would be enough to call it echolocation, though.

As to their tactile dexterity... Their top, lower arms are scythes with a webbed/pointed tip, and their lower set of arms simply end in curved, clawlike fingers. I think that wielding a scalpel with any degree of precision might be a little more than they could handle... but I suppose it's possible. I wouldn't count on a professional level of accuracy with a scythod surgeon, but hey. :P



fakeedit: ninja'd. I miss getting ninja'd all the time.
Talonis - I'm sure you're fine. :P This is what I use to upload pics: http://tnypic.net/  Just make an account there. It's free, for one thing, and as long as you have an account, they never delete anything you upload. Easy to link to as well. Imgshack has a tendency to randomly delete/overwrite your pictures, and photobucket has a tendency to BLOCK your pictures after they reach a certain number of views.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 04:11:29 pm
  Alright! Here is a "thumbnail" I'm using to figure out how I'm goiing to go about this...

Spoiler (click to show/hide)

  So what do you think? Any questions, comments, or (most importantly) concerns?

...next time I'll go darker on the lines and make it BIGGER so it's easier to see, me thinks. Sorry! Do I resize in another program?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 13, 2013, 04:13:34 pm
Better than mine.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 04:18:43 pm
Double Post because of some glitch with internet and editing...

Click the image aboe and it "should" get enlarged. I apologize for my inexperience (and internet) causing difficulties, you may now troll me via PM.

...and ninja'd.

Aseaheru, I cannot due any better than you can digitally... I'm just really good with some old fashioned pencil.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 13, 2013, 04:20:03 pm
Realized that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 04:27:25 pm
...In that case?

In errors I've made which conflict with Mr.Frog's charecter?

I.e Did I make his furniture a bit too opulent? Is his chemistry equipment a bit outdated, even with his limited resources? (fill this with question I didn't  put in)?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 04:28:58 pm
IGNORE THE PERIOD IN MR FROG'S NAME!!!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 13, 2013, 04:39:03 pm
IGNORE THE PERIOD IN MR FROG'S NAME!!!

Too late ♥  If some sort of terrible misfortune happens to befall you at some point in the (possibly not-so-)near future, you'll know why it happened ♥

I think everyone's better with pencil. It's easier to get all the subtle shading right and you don't have to worry about the touch screen being miscalibrated (friggin' 3DS).

What little I can make out in the thumbnail seems satisfactory. The perspective feels a touch wonky, as hypocritical as it is for me, of all people, to point that out (it's certainly better than anything I could manage). I like the fine details (I don't typically have the patience to draw those in), and you have a decent eye for shading and contrast.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 04:55:55 pm
@Mr Frog:

Are yoiu having touble making things out due to how light the lines are? If it is the size, click the image- it'll take you to tnypic, where you can click something along the lines of "see full image" to make things easier...

@Spearbreakers Community & Fanbase

Is there a way to upload the image in a decent size? Do not turn into derail, please.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 13, 2013, 04:58:49 pm
Scan it, upload to deviant art at original size? Its what I did.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 13, 2013, 05:36:43 pm
Quote
Are yoiu having touble making things out due to how light the lines are?

More because of the quality of the image than anything else. The lines are dark enough to provide contrast, it's just that the image itself is a touch blurry.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 13, 2013, 06:03:16 pm
That may be because I used my Ipads camera to get that on...

...my lack of scanner is my mortal weakness.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 13, 2013, 10:03:06 pm
meh, not to bad, considering you at least can go dwarfing around, me i have to wait one more week before i can "practice" my overseering skills.

hopefully i will have !!MUCH FUN!!.

other then that hope you all a good thanksgiving, drink, eat and Spear some goblin brains everybody! just dont pike the spawn....they can barely get killed by that unless you manage to hit their weak hearts...(has a sawn ever died of a "heart" attack?!) or being torn in to by being bashed by the spear shaft.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 13, 2013, 10:05:07 pm
Unrelated to current conversation, related to mod.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 13, 2013, 10:30:47 pm
The railguns weren't meant to be de-powered the way they were, which may be the problem.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 13, 2013, 11:22:10 pm
They aren't depowered per-say, just right now the attack is more like being hit with a supersonic carp than a slug or bullet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 13, 2013, 11:29:59 pm
They aren't depowered per-say, just right now the attack is more like being hit with a supersonic carp than a slug or bullet.

Considering the game, "supersonic carp" probably isn't the best metaphor for depowered....
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 13, 2013, 11:40:55 pm
They weren't meant to really pierce so much as crush everything the round hit and kill with the impact against whatever happened to be in the way, this usually being a tree or wall, with the minimum effect being severe debilitation from having one or more bones broken by one shot (multiple injuries made possible by "skidding" across the ground.) Of course compared to crossbow it's still a massive improvment since even a bad marksman will seriously fuck someone up with one shot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 14, 2013, 12:47:02 am
Idea that popped into my head while reading this that probably has been done a million times before but who cares I'm posting it anyway: Land Carp.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 14, 2013, 01:17:12 am
@Splint From my experience using the railguns one dwarf is barely useful, but a squad will take out anything that feels pain and send a mega spawn back about twenty tiles.

@Frog Carp-nado
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 14, 2013, 01:22:04 am
Well I kinda have reactions down so I intend for them to be instant death but take a ton of resources to produce, or at least alot of micromanagment during production. Worst I'd do with ammo is having to get it magnetized or something similar, but the weapon itself will be well worth the effort to get them if all goes properly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 14, 2013, 12:31:05 pm
Okay, Splint:

Spoiler: Original (click to show/hide)

Spoiler: 3D Render (click to show/hide)

It feels like it's lacking in details, and it's completely untextured - it just has colors as placeholders. Even so... Eris railgun. :D To an extent. It's a bit difficult to convert flat 2D to 3D. If there's anything I should fix, give me a heads-up.


edit:
Mr Frog, Sky Carp seems a more unpleasant alternative.

TalonisWolf: That looks epic. :D Very nice. I like that more than the image I already had in my head. lol

Cynm: About the radiation mod: Yes, I know that the flashy icons need to be changed - nobody liked them, for one thing. I'm not sure what to change it TO, though - nobody liked the text tags, either: "Dwarf mutant" supposedly got annoying. If you don't have it put somewhere that they're mutants, it's impossible to tell if you're in a radiation biome to begin with except for the effects, which can take some time to manifest. That, and some creatures are inherently immune to the effects of radiation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 14, 2013, 03:23:36 pm
FIne work on the railgun Talvieno, fine work indeed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 14, 2013, 03:38:26 pm
Can you do some of stone Inc's gear, or no?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 14, 2013, 05:03:23 pm
@Talvieno part of the problem with the radiation mod is that it's effects are inherently random. In game evil weather doesn't have a status marker or change the dwarf's name, but there is usually only one effect per biome, whereas the radiation can have many effects. If possible, a good fix would be to include a visual cue in the environment that there is radiation. Dead grass or trees could indicate radiation, rather than a tag or graphic. You would have to check your dwarves for the specific symptoms but you have to do that anyway.

Also, good work on the railgun. Comments: The stock looks a little to round to me. Also I think it would be cooler if the barrel looked different. The extra barrel is unnecessary as there is no propellant in a railgun. Any space not spent accelerating is time spent slowing down. The magnetic coils and/or rails should probably go to the end of the gun.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 14, 2013, 05:05:14 pm
Question, could you have it show up in the persons thought and/or medical screen?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 14, 2013, 05:08:17 pm
Question, could you have it show up in the persons thought and/or medical screen?

"Urist has been ecstatic lately. She has lost all sensation in her toes lately."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 14, 2013, 05:16:45 pm
more like "she has a large nose, green bumps of her foot..."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Elephant Parade on November 14, 2013, 10:43:58 pm
How is this thread still going?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 14, 2013, 10:48:17 pm
What's that supposed to mean? We happen to still be discussing things relating to the fort in some fashion or the stories spawned from it. Not like we have somewhere else to discuss it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Elephant Parade on November 14, 2013, 10:50:10 pm
It seems weird that it would still be going on after the fortress ended.
Not bad, just weird.

Of course, this doesn't exactly look like a normal fortress. I'm going to read through it soon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 15, 2013, 12:12:12 am
You really have to read the thread. There are so many stories and fan journals it is impossible to not talk about. Heck, this fortress spawned three novels worth of writing from one person.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 15, 2013, 02:01:01 am
You really have to read the thread. There are so many stories and fan journals it is impossible to not talk about. Heck, this fortress spawned three novels worth of writing from one person.

Without either really trying, and both ended up producing amazing things.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 15, 2013, 11:29:22 am
this fort is full of awsome...cant wait for the sequel!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 15, 2013, 03:23:38 pm
@Talvieno:

Don't compliment me yet- that was a thumbnail! The actual piece is a work-in-progress on a 11" by 17". It should take a bit longer since I'll be paying more attention to scale, perspective, and detail... hopefully I can make it a nice Christmas Surprise.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 16, 2013, 02:54:57 am
A short summary of the scythod as I know them. Please point out any and all mistakes and I will fix them. Spoilered for being a wall-o-text.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 16, 2013, 03:38:39 am
Urist's Handbook for Foolhardy Adventurers must become a thing. I DEMAND THAT IT BE SO.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 16, 2013, 04:26:07 am
Urist's Handbook for Foolhardy Adventurers must become a thing. I DEMAND THAT IT BE SO.

Agreed. It seems like something that a book merchant would sell in mountainhomes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 17, 2013, 09:55:11 pm
I've been playing with the mod and felt the need to show this. This is the aftermath of a short altercation between a dwarf with a railgun and a berserk miner. There was no blood before this picture.
(http://i.imgur.com/AYnAx34.png)
The railgunner won.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 17, 2013, 10:02:12 pm
I'm somewhat concerned as to what exactly happened there and what drove the miner insane to begin with.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 17, 2013, 11:37:09 pm
Everyone is miserable because of all the migrants and children lost to elven ambushes. And that one mega-spawn in the second year. I have to execute a berserk dwarf every few minutes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 17, 2013, 11:43:37 pm
For those who like the behavior of vanilla with mostly none of the micromanagement most mods insist upon, we have promising news for you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 17, 2013, 11:45:31 pm
For those who like the behavior of vanilla with mostly none of the micromanagement most mods insist upon, we have promising news for you.

Do tell.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 17, 2013, 11:48:21 pm
Why the spearbreakers mod of course good sir! Tired of having to embark on terrifying biomes and shit-rain soaked glaciers for genuine !!FUN!! all the time? Then look no further! Find the most promising of spots, a calm, ore and coal rich land, and watch as your people are still hopelessly massacred by Spawn of epic proportions, morbidly obese belly dancers manatee people, and alien invaders!

You'll never want for !!FUN!! again, if you don't hide in a hole like a bitch that is!

And even then, that might not save you...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 18, 2013, 01:02:32 am
Why the spearbreakers mod of course good sir! Tired of having to embark on terrifying biomes and shit-rain soaked glaciers for genuine !!FUN!! all the time? Then look no further! Find the most promising of spots, a calm, ore and coal rich land, and watch as your people are still hopelessly massacred by Spawn of epic proportions, morbidly obese belly dancers manatee people, and alien invaders!

You'll never want for !!FUN!! again, if you don't hide in a hole like a bitch that is!

And even then, that might not save you...

Hey! Urist McMays here with a special DF offer..!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 01:10:53 am
I spent about an hour or two making this earlier when I lost access for a while... it doesn't look as good as it might... but...

(http://tnypic.net/brcho.png)

ANATOMICAL PROBLEMS:

Also, I can't animate yet. http://www.youtube.com/watch?v=Ydf52rKcsuc <--- Proof.

I also can't sleep. :\ Which is unusual for me now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 18, 2013, 01:13:17 am
There you have it folks, that's the sort of pants shittingly horrifying thing we'll get to fight.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 01:37:16 am
A short summary of the scythod as I know them. Please point out any and all mistakes and I will fix them. Spoilered for being a wall-o-text.

Spoiler (click to show/hide)
Scythod are not inherently hostile, although many share a cultural hatred of dwarves and humans, by reason of the fact that Ballpoint took them from their homes and forced them to work pretty much as slaves, as they put little to no value on Ballpoint's money. Their hostility primarily stems from how it was practically forced upon them on their homeworld of Piscyth. If you were a wuss and didn't fight, you got killed or starved to death.

Ballpoint is the only timewar company that abducted scythods. Parasol is mainly dwarven (with humans in lesser positions), and they don't think much of other races. I'd go as far as to say they're a bit snobbish about it.

I'm not sure where you're getting the scythe pointing towards the ground... They have two scythes, and are somewhat dextrous with them - but overall, the scythes are primarily just weapons, and rather clunky when it comes to detailed work.

I think I loosely modeled their chitin after copper and some other metal/stone, I think - can't remember which.

You forgot that their society puts a huge emphasis on it being honorable to be eaten by your own kind. It stems from their predatory nature, the scarcity of food, and how they weren't apex predators at the top of their food chain on Piscyth. If a scythod died and was eaten by another species, especially one that was stronger, the meat from that scythod was potentially forever lost. Not being eaten meant you weren't good enough even for the starving to feed on you, and was basically the greatest insult possible, particularly to living kin. Thus, it was honorable to be eaten, and more so by your own kind. Not only that, but scythods absolutely detest wasting food - it's more or less part of who they are, in the same way that some terrestrial species gorge themselves on whatever they can.

Everything else looks just about right! I'm impressed. I'd forgotten some of that myself.


@Talvieno part of the problem with the radiation mod is that it's effects are inherently random. In game evil weather doesn't have a status marker or change the dwarf's name, but there is usually only one effect per biome, whereas the radiation can have many effects. If possible, a good fix would be to include a visual cue in the environment that there is radiation. Dead grass or trees could indicate radiation, rather than a tag or graphic. You would have to check your dwarves for the specific symptoms but you have to do that anyway.

Also, good work on the railgun. Comments: The stock looks a little to round to me. Also I think it would be cooler if the barrel looked different. The extra barrel is unnecessary as there is no propellant in a railgun. Any space not spent accelerating is time spent slowing down. The magnetic coils and/or rails should probably go to the end of the gun.
First part: Can't be done. Radiation zones don't have their own biome - they're randomly plopped into savage wilderness with either a 25% or 50% chance of being placed. If you kill the grass for one zone, you kill it for all savage areas, making that useless as a telltale sign. You see my dilemma here. =P

Second part - Hmmmmm... Yeah, you're right, it doesn't need the extra barrel, although the flash hider could still be useful - particularly because railgun slugs have been known, in real life, to ignite the air around them as they leave the barrel.

I could fix the stock, but a lot of it is just solely based on Splint's original design.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 01:44:23 am
There you have it folks, that's the sort of pants shittingly horrifying thing we'll get to fight.
pants-shittingly horrifying? I know my modeling skills aren't the best, but really - pants-shittingly horrifying? ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 18, 2013, 01:50:13 am
There you have it folks, that's the sort of pants shittingly horrifying thing we'll get to fight.
pants-shittingly horrifying? I know my modeling skills aren't the best, but really - pants-shittingly horrifying? ;)

Just imagine that after you've had the time to hone your skills. Pants shittingly horrifying.

And where was there a second barrel on the Eris railgun?  Nevermind, I saw what was meant. I never actually had a barrel in the shot, but you gotta admit it kinda looks cool. Not that I look it over though there's a bunch of errors that were made that are likely my fault due to the presentation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 02:00:08 am
I meant to imply I'd taken it as an insult, but the joke failed, I suppose. AND.

Spoiler (click to show/hide)
See the right third of the upper receiver? I added one of those onto your railgun. The edge of the picture cut the tip of your railgun off, so I just added what looked "right":

Spoiler (click to show/hide)
See above pic, and you can tell what I added pretty quickly. The little piece at the end of the barrel with the holes in it? That's the flash hider. It's an important part of any assault weapon because it hides an otherwise glaringly bright flash... I figured it wouldn't hurt to add one onto the railgun too. Made it look better, in my opinion. But Cynm is right - the extra barrel length doesn't really need to be there.


edit: you edited while I was posting. If you see any errors, let me know so I can fix them. =P It's not overly difficult to change a few things, so long as I don't have to do a complete overhaul of the build. Might be easier to start over from scratch with a new picture at that point.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 18, 2013, 02:05:02 am
I was more referring to the optics rail, scope, and the stock being fused for errors, and I probably would have wound up with  a small bit of barrel and the flash hider, though not quite that long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 02:10:23 am
I was more referring to the optics rail, scope, and the stock being fused for errors, and I probably would have wound up with  a small bit of barrel and the flash hider, though not quite that long.

Hmm, yes... I see your point. I also see now that I colored and even modeled a little bit of it wrong, in relation to the optics. I'm not entirely sure how that happened. :\

To Mr Frog and Reudh: I will most certainly reply to your emails sometime tomorrow. I'm really sorry it's taken so long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 18, 2013, 02:46:45 am
I've edited the Urist's Handbook for Foolhardy Adventurers chapter on the scythod to better reflect talvieno's vision for them.

For the scythes pointing downwards, the original outline of a scythod you posted had triple jointed scythe arms with all the joints facing the same way. When I thought about the scythes as weapons, I realized that they would be more effective if the second joint faced the opposite direction. It would give the scythes a much greater range of motion, especially for blocking attacks. As a bonus, that would allow the scythod to brace itself with six points of contact, instead of four. Downward facing scythes made more sense to me.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 18, 2013, 03:55:26 am
Also, I can't animate yet. http://www.youtube.com/watch?v=Ydf52rKcsuc <--- Proof.

Scythod War Dance.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 01:22:46 pm
I've edited the Urist's Handbook for Foolhardy Adventurers chapter on the scythod to better reflect talvieno's vision for them.

For the scythes pointing downwards, the original outline of a scythod you posted had triple jointed scythe arms with all the joints facing the same way. When I thought about the scythes as weapons, I realized that they would be more effective if the second joint faced the opposite direction. It would give the scythes a much greater range of motion, especially for blocking attacks. As a bonus, that would allow the scythod to brace itself with six points of contact, instead of four. Downward facing scythes made more sense to me.


Here is a sketch of my vision of a scythod (before the 3d model was posted)
(http://i.imgur.com/xdvvbSy.png)
The legs look a little weird, but you can see how I saw the scythes.
Oh, those look nice... The legs really do look off, and the lower arms are messed up a bit... The body is a tad too big for my tastes... Also, they're not ten feet high, I wouldn't think. They're naturally closer to an average of eight and a half, I guess, although they can stretch a lot higher, if they try to stand as tall as possible. How much higher? I'm not entirely certain, but you've seen how they're built. They definitely have the potential to stand taller if they want. lol

I like those scythes, though... I like my old ones (which I somehow forgot an entire limb segment on in that picture I posted), but I like those... they have a degree of movement they ought to be able to manage.

I think, perhaps... that... their arms could stay the way they are now (plus the missing limb portion)... except I could just have them be capable of moving like that.
Also, the limbstalk is called a limbstalk because it's literally just a stalk that the upper arms sprout off of - it's weak enough ingame that a scythod can have its upper arms AND neckstalk cut off all in one stroke, if the stroke and blade are powerful enough. Interestingly, as all the major organs are in other parts of the body, severing the limbstalk doesn't kill the scythod right away. It's kind of how I intended it, for one reason or another... I can't remember why.

Also, I can't animate yet. http://www.youtube.com/watch?v=Ydf52rKcsuc <--- Proof.

Scythod War Dance.
Lol, Reudh. XD No, I was just trying to get their neckstalk to move and "look around". :P I screwed up really badly. It moved whole pieces elsewhere. I'm still not sure why. I'm guessing I made the bones too big, or gave the envelope/bone stuff too large of a radius, or something.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 18, 2013, 01:40:25 pm
@Talvieno:

Honestly, I'm going to go ahead and pardon any future slowness to respond on your part in advance. You're a lot busier now.

I actually think I did a drawing of a scythod a long time ago. I'll see if I can dig it up. Probably won't be quite what you were imagining, but it could be good for a laugh.

Sorry for the delay re: the seqivet drawing; I keep forgetting to work on it :-[


@Cynm:

I am tickled that you appear to be using my tileset :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 18, 2013, 02:14:33 pm
@Talvieno:

Honestly, I'm going to go ahead and pardon any future slowness to respond on your part in advance. You're a lot busier now.

I actually think I did a drawing of a scythod a long time ago. I'll see if I can dig it up. Probably won't be quite what you were imagining, but it could be good for a laugh.

Sorry for the delay re: the seqivet drawing; I keep forgetting to work on it :-[


@Cynm:

I am tickled that you appear to be using my tileset :3
Fear not, I kept true to my promise. :P The response is made, and you have a new PM. (Super Talv saves the day again!) (and you know I say that with heavy irony, I hope. I'm not quite that full of myself.) (edit: actually, I don't think "irony" is the word I'm looking for here.)

I'd greatly enjoy seeing that scythod pic, if you can find it. Also, Splint, what happened to that other Vanya picture you were drawing? I'd be interested to see it.

And... it would be very cool to see a seqiv. :P



Aseaheru, I missed you saying it originally: Yeah, I guess I could potentially make some of Stone Inc.'s stuff - but it would depend on what it was, and if the picture you made of it was flat, etc. You saw I had some slight issues with staying true to Splint's design, so you couldn't expect anything perfect. Still not sure how I managed to mess up there...

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 18, 2013, 02:17:02 pm
That drawing is more in line with  how I pictured the Scythod's upper limbs honestly (though I went overboard in my imagination and envisioned them large enough to allow better stability to fire a gun/crossbow from a standing position...) It's probably because they share a general shape to the praying mantis.

EDIT: Damn it, ninja'd. That hasn't happened in a long time. I completely forgot about alot of stuff I was going to work on (shamefully, Vanya was among them. I'll need a refresher  on what you wanted.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 18, 2013, 03:09:59 pm
I imagine that a scythod could fire a crossbow or railgun, but probably not with any sort of accuracy. Actually, a scythod could probable fire a much larger weapon than a dwarf or human could. If I remember correctly though, most if not all scythod eschew weapons and tools in favor of their scythes.

@Frog
It is certainly your tileset, it's my favorite square tile set yet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 18, 2013, 03:37:53 pm
I always imagined Ballpoint and Sewaturet used specially made ranged weapons for them, coupled with a phony "head" that hooks into their nervous system so that they can fight among other races more effectively, since constant frying air and firearms discharges, among other things, would probably severely hamper their ability to tell who is who without them.

Plus there's always that added "OH FUCK" factor of shooting something in what you thought was its head only for it to turn and angrily charge and subsequently tear you to shreds.

Also, a note on the arm-scythes, they're somewhat less effective than the leg-spikes. Not sure if that's intentional or not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 18, 2013, 10:51:56 pm
spearbreakers= where everythings not killy enough for everyone, so we keep making more and more monstrous monsters that have the potential to break the fort to peices each damn day.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 19, 2013, 02:31:16 am
Also, Splint, what happened to that other Vanya picture you were drawing? I'd be interested to see it.

Crap. This reminded me that I still have those three art requests from you that I haven't done. Not sure if you still care, but this nevertheless represents an unspeakable lapse on my part :V  Terribly-sorry.

Quote
And... it would be very cool to see a seqiv. :P

Whatever you're picturing in your head is probably infinitely more awesome than what I'll actually end up posting, just FYI.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 19, 2013, 04:37:03 am
I think one of the coolest things about a succession game is seeing so many disparate ideas and visions, coming together to create a, more or less, cohesive whole. Same thing with these new creatures. Everyone has an idea of how they look, and as people post their visions the creatures inch closer and closer towards a final image. In other words, the awesomeness doesn't just come from the quality of the art, but from the fact that all of you care enough about this game and these creations to share them with the world.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 19, 2013, 04:56:45 am
I think one of the coolest things about a succession game is seeing so many disparate ideas and visions, coming together to create a, more or less, cohesive whole. Same thing with these new creatures. Everyone has an idea of how they look, and as people post their visions the creatures inch closer and closer towards a final image. In other words, the awesomeness doesn't just come from the quality of the art, but from the fact that all of you care enough about this game and these creations to share them with the world.

*salutes*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 19, 2013, 10:46:11 pm
I think one of the coolest things about a succession game is seeing so many disparate ideas and visions, coming together to create a, more or less, cohesive whole. Same thing with these new creatures. Everyone has an idea of how they look, and as people post their visions the creatures inch closer and closer towards a final image. In other words, the awesomeness doesn't just come from the quality of the art, but from the fact that all of you care enough about this game and these creations to share them with the world.

*salutes*

*salutes as well*

may spearbreakers continue to die a horribly agaonizing death in the name of !!FUN!!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 19, 2013, 11:15:24 pm
Here's what I had in my own head for Scythod. Crappy, probably not very legible on the dark backdrop, and underneath a very choppy version of their hands.

(http://i42.tinypic.com/29qms5c.png)

(http://i43.tinypic.com/a4nec0.png)

Huh. Used a much larger canvas than I thought I did.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 19, 2013, 11:33:27 pm
I see those things and I reckon they'd sound like Vaaki (?) from the (really fucking old but not the oldest) Bionicle sets (well, second movie)... Many clicks and screeches.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 20, 2013, 12:22:40 am
@Splint
I really like how that scythod looks. The carapace on the back makes it look the scythod has wings though. I imagined the claws being thiner and longer. If I'm completely honest, those claws look a little sausagey but that might just be the perspective.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 20, 2013, 12:29:45 am
It just looked better to me honestly. And the claw came out more sausage-y than I would have liked, but considering both were done in the span of about 6 minutes they're better than expected.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 21, 2013, 06:43:52 pm
Image of a seqiv:

Spoiler (click to show/hide)

I also took the liberty of making a Urist's Handbook entry for the seqivet (sorry for horning in on your idea, Cynm):

Spoiler (click to show/hide)

Finally, here's that drawing of a scythod:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 21, 2013, 10:41:36 pm
Probably the closest approximation to a seqiv would be the tiny wandering tribes of of jungle stranglers and the massive bands of dark stranglers that plague Everoc, and that's only because of the four arms. 

Liked the images, the Scythod one made think more that was some kind of relative to the clicking terrifying mantids we know and love/shit ourselves at the sight of.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 21, 2013, 11:50:36 pm
the Scythod one made think more that was some kind of relative to the clicking terrifying mantids we know and love/shit ourselves at the sight of.

Well, honestly, I just screwed up and thought that all four of their arms were grasps and that the blades just popped out of the sides when needed, but I suppose I could BS and say that some scythod have a recessive genetic anomaly that causes the scythe-arms to be replaced by an additional set of claws. (With Talvi's permission, of course :3)


E: Also, random idea: Since it's established that all seqivet are telepathic to a limited extent in order to work their cloaking ability, perhaps some seqivet can learn to use their innate telepathy for other tasks, such as erasing memories or implanting suggestions.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 22, 2013, 02:20:52 am
I like the drawing of the seqiv, it's a lot like I how I imagined them looking. Though I didn't realize that the eyes didn't go all the way around. On a different note, something about that image makes that particular seqiv look like a rebellious teen. I could see it(him?) smoking a -Frog Moss Cigarette- on a dwarven street corner somewhere.

I think it would be amazing if we had an Urist's Handbook entry for the new races (and maybe the old ones too) as sort of a reference for the sequel. Maybe even entries for the new weapons too. I'll see about making a few more.

Scythod from different regions of their planet could feasibly have developed specialized scythes: slicing scythes, stabbing scythes, crushing scythes etc.

For seqivet being able to use their telepathic abilities on other creatures, change erasing memories to suppressing memories and I would be all for it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 22, 2013, 04:49:33 am
[Completely unrelated]
I was messing around with Spawn, Seqivet and Scythods in the arena with some other creatures, both vanilla and modded, and it seems that all are weak to huge barbed tongues being lashed at them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 22, 2013, 05:50:47 pm
I imagine that a scythod could fire a crossbow or railgun, but probably not with any sort of accuracy. Actually, a scythod could probable fire a much larger weapon than a dwarf or human could. If I remember correctly though, most if not all scythod eschew weapons and tools in favor of their scythes.
In the latter chapters of the Parasol Trench arc, I had Klade and K'bahth learn to use some sort of Parasol plasma-based gun with a pretty fair degree of accuracy. They couldn't hit a stationary target, of course, but they could hear where their target is (having 3d auditory processing instead of 2d like a human), hear where their shots are impacting, and then compensate to make sure their shots hit. Wielding a gun doesn't require much in the way of precision, as far as how clumsily you hold it. They'd have to have some custom weapons, of course, to make sure they could actually reach the trigger to fire them (I kind of glazed over that part), but it would be possible.
I also at two points where three different Scythods were noting that switching to weapons might prove beneficial in the long run - first Scylk, and then Klade/K'bahth.

I always imagined Ballpoint and Sewaturet used specially made ranged weapons for them, coupled with a phony "head" that hooks into their nervous system so that they can fight among other races more effectively, since constant frying air and firearms discharges, among other things, would probably severely hamper their ability to tell who is who without them.

Plus there's always that added "OH FUCK" factor of shooting something in what you thought was its head only for it to turn and angrily charge and subsequently tear you to shreds.

Also, a note on the arm-scythes, they're somewhat less effective than the leg-spikes. Not sure if that's intentional or not.
The head isn't completely necessary - if you had friendly sentients wear a sort of "buzzer" attached to their suits that would emit a particular tone so long as the sentient was still alive, then a scythod could probably use that to distinguish between friend and foe. It's simpler, and gives the story option of having someone don a Ballpoint suit to stay alive amidst them. Well, if Ballpoint still has scythods... I don't think I ever touched on that point.

The leg-spikes are considerably more powerful than the armscythes, yes. I didn't want it that way, but DF does what DF wants. I suppose it makes sense, in a way. Stabby tends to penetrate more than slicey.

Also, Splint, what happened to that other Vanya picture you were drawing? I'd be interested to see it.

Crap. This reminded me that I still have those three art requests from you that I haven't done. Not sure if you still care, but this nevertheless represents an unspeakable lapse on my part :V  Terribly-sorry.

Quote
And... it would be very cool to see a seqiv. :P

Whatever you're picturing in your head is probably infinitely more awesome than what I'll actually end up posting, just FYI.
Art requests... OHHHH, I remember those. XD I'd actually forgotten as well. It's no issue. :) You can get to them or leave them, however you want. You did say you might not be able to get around to them for some time, as I recall.

Also, that seqiv is badass, although I think it does look rather like a rebellious teen rather than a soldier, as Cynm said. I think it's good - gives a good impression of what the average citizen might look like. (I think the cues are the crossed arms and facial expression (rebellious) as well as the lankiness of the arms and legs (teenager). That said, it's a great picture.)

@ Splint - really like that scythod pic, and in particular, the claws and the body. The body has a wasplike feel to it that I never considered... I think I almost like that more than the original "L" shape. Very awesome.

I see those things and I reckon they'd sound like Vaaki (?) from the (really fucking old but not the oldest) Bionicle sets (well, second movie)... Many clicks and screeches.
Not entirely sure what you're talking about, but... I did give them their language. The names I gave the scythods in Vanya's stories are from it - Scylk, Chiktylk, Klade, K'bahth, Kiba, Spala, Lonne, Chal'lk, and I think a couple others. It's a hissing, clicking, clacking sort of language, with little to no vocalization. It's in the SB II mod files, if you want to take a look. (also, they show emotion both through their voice and through sounds they make with their scythes/claws.)



@ Mr Frog:

Seqiv pic is epic. That's actually close to how I imagined them to look, although like Cynm, I thought the eyes went all the way around, instead of leaving room for the nose. Other than that, I actually got dead-on. o.O Which is a surprise, and something I'm glad of. I don't have to reshape them in my head. lol

Really like the handbook thing... I think we should put together the whole handbook. lol   That would be pretty cool.

AND... The scythod pic looks... well, not that bad, though it shows you didn't pay attention, like you said. ;) But congratulations on being the only one who got the arching legs bit. :P I'm not entirely sure what I think about some scythods not having scythes... Their scythes are pretty much what defines them (scythod - scythe-od), and I haven't seen any examples of people with tentacles or wings... Species tend to look the same no matter where you go. It's just my thoughts, though... I won't fight the general consensus.

Quote
E: Also, random idea: Since it's established that all seqivet are telepathic to a limited extent in order to work their cloaking ability, perhaps some seqivet can learn to use their innate telepathy for other tasks, such as erasing memories or implanting suggestions.
Hmmmm... I like it. :D That sounds pretty cool, actually. It would make them pretty useful, particularly to Parasol, which has a penchant for mind control. They probably wouldn't be treated the best, however. Parasol seems to have evolved to become slightly racist.

Quote from: Cynm
Scythod from different regions of their planet could feasibly have developed specialized scythes: slicing scythes, stabbing scythes, crushing scythes etc.
Again, mmmmmm... really not sure I like this idea. I mean, people from Africa don't have tentacles, and people from India don't have scales. :P

[Completely unrelated]
I was messing around with Spawn, Seqivet and Scythods in the arena with some other creatures, both vanilla and modded, and it seems that all are weak to huge barbed tongues being lashed at them.
This sounds... worrisome. Key word here is "huge". In DF, big means power. A giant ball of fluff can squash an elephant, provided it's big enough.



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 22, 2013, 06:17:24 pm
@Cynm:

Since the Handbook is intended as a resource for adventurers, I'm thinking each entry should have a section specifically detailing how to combat the creature in question, or at least minimise the threat they pose.

I would be happy to make some more articles if you'd like (though I'd understand if you'd rather do this on your own). I could also contribute sketches of the creatures described in each article (done in a more pencil-y style to reflect the level of tech involved; this should also shorten the amount of time I need for each sketch).

I'm thinking of setting up a DeviantArt account so I don't have to keep uploading my artwork to Photobucket.


@Talvi:

Quote
Also, that seqiv is badass, although I think it does look rather like a rebellious teen rather than a soldier, as Cynm said. I think it's good - gives a good impression of what the average citizen might look like.

Thank you. That was roughly what I was going for (I didn't intend for it to look like a teenager). I may or may not do an action shot of a soldier later, though.
    The lankiness is more of a general trait of the species. Seqivet are an arboreal species, so they naturally have slim, agile builds in my headcanon.

The scythod-with-extra-grasps-in-place-of-scythes thing doesn't seem to be quite on the same level as a human being born with tentacles. It's more a case of which sort of limb goes on which segment getting FUBAR'd, which actually does happen sometimes in real life -- flies are occasionally born with functioning legs in place of antennae, for example (can't remember what causes it, but I know it happens). If you don't like it, though, it's not such a big deal. It was more a random thought.

As far as different sort of scythes go, I can certainly imagine different populations developing slightly-different scythe shapes to suit their local food source, even if the underlying anatomy doesn't actually change much.

Quote
That sounds pretty cool, actually. It would make them pretty useful, particularly to Parasol, which has a penchant for mind control. They probably wouldn't be treated the best, however.

Ohh, nasty. I imagine that sort of advanced mind-fuckery wouldn't come naturally even to seqivet that are capable of performing it, so I'd imagine seqivet enslaved "employed" in such a manner would quickly suffer ill effects from overexertion. This would probably lead to a species-wide grudge being formed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 22, 2013, 06:28:12 pm
[Completely unrelated]
I was messing around with Spawn, Seqivet and Scythods in the arena with some other creatures, both vanilla and modded, and it seems that all are weak to huge barbed tongues being lashed at them.
This sounds... worrisome. Key word here is "huge". In DF, big means power. A giant ball of fluff can squash an elephant, provided it's big enough.

As it turns out, in my amateurist modding glory, I only applied an appearance modifier, not an actual length modifier. They're weak to regularly sized barbed tongues being lashed at them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 22, 2013, 06:51:35 pm
Throwing this up here while I have time. The texturing job was somewhat halfheartedly done, and there's a lot I'm not happy with, but.
Spoiler (click to show/hide)


edit: How did I get double-ninja'd? Maybe it's been longer than I thought.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 22, 2013, 07:04:06 pm
I would still prefer not fighting one of those if I didn't have to unless I was a Spearbreakers Army veteran.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 22, 2013, 07:39:48 pm
Throwing this up here while I have time. The texturing job was somewhat halfheartedly done, and there's a lot I'm not happy with, but.
[snip]

edit: How did I get double-ninja'd? Maybe it's been longer than I thought.

Oh, turdlets. I was making a new drawing of a scythod based on the old model you posted, and then just as I more-or-less finished the pencilling you go and post this, which is significantly-different :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 22, 2013, 08:11:32 pm
Throwing this up here while I have time. The texturing job was somewhat halfheartedly done, and there's a lot I'm not happy with, but.
[snip]

edit: How did I get double-ninja'd? Maybe it's been longer than I thought.

Oh, turdlets. I was making a new drawing of a scythod based on the old model you posted, and then just as I more-or-less finished the pencilling you go and post this, which is significantly-different :V
Lol, don't sweat it. :P I've pretty much decided that the scythes can be positioned either horizontally or vertically. (posting this up quickly, will get to the rest of what you said in an edit in just a sec)


@Talvi:

Quote
Also, that seqiv is badass, although I think it does look rather like a rebellious teen rather than a soldier, as Cynm said. I think it's good - gives a good impression of what the average citizen might look like.

Thank you. That was roughly what I was going for (I didn't intend for it to look like a teenager). I may or may not do an action shot of a soldier later, though.
    The lankiness is more of a general trait of the species. Seqivet are an arboreal species, so they naturally have slim, agile builds in my headcanon.

The scythod-with-extra-grasps-in-place-of-scythes thing doesn't seem to be quite on the same level as a human being born with tentacles. It's more a case of which sort of limb goes on which segment getting FUBAR'd, which actually does happen sometimes in real life -- flies are occasionally born with functioning legs in place of antennae, for example (can't remember what causes it, but I know it happens). If you don't like it, though, it's not such a big deal. It was more a random thought.

As far as different sort of scythes go, I can certainly imagine different populations developing slightly-different scythe shapes to suit their local food source, even if the underlying anatomy doesn't actually change much.

Quote
That sounds pretty cool, actually. It would make them pretty useful, particularly to Parasol, which has a penchant for mind control. They probably wouldn't be treated the best, however.

Ohh, nasty. I imagine that sort of advanced mind-fuckery wouldn't come naturally even to seqivet that are capable of performing it, so I'd imagine seqivet enslaved "employed" in such a manner would quickly suffer ill effects from overexertion. This would probably lead to a species-wide grudge being formed.

I think you hit the seqiv thing spot-on. I wouldn't fret about it vaguely feeling like a teenager - it's pretty much all right as it is. It more gives the impression of youth than anything else.

With the occasional occurrence of FUBAR'd scythods, I'm fine. I don't like the idea of the species branching off and having tribes of scythods with claws instead of scythes, though. Occasional, yes. Maybe even iconic - they could look on it, perhaps, in the same way people in southeast Asia used to worship albino elephants and tigers - at least, in canon. A scytheless scythod might be seen as divine... Hilariously, it would also be incapable of expressing any positive emotion through body language, which is part of what scythods use their scythes for - they rub them together to "chirp" like crickets to laugh, and clack them together (I guess in an "X" pattern) to express agreement, among other things.

I'm not entirely unreasonable, see. :P

I agree with the slightly differnt scythe shapes to suit the local food source. That I'm okay with. lol   I actually kind of like it - and, as a bonus, scythods would probably be able to tell what tribe someone was of just by their "accent" - i.e. the audible variations produced by the difference in the scythes.



Ooh, seqiv slavery... And the seqiv are pretty nasty, by themselves. I imagine that could launch Parasol into another war, particularly if they tried to harvest the seqiv population for "employment".




And now, I must bid you all adieu for the time being - I've spent far too much time online. :\ I have to go help with family now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 22, 2013, 09:25:34 pm
Throwing this up here while I have time. The texturing job was somewhat halfheartedly done, and there's a lot I'm not happy with, but.
[snip]

edit: How did I get double-ninja'd? Maybe it's been longer than I thought.

Oh, turdlets. I was making a new drawing of a scythod based on the old model you posted, and then just as I more-or-less finished the pencilling you go and post this, which is significantly-different :V
Lol, don't sweat it. :P I've pretty much decided that the scythes can be positioned either horizontally or vertically. (posting this up quickly, will get to the rest of what you said in an edit in just a sec)

Not so much this as the fact that the proportions are completely-different. The limbs and abdomen are all much longer, for example. I, of course, am far too lazy to redraw the whole thing, so you'll just have to take your stubby limbs and like it :)

E: As long as we're entertaining the notion of a scythod with no scythes, how about a scythod with the lower claws replaced with a second set of scythes?

E2: Also, @Lolfail may I ask what the enormous barbed tongue in question was attached to? Has my foul temper inspired a new megabeast or..?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 23, 2013, 12:05:27 am
Since the Handbook is intended as a resource for adventurers, I'm thinking each entry should have a section specifically detailing how to combat the creature in question, or at least minimise the threat they pose.

I would be happy to make some more articles if you'd like (though I'd understand if you'd rather do this on your own). I could also contribute sketches of the creatures described in each article (done in a more pencil-y style to reflect the level of tech involved; this should also shorten the amount of time I need for each sketch).

Yes, yes and yes. I actually imagined the handbook as a compilation of articles by different people, edited by one other person. Urist is really a conglomeration of many different people, at least in my mind. So feel free to write entries.

Edit: I've noticed that this thread goes quiet for a relatively long time, and then explodes with activity. Just an observation.

Edit2:
(http://i.imgur.com/f0HgXed.png)
???
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 23, 2013, 12:18:27 am
E2: Also, @Lolfail may I ask what the enormous barbed tongue in question was attached to? Has my foul temper inspired a new megabeast or..?

It's attached to a bird-type thing that owns pretty much everything except any megabeast. Hydrae annihilate it and rocs love to break its wings and let it drop.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 23, 2013, 02:47:34 am
I sort of want that thing for SBII (and I think you fully intended for someone to ask that).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 23, 2013, 02:49:13 am
Alright gents, load a fresh slug in those railguns. We're goin' bird hunting underground.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 23, 2013, 03:02:23 am
Also, I was browsing through Wikipedia and I found the following lovely quote:

Quote
To see with a resolution comparable to our simple eyes, humans would require ridiculously large compound eyes, around 11 m in radius.

So I guess my telepathic planeshifting space aliens aren't actually all that realistic. Oopsies!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on November 23, 2013, 03:06:54 am
I have to wonder with all the new civs and creatures you've all added will dwarves even survive world gen for SBII? Actually that statement makes me wonder how many if any vanilla civs survive world gen
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 23, 2013, 03:10:37 am
That's a good question. Probably gonna need to use a large wolrd for them all to make it through alive as entities.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 23, 2013, 03:20:55 am
and I think you fully intended for someone to ask that.

Hey. I'm not that backhanded.
Your interest is welcomed though :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 23, 2013, 03:27:34 am
and I think you fully intended for someone to ask that.

Hey. I'm not that backhanded.
Your interest is welcomed though :3

I think you mean underhanded.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 23, 2013, 04:27:44 am
and I think you fully intended for someone to ask that.

Hey. I'm not that backhanded.
Your interest is welcomed though :3

I think you mean underhanded.

...Yes
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on November 23, 2013, 04:35:18 am
and I think you fully intended for someone to ask that.

Hey. I'm not that backhanded.
Your interest is welcomed though :3

I think you mean underhanded.

...Yes

Great now I'm stuck thinking of how somebody can be backhanded without meaning it literally. (Yes it's going to bug me until I come up with some definition that would make that sentence make sense. Well unless I'm missing some obvious one.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on November 23, 2013, 09:43:19 am
...Opps.

People I have to live with "accidentally" spilled stuff on The Project.

And I had it half done, too...


IT WILL BE REDONE!! I do have access to a light table Monday-Friday... or I could redo from scratch...

Hmmmmm...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 23, 2013, 03:37:01 pm
About races surviving world gen, in my test fort I have encountered:

Elves
Dwarves
Humans
Dwelves
Scythod(both hostile and not)
Holistic Spawn(definitely hostile)
Kobolds
And one other race whose name eludes me.

I have not encountered:
Parasol
Ballpoint
Seqivet
Or Manamaids

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 23, 2013, 09:26:18 pm
Tried updating the second post.



Quote
The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).



... oops.


editing here because I don't want to add unneccessary fluff to the "gallery" post:
That took absolutely forever... and I'm going to have to get off again. :\ I'll get to those PMs tomorrow. Oh, and Reudh - the key didn't work, just so you know. Thanks, though. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 23, 2013, 09:30:58 pm
SPEARBREAKERS ART GALLERY
CHRONICLING THE BRILLIANCE OF OUR BELOVED FORT, IN PICTURES,
and a huge and flashy title
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Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 23, 2013, 09:44:11 pm
You missed mine. But they may have just been a number of links.

Or where they links and images?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 23, 2013, 09:48:38 pm
Asea - have to log off for now, but I may have missed them. If you could link me to them, I'll get them put up there. It wasn't intentional, believe me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 23, 2013, 10:09:07 pm
Welp. Time to go digging...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on November 23, 2013, 10:21:54 pm
In honour of the late citizens of Spearbreakers:

Spearbreaker Citizen

[url]
 (http://talonis-wolf.deviantart.com/art/Unsteady-Dwarf-407489031)
Heres one. Not mine, but another.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 23, 2013, 11:40:11 pm
Yeesh. Seeing some of those older drawings of mine kind of made me want to curl up into a ball.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 24, 2013, 12:07:57 am
That just shows that you've improved! Cringing at your older work is a natural part of the learning process.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 24, 2013, 03:06:16 am
That just shows that you've improved! Cringing at your older work is a natural part of the learning process.

I'm aware of that, but still... If anyone has a time machine that I can borrow to retroactively replace the older artwork with better-drawn and -coloured versions I would be eternally in their debt. Tamun in particular needs new art (it is probably the worst thing I have ever drawn for this thread, full stop -- I hate pretty much everything about it).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 25, 2013, 02:38:49 pm
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 25, 2013, 05:26:37 pm
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 25, 2013, 06:35:39 pm
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 26, 2013, 01:08:03 am
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.

It's not funny when a Megaspawn shows up before the first caravan.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 26, 2013, 01:23:27 am
That just shows that you've improved! Cringing at your older work is a natural part of the learning process.

I'm aware of that, but still... If anyone has a time machine that I can borrow to retroactively replace the older artwork with better-drawn and -coloured versions I would be eternally in their debt. Tamun in particular needs new art (it is probably the worst thing I have ever drawn for this thread, full stop -- I hate pretty much everything about it).

I must've missed a lot of pictures.

I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.
You guys asked for it. :P

I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.

It's not funny when a Megaspawn shows up before the first caravan.
That doesn't happen, no worries.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 26, 2013, 02:36:17 am
That just shows that you've improved! Cringing at your older work is a natural part of the learning process.

I'm aware of that, but still... If anyone has a time machine that I can borrow to retroactively replace the older artwork with better-drawn and -coloured versions I would be eternally in their debt. Tamun in particular needs new art (it is probably the worst thing I have ever drawn for this thread, full stop -- I hate pretty much everything about it).

I must've missed a lot of pictures.

I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.
You guys asked for it. :P

I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.

It's not funny when a Megaspawn shows up before the first caravan.
That doesn't happen, no worries.

i wish to see this happen in spearbeakers 2...

let the megaspawn come! we have spears! and we have mugs!....

WE HAVE MUGSPEARS! (sorry...it just came over me the image of a dwarf weilding a mug spear *a mug in the shape of a spear* striking a megaspawn in the chest as its eaten...)

why do i have a cold feeling right now?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 26, 2013, 03:57:56 am
As far as mega beasts go, I've only ever gotten mega spawn, and they show up pretty early.

Incidentally, that mega spawn? Railgun-punted into a volcano. He's still down there, merrily smoking like a chimney.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 26, 2013, 04:09:32 am
Spawn don't burn very well. It's why magma weaponization was banned in Spearbreakers. You just get a raging voracious once-dwarf that lights things on fire instead of just a raging voracious once-dwarf.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on November 26, 2013, 08:05:32 am
SBII is going to be the best fort ever at this rate (assuming of course the world doesn't just murder us for looking at it the wrong way). Honestly though I would love to see if anything could kill a megaspawn on fire.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 26, 2013, 10:28:31 am
So far nothing has been able to stand up to a full squad of rail gunners. Of course, getting and keeping a squad of rail gunners is much harder than it looks. Jackborgs are probably the second best line of defense.

SBII is going to be quite FUN.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 26, 2013, 10:51:36 am
How do Jackborgs perform overall? I haven't properly tested anything (Curse you New Vegas mods!) and I'm interested to hear about them. They seem like they'd be pretty scary unarmed combatants.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: ChaosMaker on November 26, 2013, 11:23:08 am
proably...this will be awsome.

i cant wait for spearbreakers 2, if the megaspawn are any indication, we should be dead by the 5th year or so. (so should we just dig like maniacs?)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 26, 2013, 04:36:59 pm
Jackborgs are quite scary unarmed opponents, especially once they've been trained for war. Interestingly, Jackborgs take the Titan approach to combat, in which they steal their opponents clothes and then beat said opponent to death with said clothes. One of my Jackborgs ( I have three right now) has actually grown attached to a Rope reed fiber dress that he stole from an elf ambusher. The three Jackborgs have defeated three or four elf ambushes on their own, with only a few dents to show for it.

The main problem my fort has right now is bouts of chronic unhappiness. Could we make frog moss consumption give a happy thought? That would give it a good in game use in stopping tantrum spirals.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 26, 2013, 04:39:49 pm
Ok, so Jackborgs are effective anti-elf measures. How about properly armed opponents?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 26, 2013, 05:27:36 pm
The main problem my fort has right now is bouts of chronic unhappiness. Could we make frog moss consumption give a happy thought? That would give it a good in game use in stopping tantrum spirals.

Not even remotely possible.

I think I should reiterate that it really, really bugs me when people make mod suggestions without having even the faintest idea of what can actually be done. Nothing against you personally, Cynm, I actually rather like you, but comments like this make the Frog-Beast pull at his restraints. Please, please, please do your (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token) own research (http://dwarffortresswiki.org/index.php/Syndrome) into the matter before asking questions.

E: Um, okay, I reread what I just posted and I think I might be in a worse mood than I thought at the moment. Gonna go have a time-out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 26, 2013, 06:13:13 pm
I'm gonna assume "chronic unhappiness" means "WE'RE DYING LIKE ANIMALS YOU BASTARD! DO SOMETHING!"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on November 26, 2013, 06:46:10 pm
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.

It's not funny when a Megaspawn shows up before the first caravan.
That doesn't happen, no worries.

Yes, it did. And it was glorious. Frustratingly glorious.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on November 27, 2013, 07:58:51 pm
I'm gonna assume "chronic unhappiness" means "WE'RE DYING LIKE ANIMALS YOU BASTARD! DO SOMETHING!"
Exactly.

I haven't been able to test Jackborgs against anything armored, mainly because only one goblin ambush has ever showed up, and they got chewed up by some human caravan guards the instant they showed up. I'll test them on a captured snatcher as soon as I catch one that isn't ballpoint.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: BlackFlyme on November 27, 2013, 08:14:57 pm
Questions for anyone who can answer them...

Can you use CE_ADD_TAG to add a PERSONALITY tag to a creature?
If so, will changing the minimum value of said tag change an already existing dwarf's personality?
If so, can the change be reverted?

I would test this myself but I don't have acces to a computer right now.

CE_ADD_TAG cannot add PERSONALITY to a creature.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 27, 2013, 11:53:50 pm
I have just discovered that regular spawn and mega spawn are not friends with each other. Indeed, in the subsequent engagement of eight or so normal spawn vs. one mega spawn the mega spawn won. Handily. The mega spawn has since eaten two caravans and shows no signs of leaving.
I do believe we can consider the megaspawn a success then.

Why is this so funny to me? I actually had to stifle a laugh, there.

It's not funny when a Megaspawn shows up before the first caravan.
That doesn't happen, no worries.

Yes, it did. And it was glorious. Frustratingly glorious.
No, really. Megaspawn are megabeasts. Megabeasts can't arrive in year one, unless something has changed that I don't know about.


@Splint:
Jackborgs do all right against armored creatures. What they don't do well against are battles where they're overwhelmed by superior numbers of enemies all rushing them at once. They're particularly prone to what could be termed "backstab damage" - i.e. it says in the logs that they were "attacked from behind".  I wouldn't send them up against anything with steel armor, and I might think twice before I send them up against something with iron armor. They're good soldiers, but they're not going to fight your battles for you. In other words, they aren't overpowered.



@Everyone:

Is the Spearbreakers location depicted in this render immediately recognizable:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 28, 2013, 12:14:32 am
Correct me if I'm wrong, but that's the small tunnel Talvieno led Vanya through before the cavern incident?

Also talvi check yo pms
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 28, 2013, 01:53:09 am
@Talvi:

Megabeasts can totally appear in year one if you fuck up or omit the ATTACK_TRIGGER tag and are extremely unlucky. I may be remembering slightly wrong, as it was a long time ago, but I very vividly recall being wiped out by some random megabeast I'd added before I'd gotten much more than a few rooms dug out. Wasn't sure whether to laugh or cry at that point.

Also
talvi check yo pms
this.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 28, 2013, 08:05:29 am
If memory serves, late autumn/winter of the first year is the earliest attackers can show up. And so long as Jackborgs can hold their own against a small ambush then that's good enough.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 29, 2013, 06:29:16 pm
It was supposed to be the mossy tunnels somewhere below the fortress where Mr Frog, Vanya, and Urist went through after the gorlak incident... close enough, though. Vanya was wanting Talvi to take her there before the cavern thing.

And guys: Hint taken. I'll set some time towards those replies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 29, 2013, 06:38:09 pm
I notice you've been a busy little bee on the wiki Talvieno. Excellent work I saw.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 29, 2013, 06:46:08 pm
Not really - it looks like a lot more than it is. lol   Thanks, though.

edit:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on November 30, 2013, 02:19:09 am
@Talvi:

That new one's a lot better, I think. It's easier to see all the colours and details in the texture, so it looks more obviously vegetation-y.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on November 30, 2013, 05:18:50 am
@Talvi:

That new one's a lot better, I think. It's easier to see all the colours and details in the texture, so it looks more obviously vegetation-y.

I'm inclined to agree with Froggie. That one's far easier to see.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 30, 2013, 02:06:22 pm
Welp, I have found jackborgs, while expensive, make excellent guards for cave entrances. Three pitgorlaks made attempts to get loose and all were met by semi-metallic aggression.

EDIT: Railguns modified lack the raw killing power they need to do anything substantial it seems. Someone went and wasted a little over a dozen slugs on a feral pit gorlak because all the could do without a center mass hit was break bones. on that note, a marksdwarf got the first megaspawn kill in my test fort with a center mass hit to the back sending it bouncing along the ground hard enough to damage its heart.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 01, 2013, 12:28:46 am
@Splint
Go into the raws for the railgun ammo and change [BLUNT] to [EDGE], see if that gives you the looked for lethality. You should be able to change the tag in an existing save.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on December 01, 2013, 11:50:23 am
Megaspawn on the first year?

Why do I equate that to be the Spawn version of a preemptive Nuclear Strike?

Also, how long in-game does a Spawn burn? Because I had an idea which went along the lines of pitting Forgotten Beasts against them to buy time for squads to form up, but if a FB lights up a Megaspawn, those squads would be utterly destroyed...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 01, 2013, 12:02:13 pm
Megaspawn on the first year?

Why do I equate that to be the Spawn version of a preemptive Nuclear Strike?

Also, how long in-game does a Spawn burn? Because I had an idea which went along the lines of pitting Forgotten Beasts against them to buy time for squads to form up, but if a FB lights up a Megaspawn, those squads would be utterly destroyed...

Seems the earliest they can arrive is late autumn. If memory serves, if the symptoms don't manifest in a month or so, you're fine and megaspawn may have their own megaspawnitis syndorome unless that was taken out.

@Splint
Go into the raws for the railgun ammo and change [BLUNT] to [EDGE], see if that gives you the looked for lethality. You should be able to change the tag in an existing save.

Changing attacks is basic stuff I already know how to do. What I mean is while they can pitch an enemy a good distance, it has to be an upper or lower body hit otherwise they'll be fruitlessly pegging the target and breaking bones. I never intended them to take limbs off (which is what edged damage would probably do,) in the traditional sense anyway. I intend to get reactions set up to negate ease of access, so I'll be returning them to proper lethality.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 01, 2013, 09:10:06 pm
Threw this together really fast... not satisfied with it. It took a freaking 14 hours to render. I'm never setting the settings that high again. lol   And the "stick of gum" is for reference - it's two meters tall.
Spoiler (click to show/hide)

Quote
Also, how long in-game does a Spawn burn? Because I had an idea which went along the lines of pitting Forgotten Beasts against them to buy time for squads to form up, but if a FB lights up a Megaspawn, those squads would be utterly destroyed...
Live spawn never burn away. They'll burn literally infinitely, throwing off dense clouds of smoke. Spawn parts are different, however. They'll burn for about six months before they disappear - provided the spawn is dead.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 01, 2013, 11:22:58 pm
Really cool render Talvieno, what program are you using?

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 02, 2013, 01:34:21 am
Native railguns are meant to rely on sheer crushing force, not pegging targets and hoping something falls off. Ballpoint and Parasol models can/will most likely be set up in such a manner though. Also I dunno why you spoilered that.

Test fort has a statue of a megasapwn killing a banshee in it. Going to have to recheck and see if we just murderized a historical monster that the fort already depicted.

EDIT: Never before has the temptation to kill one of my dwarves been so great as to add to my Jackborg force.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 02, 2013, 09:56:46 am
I'm not sure why I spoilered that.

Do the different civs have different railguns already, or does that need to be added?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: zacen299 on December 02, 2013, 02:02:12 pm
It dawns on me that I don't know how Jackborgs are made. So I guess the question is how the hell do you make a Jackborg.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 02, 2013, 03:03:59 pm
Cybernetic surgery on grievously injured or dead dwarves, said surgery having been pioneered by Draconik Sankis. They're expensive but thanks to dwarves being who they are as a race, they're still readily available in many places.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on December 02, 2013, 03:51:10 pm
Cybernetic surgery on grievously injured or dead dwarves, said surgery having been pioneered by Draconik Sankis. They're expensive but thanks to dwarves being who they are as a race, they're still readily available in many places.

They came about after the last siege of my turn, where Jack Magnus was killed in combat by a lucky claw to the spine, which made him asphyxiate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 02, 2013, 04:38:31 pm
Was your spine clawed out? No problem! We here at the Dwarven Institute of SCIENCE! can fix you right up with a shitload of copper wiring and maybe a few other electrical bits in your skull! Unless next of kin would prefer you remain dead, in which case we can't help you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 02, 2013, 05:02:27 pm
Reminds me of the New U stations in Borderlands II.

"We at the institute of !!SCIENCE!! would like to thank you for your corpse's generous donation to our Jackborg army, have a fantastic day!"

EDIT: "The institute of !!SCIENCE!! would like to remind you that there is no hell, unless we send you there."

EDIT2: UNRELATED
Spoiler (click to show/hide)

EDIT3: Urist's Handbook for the Foolhardy Adventurer: Foreword, The History of Spearbreakers
Spoiler (click to show/hide)

EDIT4: Urist's Handbook entry edited for clarity and accuracy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on December 05, 2013, 07:47:43 pm
@Cymn: Nothing stands out off the top of my head, but Mr Frog, Splint, and Tavieno are the ones who'll notice... discrepancies.

@Spearbreakers: The Megaspawn and Spawn fighting amonst themselves remind of the infighting between the Orcs and the "Uruk-Hai"(a.k.a megaorcs) in Lord of the Rings. Possible story point? Perhaps the Holistic, in their attempts to overcome their Spearbreakers, unwittingly created their own enemy...

Edit: For some reason I ended a sentence before finishing said sentence.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 05, 2013, 08:18:07 pm
They seem influenced by megabeast attack requirements. I had one attack in summer.

And I'm hoping to have the spawn somewhat diversified, with precursor spawn serving the role of generic foot warrior (tough, feel no pain, can trance, and need no air but susceptible to stunning, nausea, and brain damage,) with the lot seen here being part of roaming bands of spawn (making all surface areas substantially more dangerous,)and as tougher elites mixed in with the rank and file. Would certainly be unsettling to be dropping spawn one after another and then suddenly doesn't go down to a pike through it's head.

Of course such massive things as the megaspawn need little if any aid and may see other spawn as little more than the equivalent of chicken nuggets like any other creature smaller than itself.

@ Cynm: The time war was in progress well before Spearbreakers was actually founded, with the battle at Spearbreakers culminating in a sort of final clash between the two parties. The fallout of the battle was rapid weapon advancement, leading to at least The Responsible Outrageous Fences becoming extremely powerful (what with spawn not holding up so well to a railgun slug smashing them into gristle on things,) until dwarven kingdoms began expanding to the inland mountains where they were knocked back down a few pegs by the murderous locals, desperate Parasol or Ballpoint stranded harrying caravans and expeditions, and radiation storms.

Parasol and Ballpoint largely abandon at least Everoc after the clash at Spearbreakers, with may employees and mercenaries left behind for whatever reason, and I intended the zombie attack at the end of Savero's term to be headed by Dovash, a Necromaner who appeared during the battle over that old megaportal in Talvieno's story..


Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 12, 2013, 06:05:15 pm
I've been away for a bit, and I'm surprised to see that the thread seems to have died... I'll be necro'ing it, thank you very much.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 12, 2013, 06:09:37 pm
My my, been a busy little bee again haven't you?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 12, 2013, 08:08:47 pm
Very nice!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 13, 2013, 12:57:10 am
My word, Talvi! They are excellent!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on December 13, 2013, 01:17:42 am
Agreed. Talvi is indeed quite awesome.

I'm sorry I haven't been posting much. I've been wrapped up in other things. Drama classes have been taking a lot of my mental energy.

I think we could stand to develop the new races a bit more. We have broad ideas of their cultures, but more details could always help. Bonus points for thinking about the interactions between the various races in terms of ideological conflicts and trade.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 13, 2013, 03:49:12 am
It's worth doing. Gives us something productive to do with the thread while we test stuff.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on December 13, 2013, 04:04:51 am
I'm honestly surprised I had to suggest it. We have a bunch of creative people involved in this, so I was expecting a lot more... y'know... creativity. Ideas. That sort of thing.

Additionally, a part of me sort of wants to write proper conclusions to some of the storylines, because it seems awful to leave so many plot threads hanging after so much went into developing them. The three I'd like to clear up are:

-- The conclusion to Vanya's tale

-- Joseph's demise, and the fate of the original Mr Frog and Silena (because I think it'd be interesting to see which direction she could be taken in the sequel)

-- The fate of Spearbreakers in general

We already have a rough idea of how all three of these go, but if we could develop these more so I or someone else could give them proper writeups of some sort it'd be great.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 13, 2013, 04:41:31 am
Just as long as it isn't "rocks fall, everyone dies" it *should* be fine.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 13, 2013, 04:44:43 am
Far as I know Talvieno's still chipping away at Vanya's story.

As far as the last one I like to think it didn't get abandoned without a whole lot of kicking and screaming on the inhabitants' parts some years after the Battle of Spearbreakers in the timewar. What I wound up imagining was a decades long proxy war with the Copper Realms with hundreds of human mercs getting killed attacking the fortress in the ensuing decades.

After a grisly battle just getting into the depot and being fought tooth and nail the whole way, they end up suffering from things like the spikewalk and a horde of war trained giant emus ambushing them, as well as period stands by CDC marksdwarf teams resulting in many more being mowed down by hails of bolts and other ranged weapons. Upon chasing some CDC and Fortress Guardsmen into the Spawn Research Center, they are set upon by a dozen spawnitis victims (while the dwarves barricade themselves into the last room in the corridor.)

After this and many more fallen Nemeans, The mercs finally fight their way into the dining hall (cutting off supply of food, booze, and just about everything else to anyone further down,) the mercenary commander is absolutely horrified to find piles of corpses that were in the process of being cleaned up, a replacement duke/duchess and many citizens having been backed into a corner by what must have been a truly monstrous spawn assault. He realizes that the only reason they even got this far, was due not to his own men finally besting the arms of the fortress but that the fortress had just been dealt a knockdown blow and his men were only just able to be the final nail in the coffin. Had they made this last assault before the spawn, it is probable they would have all been killed by this point.

Deciding against hunting down every single dwarf as the king of The Copper Realm demanded, he resolves to simply push the dwarves out of their production and living quarters and knock out the stairs, sealing the survivors for the time being, knowing full well that there is likely a factory down below powered by magma and full to bursting with refined metals which means only time will keep the dwarves down there sealed in.

By this point the attacking mercenary army has likely lost more than half their number; after slaying what few resisters are left in the areas they control and after rescuing/setting the numerous prisoners of war loose to run rampant in the fortress, they beat a hasty retreat, reporting the battle as won and their contract finally fulfilled.

The surviving dwarves of course, unseal themselves not long after and upon purging the few roaming enemies and escaped POWs that remained, pack what little they can (and making sure to bring the now likely long dead clone!Mr Frog's prototype weapons,) and abandon ship, knowing full well they'd be unable to weather another attack by anyone.

Following this, displaced Ferric Elves eventually move in, cleaning up some of the bodies and adding traps of their own, before leaving for unknown reasons later on, leaving not but a tomb to be picked over by scavengers and inhabited by monsters.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on December 13, 2013, 03:19:29 pm
That sounds... Wonderfull.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 13, 2013, 03:30:30 pm
I'm honestly surprised I had to suggest it. We have a bunch of creative people involved in this, so I was expecting a lot more... y'know... creativity. Ideas. That sort of thing.

Additionally, a part of me sort of wants to write proper conclusions to some of the storylines, because it seems awful to leave so many plot threads hanging after so much went into developing them. The three I'd like to clear up are:

-- The conclusion to Vanya's tale

-- Joseph's demise, and the fate of the original Mr Frog and Silena (because I think it'd be interesting to see which direction she could be taken in the sequel)

-- The fate of Spearbreakers in general

We already have a rough idea of how all three of these go, but if we could develop these more so I or someone else could give them proper writeups of some sort it'd be great.
For the first two... I could start back working on it all, I suppose. I've just been really busy for a while, and how much free time I had to devote to each chapter is a major obstacle (I spent roughly 6-9 hours per chapter, and for the most part it had to be uninterrupted). I have everything in notes still, but notes aren't very fun to read, I think - I sent them to Splint and he couldn't make heads or tails of them, for instance. =P Modeling is a bit easier because I can work for a few minutes, get up, and when I come back it's not like I have to get into the feel of it again, like I have to with writing.

I'm also only about 65% or so through Vanya's full story. (Not an arbitrary number, an actual rough estimate.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 13, 2013, 05:46:38 pm
Personally, I like to think that Spearbreakers didn't get abandoned at all. What I imagined was that, after the Battle for Spearbreakers, pretty much every major power on the planet had its strength broken. The spawn were temporarily pushed back, Parasol and Ballpoint could no longer justify their continued presence and took everything they owned that wasn't bolted down or breathing and the necromancers' armies were wiped of the face of the planet. The only military power left was Spearbreakers, which was not at all equipped to handle the number of refugees that sought shelter there. Spearbreakers expanded into a refugee city which then expanded into a real city. Eventually Spearbreakers became the new de facto capital seeing as it was the only city left standing.

I like the idea of leaving Spearbreakers alive, in the spirit of the new update and being able to retire fortresses.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 13, 2013, 05:51:54 pm
"Landing is just crashing slow enough that you don't break anything."

Overseeing is just fucking up well enough that you don't break anything most things some things the one thing that you were really proud of.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 13, 2013, 11:28:55 pm
Personally, I like to think that Spearbreakers didn't get abandoned at all. What I imagined was that, after the Battle for Spearbreakers, pretty much every major power on the planet had its strength broken. The spawn were temporarily pushed back, Parasol and Ballpoint could no longer justify their continued presence and took everything they owned that wasn't bolted down or breathing and the necromancers' armies were wiped of the face of the planet. The only military power left was Spearbreakers, which was not at all equipped to handle the number of refugees that sought shelter there. Spearbreakers expanded into a refugee city which then expanded into a real city. Eventually Spearbreakers became the new de facto capital seeing as it was the only city left standing.

I like the idea of leaving Spearbreakers alive, in the spirit of the new update and being able to retire fortresses.

Spoiler (click to show/hide)

The problem with alot of that being quite simply that The Battle of Spearbreakers was just that. It wasn't a continent spanning battle unless megaportals are taken into consideration, meaning following said fight, the fortress was still just a fortress like any other. The old capital was still standing (more or less anyway, based on what was dug out of legends mode,) The Copper Realm was still pissed off at it and siccing mercs on the place left and right, and the spawn simply kept attacking everything, their numbers only just kept in check by the constant fighting.

And as all fortresses must, either internal or external forces would have eventually made it cave in on itself like a neutron star, but probably not until time did the one thing that hordes of spawn biting and clawing at Fischer's head couldn't. I mean sure, there would have been other champions to follow, but I doubt they'd be able to hold a candle to her badassery. And even the fort's best can only do so much against overwhelming numbers hitting them with concentrated force all at once, and said concentrated force would have still probably gotten its shit slapped in the process. And even through all the horror and the now certain decline, the populous managed to avoid a tantrum spiral that would have surely left no survivors.

And of course there's still the fact that unlike many places, the fort did survive in spirit with those who survived packing up and moving on (I like to think it was probably 20%~ that survived and spread the stories that grew to the legends many will know by the time of SBII.) Who knows? Perhaps SBII will be founding by those looking to surpass the might of their ancestors in the old legends...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on December 14, 2013, 02:45:02 am
@Talvi:

You could try sending me the notes. I can't promise I'll be able to remain true to your vision, but I really want to wrap some of this stuff up no matter what has to be done to do it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 14, 2013, 01:57:29 pm
There's also the possibility that no one really knows what happened to Spearbreakers. Many belive that Spearbreakers fell soon after the battle, while others maintain that Spearbreakers survived and is now a haven, awaiting all displaced dwarves. Most who attempt to travel to Spearbreakers die on their journey, on the blood plains that now host much worse than the undead. Respectful Scythod sometimes bring the bodies back from the plains with their caravans. Those who reach the site of Spearbreakers never return. The hopeful say that those adventures found salvation and utopia at Spearbreakers. The xenophobic say that we don't find their bodies because the scythod ate them but no one knows for sure. Perhaps one day, the world will know the fate of Spearbreakers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 14, 2013, 06:12:03 pm
There's also the possibility that no one really knows what happened to Spearbreakers. Many belive that Spearbreakers fell soon after the battle, while others maintain that Spearbreakers survived and is now a haven, awaiting all displaced dwarves. Most who attempt to travel to Spearbreakers die on their journey, on the blood plains that now host much worse than the undead. Respectful Scythod sometimes bring the bodies back from the plains with their caravans. Those who reach the site of Spearbreakers never return. The hopeful say that those adventures found salvation and utopia at Spearbreakers. The xenophobic say that we don't find their bodies because the scythod ate them but no one knows for sure. Perhaps one day, the world will know the fate of Spearbreakers.

Or perhaps we do know, but we have hidden that horrible truth from our hearts and minds.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 14, 2013, 06:30:50 pm
With the level of technology in this world, a worldwide memory repression is not entirely unreasonable.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 14, 2013, 06:41:17 pm
Viva la SBII plot device?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on December 15, 2013, 12:46:00 am
There's also the possibility that no one really knows what happened to Spearbreakers. Many belive that Spearbreakers fell soon after the battle, while others maintain that Spearbreakers survived and is now a haven, awaiting all displaced dwarves. Most who attempt to travel to Spearbreakers die on their journey, on the blood plains that now host much worse than the undead. Respectful Scythod sometimes bring the bodies back from the plains with their caravans. Those who reach the site of Spearbreakers never return. The hopeful say that those adventures found salvation and utopia at Spearbreakers. The xenophobic say that we don't find their bodies because the scythod ate them but no one knows for sure. Perhaps one day, the world will know the fate of Spearbreakers.

But that's really unsatisfying to read about. Which is something I'd rather not happen to the thread.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 16, 2013, 07:49:44 am
...

But that's really unsatisfying to read about. Which is something I'd rather not happen to the thread.

Not knowing can be interesting. I'm thinking of the Doctor Who episode "Utopia" where the question of utopia is a plot point. I think what's not interesting is never finding out whether or not utopia exists or Spearbreakers survived. But that's mostly irrelevant. I agree that we should decide definitively what happens to Spearbreakers. Perhaps we need a poll?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 16, 2013, 08:21:25 pm
...

But that's really unsatisfying to read about. Which is something I'd rather not happen to the thread.

Not knowing can be interesting. I'm thinking of the Doctor Who episode "Utopia" where the question of utopia is a plot point. I think what's not interesting is never finding out whether or not utopia exists or Spearbreakers survived. But that's mostly irrelevant. I agree that we should decide definitively what happens to Spearbreakers. Perhaps we need a poll?

Actually, directly after in "The Sound Of Drums" they discover that Utopia does exist, but it's cold, dark and hellish.
Which suits Spearbreakers just fine, if the Spawn had won.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 16, 2013, 10:37:48 pm
Like I said, what's uninteresting is not finding out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on December 19, 2013, 01:14:57 am
Apologies for double post.

How many recurring characters does this for have? Not counting enemies or characters that have never visited the fort. Off the top of my head I can think of: Talvi, Mr Frog, Splint, Rose, Terrahex, Hans, Urist and Vanya. Who am I missing?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on December 19, 2013, 01:55:55 am
Apologies for double post.

How many recurring characters does this for have? Not counting enemies or characters that have never visited the fort. Off the top of my head I can think of: Talvi, Mr Frog, Splint, Rose, Terrahex, Hans, Urist and Vanya. Who am I missing?

Lots more than that.  (http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki)

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on December 26, 2013, 02:20:10 am
Mitchewawa, Lord Reudh, Wari.

http://spearbreakers.wikia.com/wiki/Category:Characters

Use url to check the list out for yourself (my url is only a little more specific than Reudh's link, so as to avoid confusion, am not trying to steal his thunder)

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 27, 2013, 11:42:02 pm
Merry Christmas, guys.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 27, 2013, 11:48:36 pm
Why those are chainswords of course!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on December 27, 2013, 11:49:17 pm
Merry Christmas, guys.

Spoiler (click to show/hide)

Oh sweet jeebus I started bleeding just looking at thing.
In unrelated news, chainswords seem to be heavily effective against human hands.

Edit: Splint you freaking ninja
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 27, 2013, 11:50:57 pm
I feel pleased not being the one getting ninja'd.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on December 28, 2013, 02:09:29 am
That's brilliant, Talvieno.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on December 28, 2013, 08:31:25 pm
  That is far better than what I had for Chainswords in The Project (Which will be posted after Xmas break, it's done but locked in my locker. Opps.) I may redraw them, if you guys aren't satisfied. It would only take 2 minutes once I have it in my hands.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 28, 2013, 11:52:07 pm
The idea behind it was:

[/li][li]I realize the motor is disproportionately small, but hey, we have portal tech, so why not.[/li]
[/list]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 28, 2013, 11:59:36 pm
I dunno why, but while I know it's old and all, I couldn't help but think of the Timewar when I saw this trailer. (http://www.youtube.com/watch?v=41QFL4QB3NE)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on December 29, 2013, 12:05:04 am
Wow, me too. lol   Very much. Colors are a bit off, though. Funny, wonder how I've never heard of that game before...

And have you ever played Gears of War by any chance, Splint? Seems like it'd be right up your alley.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on December 29, 2013, 12:07:39 am
Yeah, I have. beat 2 out of 3 on insane. Can't really claim having beat Gears 3 because of one damned level.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on January 01, 2014, 02:06:37 pm
Happy New Years everybody!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 01, 2014, 03:05:25 pm
Likewise, another year goes by, with the fortress of broken spears still spoken of in the halls of legend!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 01, 2014, 03:47:49 pm
That would make this whole thing infamous, right?  :D

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: tahujdt on January 02, 2014, 04:18:40 am
We've gone way past infamous, somewhere into the realms of meme status.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 02, 2014, 10:16:02 am
How messy was the fort at its end? Worse than before the great cleaning?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 02, 2014, 05:41:17 pm
How messy was the fort at its end? Worse than before the great cleaning?

Excluding the combined Spawn and Zombie attack, I managed to keep it mostly tidy thanks to our population excess, at least until the clusterfuck on 18th Felsite.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 03, 2014, 01:37:08 am
Woke up 2:34 in the morning with this in my head:


My little children of innocence

You've fallen astray of tales

Which shadows fear the light

And all is good and well



Let me tell you stories around the fire tonight

Of things, so cruel and dark

Which don't fear the light

Nor the courageous soul



Undead Hordes walk the lands

Reaping lives into their horde

But even they fear the rumour,

The shadow over even them



Do you hear the whispers in the deep

The Holistic come, as they always say

Corrupting body and trapping soul

Bringing doom upon your Dwarven Mountainhome



But there is a greater horror I fear

The Manamaids have come

Busting a "sexy" move

Which will make your eyes bleed


But worse still there is to come

For worse is the Medicare

For the horrors within The Hospital

Are from which you'll never recover


It's a start.






Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 03, 2014, 05:29:24 am
Woke up 2:34 in the morning with this in my head:


My little children of innocence

You've fallen astray of tales

Which shadows fear the light

And all is good and well



Let me tell you stories around the fire tonight

Of things, so cruel and dark

Which don't fear the light

Nor the courageous soul



Undead Hordes walk the lands

Reaping lives into their horde

But even they fear the rumour,

The shadow over even them



Do you hear the whispers in the deep

The Holistic come, as they always say

Corrupting body and trapping soul

Bringing doom upon your Dwarven Mountainhome



But there is a greater horror I fear

The Manamaids have come

Busting a "sexy" move

Which will make your eyes bleed


But worse still there is to come

For worse is the Medicare

For the horrors within The Hospital

Are from which you'll never recover


It's a start.

I misinterpreted 'It's a start' as part of the poem, and it worked so well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 03, 2014, 10:08:53 am
Nice poem...


If the "It's a start" was part of the poem it would be better off as "For a start". Makes a tad more sense.

In other news, I dont think I have posted this, and it is very old.
Is bad, yes?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 03, 2014, 01:24:15 pm
It has a more Dwarven feel- rough around the edges in a way which makes the poem feel darker and colder.

I like it!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 03, 2014, 01:36:35 pm
Its nowhere as bad as the second one...

That one mostly seems to be about at thrall...
And I had only completed one paragraph at the time...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 03, 2014, 01:52:15 pm
Err... I was talking about the second one. ???
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 03, 2014, 01:57:07 pm
of mine. I havent posted it yet. Hopefully never will.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 06, 2014, 11:17:50 pm
  School has started, but the Project is bigger than the scanner. Opps.

  Any advice (other than find a bigger scanner)? Taking a photo, sadly, won't work. I tried, and it was horrible.

 I drew something else, and will try to put it on (at least it's the right size). However, before I do, I'm going to give you something to keep you active.

 The "something else" is based off a quote one of you made. Everyone gets three guesses at what it is, whoever wins gets to choose whose dorf room I draw next after I finish Mr Frog's room (I split it into two seperate parts to do it justice).

  "Mr Frog's" is the right possessive, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on January 11, 2014, 04:52:33 pm
If your image is a physical piece of paper slice it up, scan each part indavidually, then stitch it back together in Photoshop or gimp.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 12, 2014, 08:07:24 pm
Why didn't I think of that?   ::)

Thank You, Cymn. I "should" have it up tomorrow, if nothing happens...

Edit: Scanner only does Microsoft Word Docs... but maybe Public Library has one? I'll try that next time I get a chance, but that could be anytime from tomorrow to the next long weekend.

Man, do I feel like I'm letting you folks down. Sorry!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 15, 2014, 03:48:26 am
@Talonis:

As the only person who's been doing anything, period, I don't think you have to apologise for letting anyone down.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 20, 2014, 12:02:15 am
So I may have found the best theme song for the fortress. (http://rwby.wikia.com/wiki/RWBY_Soundtrack/I_May_Fall)

Note: Above link contains anime. Click it at your own risk
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 20, 2014, 12:09:03 am
The lyrics look amazing, I regret I can't listen to it (not Ipad compatible audio clip in wiki you provided, sad face)

While I'm at it, has anyone guessed what quote I used in that little contest yet? Hehehe...

Edit: Hint: It's one of Tavieno's quotes. Oh, and it is (obviously, but covering my bases here) on this thread.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 02:16:12 am
Spreabreakers, I summon thee from the dead!

So, I was looking through stuff about the older versions of the game and I got to thinking, why not in SB 2, have a system of noble upgrading based upon population and ones I finish raw diving to check, exported wealth? This doesn't take the vanilla nobility (baron, count, duke, and monarch,) into consideration save for one concerning the use of castes and the use of squads. This assumes most of the way certain nobles are appointed and such goes unchanged. Once again, most of these are intended to reflect the fort as it grows. Some are for flavor, others to give us a real reason to arrange unfortunate accidents.

Anyway, this was what I had in mind.

Basic appointed admins: What we start with.
-Expedition Leader
-Outpost Broker
-Bookkeeper
-Expedition Medic
-Sheriff
-Militia Commander and Militia Sergeants 

at 20 population
-Arsenal Dwarf: This position is just for flavor, and in the event we screw up on gearing up the military, we have someone we can blame it on.

At 50
-Mayor: Upgrades from the EL, and is an elected official naturally. Remains unchanged from vanilla.

-Trade Minister: Upgrades from Outpost Broker, would like modest level accommodations (bedroom, office, and dining room,) gets one mandate.

-Treasurer: Upgrades from the bookkeeper and would like a modest bedroom/dining room and decent office. Also gets a mandate.

-Chief Medical Dwarf: Upgrades from the medic, desires a decent bedroom and required to assign up to three psychiatrists and two assistant physicians.
  - Assistant Physicians: max 2, who request modest bedrooms. If the CMD is busy, too far away, or is himself injured, they'll tend to the wounded.
  - Psychiatrists: Max 3 with them requesting a modest bedroom and to do their job of helping calm angry dwarves, a meager office. CMD assigns them since chances are it'll be the hospital staff that caused many of the angry dwarves to start with. Largely if there's a wave of extreme unhappiness (say due to a botched engagement with the spawn or a sequiv attack,) they'll take a lot of pressure off the mayor or governor.

-Disciples of Fischer: The dwarven nation's knighthood order. The head of the local Disciple chapter requests baron-level accommodation including tomb and leads a squad of five disciples.

-Disciples of Vanya: The other half of the nation's knights, though many don't consider them as important as the Disiples of Fischer, and leads a squad of five. The branch leader has the same requirements as his or her Fischers counterpart.

-Captain of the Guard: Self-explanatory, unchanged.

-Colonel and Sergeants: Replace the base militia versions, and are now considered to be representative of the official military, acting as a professional garrison now rather than a simple "part-time" militia force. The Colonel requires a decent bedroom, sergeants modest.

At 80
-Governor: Upgrades from mayor, and requires an additional cabinet and chest, as well as a fine dining room/bedroom and a splendid office. Like the mayor, the governor is an elected official, and also receives an additional mandate and demand.
  -Governor's Guard: A squad of four dwarves who act as the Governor's bodyguards. The Guard Officer has the same requirements as the Colonel and I'm considering having them assist the fortress guard with law enforcement when needed, but their main duty is keeping rioting dwarves from killing the governor.
-Guildmaster: Replaces the Trade Minister and would like decent level rooms sans tomb and has 2 mandates.
-Hoardmaster: Replaces Treasurer, and would like decent sleeping and dining arrangements and a splendid office. 2 mandates.

Caste ideas
Dwelves: Rather than a separate civ, dwarf-elf half breeds are accepted among dwarven society, as their elven parents were clearly dwarves at heart. While dwarves still hold elven nations in high disdain, they are now willing to mingle with elves on a case by case basis. Main benefit is that their elven heritage grants improved learn rates (say double) with woodworking, woodcrafting, and animal training and they are [AT_PEACE_WITH_WILDLIFE], making them excellent for wildlife extermination missions. However, the elvishness in them also causes them to not like working with stone or being underground as much, resulting in deficits to mining, masonry (but not engraving,) and stonecrafting, say only learning these skills at half normal rate, making them terrible for such work. Many expeditions going into heavily forested lands prize these individuals since they aren't bothered while collecting wood or capturing animals.

Disciples of Fischer: Members of the dwarven knighthood order of the same name, these dwarves have dedicated their lives to battling the foes of dwarfdom with pike and shield. They learn fighting, armor, shield, and pikeman skills twice as quickly, but view menial work as a necessary evil at best when they can't fight and learn all labors except for mining at half rate. They all have well above average physical stats and willpower and increased sight range. A Disciple of Fischer must lead the Disciple squad.

Disciples of Vanya: Members of the dwarven knighthood order of the same name, these dwarf-elf halfbreeds have dedicated their lives to battling the foes of dwarfdom with the dagger and agility. They learn fighting, armor, dodging, and knife user twice as quickly, and learn wrestling at 4 times the normal rate (as wrestling is a painfully slow skill to train now and knife user doesn't count for being a weapon master.) Like the Disciples of Fischer, they learn most skills outside of their dedicated ones at only half rate, but due to being dwelves, they learn woodworking, crafting, and animal training at the normal rate normal dwarves do but unlike normal dwelves, their clearly violent nature means that animals will run from them and interrupt them while they're working. They all have above average stats, save agility which is extremely high (to make better use of their daggers,) and exceptional willpower as well as increased sight range. A Disciple of Vanya must lead the Disciples of Vanya squad.

Highborn Dwarves: Used to represent lesser nobility. Once a Baron or greater is on site, these dwarves can be assigned to the Highborn Dwarf position. Highborn dwarves require a decent suite and burial arrangements. Effectively, they act as knights for us and have a single mandate with which to pester the common dwarf and the administrators. They learn all things they deem commoners' work at only 10% the normal rate (to represent them being stubborn jackasses, but they will work) but learn certain combat skills two and a half times the normal rate: Fighting, Armor, Shield, Sword, Pike, Marksman, and Dodging. And due to the example set by the Duke of Spearbreakers, these lesser nobles are expected to lead their fellow dwarves into battle and lead a squad of three, themselves and two retainers/squires. Displaced highborn dwarves are often sought out for expeditions to lead the local military forces. Their physical stats and willpower are above average, but nothing spectacular.

Displaced Megacorp Employees: Dwarves who used to work either for Ballpoint or Parasol but for one reason or another - most likely the deaths of most of their co-workers - have found themselves mixed into the native dwarven society. They learn Engineering skills and marksmanship double the normal rate as well as weaponsmithing at about 20% faster than normal (representing the basic familiarity with weapons and maintaining them that employees going to Everoc would need.) However they learn all other skills at half the normal rate; after all these are scientists and soldiers, not farmers and miners. Their physical stats tend to be average or a bit on the upper low end due to having likely grown up in places that didn't demand quite so much of them physically, and whatever forced them into native society has clearly broken their spirits to an extent as they have a deficit of willpower. Medicines and tech they still have on them or in them has given them a greater lifespan of 175 to 200 years rather than native dwarves' 150-175.

Also, high nobility (baron, count, duke, and even the monarch,) are now expected to at least be ready to fight for the citizens they rule. The Baron, Count, and Duke now lead squads of four: Themselves and 3 bodyguards. The monarch, being the monarch, has a full squad of ten: The king or queen and their attended bodyguard retinue. That's right you snooty nobles, now you have to earn those privileges!

Thoughts?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 27, 2014, 02:39:45 am
Everything above seems to be a political upgrade, in my opinion. Also a fan of the casteing of dwelves/megacorp dwarves. However, with the number of races we can trade with, would it be worth setting the number of brokers higher than one, or perhaps [NUMBER:AS_NEEDED]?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 02:59:58 am
Well that is sort of what it is. Certain ones would be as needed, like highborn dwarves (who I devised as way for us to be allowed to arrange unfortunate accidents without complete upward stagnation, though at the cost of decent soldier. :D)

Having dwelves as a caste was specifically to reduce trade partners by one. Anything specific about any of that anyone find stupid and/or in need of refinement?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 27, 2014, 07:16:09 am
What about Stone Inc employees? The few that dident go and leave that is...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 08:05:01 am
What about Stone Inc employees? The few that didn't go and leave that is...

They don't really have a reason to integrate with local society.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 27, 2014, 08:11:36 am
Ah well. They can still trade, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 08:22:21 am
Ah well. They can still trade, right?

Possibly. I'm a little concerned over their involvement since while they did take part in the fighting (on the side of Sewaturet during that attack on Eris' in-dimension base) and assisted both Ballpoint and Parasol with weapons development to some extent their otherwise minor role is something that may relegate them to minor trading partner bringing some more advanced weapons and armor at best and elimination from the game itself rather than the stories to slim down on civs at worst and improve chances of other hostile races surviving world gen, as our opposing forces tend to get ganged up on by the extra good guy civs.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 27, 2014, 08:23:49 am
Ah well.

Couldent you get around the ganging-up-on by limiting there population to something small?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 08:28:06 am
That doesn't always work. With just what we had in the first game during tests the spawn kept getting wiped out time and time again while barbarians and goblins often flourished, likely because like everyone else they were picking on the spawn too and being baby snatchers gave them at least one "ally" in eachother.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 27, 2014, 08:30:42 am
Oh well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 27, 2014, 12:13:50 pm
It is possible to change the names of the original noble positions. You may want to change the name of the "Chief Medical Dwarf" to fit in with Spearbreakers history with the healthcare system.

Fake edit: Huh, you already know this since you changed CMD to "Expedition Medic"... Oh well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 12:27:40 pm
It is possible to change the names of the original noble positions. You may want to change the name of the "Chief Medical Dwarf" to fit in with Spearbreakers history with the healthcare system.

Fake edit: Huh, you already know this since you changed CMD to "Expedition Medic"... Oh well.

Actually the CMD is the medic's upgrade. I've actually finished most of the raws for these positions.

Also changed the champion to Hero of the Fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on January 27, 2014, 03:33:14 pm
I like your ideas. If only there was a way to make battlefield medics that recovered wounded while the fighting was going on. I feel like that would be a better role for the Disciples of Vanya.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 27, 2014, 03:43:33 pm
I like your ideas. If only there was a way to make battlefield medics that recovered wounded while the fighting was going on. I feel like that would be a better role for the Disciples of Vanya.
  Give them weapons, but only assign the "Recover Wounded" labour? It would fit, but be a pain. Maybe give them all the medical labours, with the occasional exception since they are open-minded?

  Of course, this could only be done in-game, so this doesn't apply to the mod per se.

Fake Edit, inspiration hit JUST as I was about to post:

  Wait, Masterwork has certain castes have skill gain boosts and penalties... is it possible to give a boost to Medical and (because Vanya loved Science) Mechanics? Perhaps Alchemy, although that skill is really useless Vanilla.

To make it balanced-ish, if the above is possible, give The Disciples of Vanya a penalty on Mining since Vanya was terrified of tight spaces.


Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on January 27, 2014, 03:48:03 pm
You can do it without masterwork, its just that masterwork has the best example of them.

Do we have any jobs in the mod using alchemy?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 03:57:30 pm
I like your ideas. If only there was a way to make battlefield medics that recovered wounded while the fighting was going on. I feel like that would be a better role for the Disciples of Vanya.

I felt it better to have them as a sort of knight that uses knives since knife users get almost no love and since Vanya preferred to fight using daggers when she absolutely had to.

To make it balanced-ish, if the above is possible, give The Disciples of Vanya a penalty on Mining since Vanya was terrified of tight spaces.

As dwelves, Disciples of Vanya already have a 50% deficit to masonry, mining, and stonecrafting. That said, they do learn woodworking, crafting, and animal training at the base rate, all jobs that are usually performed outdoors or in large holding pens.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on January 27, 2014, 05:20:12 pm
Are the raws modded to allow dwarves to make daggers? Because they normally can't.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 05:24:32 pm
Are the raws modded to allow dwarves to make daggers? Because they normally can't.

They would of course be granted that ability, but it may be something different from the generic large daggers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 27, 2014, 06:49:09 pm
Are the raws modded to allow dwarves to make daggers? Because they normally can't.

They would of course be granted that ability, but it may be something different from the generic large daggers.

Didn't Talvi's list say something about Vampiric Silver Daggers?

, like highborn dwarves (who I devised as way for us to be allowed to arrange unfortunate accidents without complete upward stagnation, though at the cost of decent soldier. :D)

This seems to say you know a way to put political tags in creature RAWs. Can you explain that? :D
Otherwise I like those positions, assuming everyone is okay with the added difficulty objectives.
I think I want to see this with the CMD and Physicians, though. Just for Flavor.
Spoiler (click to show/hide)

Oh, if you were surprised by a new name, I read through the whole thread over the last few months. I love this fort(which got me back into DF after a long hiatus) and have been playing against Mr Frog's Holistic Spawn in my current fort. My Fischer has 18 kills, 8 of which are Spawn. She is 154 Spear(no pikes sorry) and 215 Fighter.

Hopefully, I'll be contributing to SB 2(odd for me but I did say hopefully)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 07:10:51 pm
Vampiric Silver is a steel-grade alloy originally pioneered by the vampires of West Everoc, since they didn't have access to the huge amounts of iron that humans, dwarves, and goblins had. It is more useful as trade good metal because of it's value but in the absence of iron bearing ores, silver can be used to form solid weapons (but not armor, if memory serves.)

Use of a highborn dwarf caste restricted position and the need for a high noble (baron or better) to appoint them facilitates the lesser nobility, plus they have the mandate and are exempt from punishment. However, privileges to better rooms and not being on the receiving end of the hammer comes at a price, and that price is being expected to take to the field against the kingdom's enemies.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 27, 2014, 07:13:58 pm
So our nobility is essentially just fabulous military? Cool.

And welcome to the necro'd madhouse, Starweaver!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 27, 2014, 07:17:06 pm
So our nobility is essentially just fabulous military? Cool.
I think it's fitting. After all, nobody wants to be seen as a coward since the puffed up fool in charge of some highly active backwater showed he had the balls to beat spawn to death with what was essentially a lump of rock on a stick.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 27, 2014, 07:19:53 pm
highborn dwarf caste restricted position
Woah. I was looking at it backwards. Positions don't go in creature, caste goes in position. That should be helpful when I revive my ash demon civ.

And welcome to the necro'd madhouse, Starweaver!
Thanks, I hope it only gets madder! (Necros optional)

ninja'd
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on January 27, 2014, 11:54:35 pm
Would it be possible to have the displaced megacorp employees still get their changes but not have any new description, so they blend in with regular players unless you're paying attention? I don't think they would be very well served by advertising their ties to a group like Parasol or Ballpoint.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 28, 2014, 05:00:59 am
Parasol was on the locals' side so it really wouldn't matter for them. I was more thinking that they'd be wearing something story-wise that denotes they aren't a native dwarf but not which company they belonged to.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 28, 2014, 06:20:45 am
So they're going to have a similar mechanic to vampires in that they can integrate and hide within Dwarven Society?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 28, 2014, 06:24:54 am
Unless there's some sort of tag that dictates it besides bloodsucker then no. Simply something in their description will be what denotes them. Something to the manner of "This dwarf appears to have a working PEA and actually knows how to use it." or something like that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 28, 2014, 06:33:02 am
Actually...

(Turns thoughtful)

In Masterwork they have the master of the carp cult thingy, the random tentacle demon thing, necromancers sneaking in as civilians, etc. So it is possible without using the bloodsucker tag in the normal fashion...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on January 28, 2014, 06:37:45 am
The most subtle way is having them make an interaction that does nothing, which would show up in the combat log periodically.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 28, 2014, 06:43:09 am
Actually...

(Turns thoughtful)

In Masterwork they have the master of the carp cult thingy, the random tentacle demon thing, necromancers sneaking in as civilians, etc. So it is possible without using the bloodsucker tag in the normal fashion...

I don't know the specifics of that though. The raws appear rather... unorganized for some files.

The most subtle way is having them make an interaction that does nothing, which would show up in the combat log periodically.

That's how Masterwork does things for things besides the cult of the carp god.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 28, 2014, 06:50:26 am
  Unorganized... I have masterwork on thumbdrive (oh, did anyone else know you can play DF directly from tumb/stickdrive? No moving it, directly from it.), so I may be able to see what they have in common, and hand you a list for you to skim through.

  No promises- my life is screwy, and my priority is trying to find a bedamned scanner that works!

Argh...   >:(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 28, 2014, 06:56:27 am
  Unorganized... I have masterwork on thumbdrive (oh, did anyone else know you can play DF directly from tumb/stickdrive? No moving it, directly from it.), so I may be able to see what they have in common, and hand you a list for you to skim through.

  No promises- my life is screwy, and my priority is trying to find a bedamned scanner that works!

Argh...   >:(

Well I dunno if the dwarven castes are fine but I usually fiddle with masterwork goblins to give them a more varied arsenal and the goblin entity file, while funct6ioning is very difficult to work with right now.

And I knwo that feel on the scanner. Mine was built into a printer that craped itself. Gotta get a new one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 28, 2014, 01:06:14 pm
So they're going to have a similar mechanic to vampires in that they can integrate and hide within Dwarven Society?

[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:off-worlder:off-worlders:off-worlder:START:0:CAN_BE_HIDDEN]

This might help?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 29, 2014, 01:44:33 am
  No promises- my life is screwy, and my priority is trying to find a bedamned scanner that works!

Pleeeease let people being unable to find scanners not be the next Spearbreakers Curse. Pleeeeeease.


I like the idea of making vital noble positions more-demanding (it's something I myself have always wanted to implement), but some of the new positions seem a bit pointless. What practical purpose do the Disciples of Fischer and Vanya serve in-game?

I'm working on something regarding that volcano near Spearbreakers that nobody noticed, but not in a manner that guarantees it'll ever be finished.

E: Gonna put this here so that I'll have to finish it:

E2: Put it in a separate post as Splint ninja'd me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 29, 2014, 01:57:01 am
I was just thinking of them as more for flavor, as like the arsenal dwarf yes they are pointless overall, as are several others, but having a couple squads of knights from the moutainhome could be a great boost to fortress morale, and gives these guys a place to go besides mixed in with the rank and file dwarves. Of course I could always make the positions slightly more demanding as they are tasked with looking out for the welfare of order members and all that. But then nothing requires they be established anyway.

Of course if I had any idea how to make workshops I'd be happy to make one for each (kinda have a basic grasp on reactions; I managed to sort-of make some muskets for a varied human cultures mod I'm working on off and on,) and maybe a general "recruitment station" to turn dwarves into a foot soldier caste that's better for fighting to serve as our professional forces and gets slight deficits to most other skills.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 29, 2014, 02:01:35 am
Putting this here so that I'll feel obligated to continue working on it:


E:

Quote
[...] yes they are pointless overall, as are several others, but having a couple squads of knights from the moutainhome could be a great boost to fortress morale, and gives these guys a place to go besides mixed in with the rank and file dwarves. Of course I could always make the positions slightly more demanding as they are tasked with looking out for the welfare of order members and all that. But then nothing requires they be established anyway.

If they're demanding and don't serve any useful purpose beyond providing a challenge, then you're practically asking for people not to appoint them.

E2: Misspelled my own character's name.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 29, 2014, 06:20:57 am
So they can't be used for a flavor position? I mean I understand what you're getting at but still. They aren't even assignable without a present disciple and mayor or governor.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 29, 2014, 09:38:57 am
So they're going to have a similar mechanic to vampires in that they can integrate and hide within Dwarven Society?

[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:off-worlder:off-worlders:off-worlder:START:0:CAN_BE_HIDDEN]

This might help?

Huh. Well, it appears you don't need the bloodsucker tag. I almost want to give this tag to Goblins and Elves to see if it will start civil wars amongst themselves...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 29, 2014, 04:25:13 pm
@Splint:

They can totally be used for a flavour position, but -- and I'm only speaking for myself here, mind -- it just feels weird to me to elect a noble position when I know it'll just be a pointless hassle, even if there's an RP purpose. Of course, I probably won't actually be taking a turn in the sequel (uploading and sorting all the images for CraftedDreams was a huge pain in the ass that I don't care to repeat), so it really comes down to whether anyone else feels the same way (to which my instincts say no).

If you haven't already, it's probably possible to make the Disciples boost morale in the same way that Champions (I think) do in vanilla, so that they aren't a complete waste of effort.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 29, 2014, 05:00:06 pm
Actually that is possible, the tag can be copied from the champion.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 29, 2014, 06:18:52 pm
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 29, 2014, 06:32:08 pm
Kepfu. Poor girl. :P

This promises to be epic.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 29, 2014, 06:36:16 pm
Certainly following some kind of ugly night haunting abomination's trail isn't going to result in Thol's untimely demise (or at least gruesome injury!) :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 29, 2014, 08:18:02 pm
Currently experimenting with banshees that do not kill, but rather incapacitate affected dwarves with pain for a long time (something like 2 weeks at the moment, though I may extend it further). Decided that insta-kills were a bit too brutal.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on January 30, 2014, 05:14:02 pm
Can interactions put a dwarf into a coma? I think very high willpower dwarves can resist pain that would incapacitate lesser dwarves. I could be wrong though, I rarely get good military dwarves that don't die.

Edit: It might also be a good idea to give affected dwarves a minor syndrome strong enough that they get taken to the hospital, but not serious enough to kill them. Unless, of course, the hospital staff is a bunch of lazy and incompetent morons.

Edit: ninja'd by TalonisWolf.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 30, 2014, 05:16:36 pm
Currently experimenting with banshees that do not kill, but rather incapacitate affected dwarves with pain for a long time (something like 2 weeks at the moment, though I may extend it further). Decided that insta-kills were a bit too brutal.

 So a long death at the hospital is preferable? Michewa might not be able to save it this time, ya know.

     

                                              And he's the only one who could fix it last time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 30, 2014, 11:21:02 pm
@Cynm:

The pain in question has a severity of something ridiculous like 1000, and it affects the unit's entire body. Anything hit with it tends to go down pretty fast.

Unconsciousness is indeed a possible syndrome effect, but I went with pain because it seemed more brutal. And also partially because I forgot unconsciousness was a thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on January 31, 2014, 02:05:24 am
Is it resistable by willpower at all?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 31, 2014, 03:05:38 am
OK, I know I'm probably looking too far into the future yet, but what's the policy on danger rooms and this bullshit (http://www.bay12forums.com/smf/index.php?topic=134512) in SBII?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on January 31, 2014, 03:15:56 am
Well, Splint and I discussed this: in between the Spawn, Scythod and Seqiv being able to scale our walls, and nasty banshees inflicting pain on anyone who is on the map, among other things, that we'll probably need danger rooms to stay competent.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 07:42:27 am
Indeed. I've got a small test fort going and have yet to meet an enemy as it's only year one and not even fall yet at that but I'm fairly certain an old fashioned homegrown militia won't be enough to take on so many threats at once, not without absolutely appalling casualty rates that will scare away replacements.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 31, 2014, 08:09:04 am
 (
OK, I know I'm probably looking too far into the future yet, but what's the policy on danger rooms and this bullshit (http://www.bay12forums.com/smf/index.php?topic=134512) in SBII?

And your opinion on the "Shaft of Enlightenment" glitch, referred to as "this bullshit" in above post? It allows you to make a dwarf legendary near-instataneously, which is worse than the Danger Room.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 08:20:33 am
I'd prefer that be avoided. I already don't approve of the use of danger rooms and view it as a possible necessary evil.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 01:53:14 pm
@Reudh:

The pain effect isn't resistable by willpower per se, but it does have a very low chance of triggering, so they usually have to scream for a while before someone goes down. It's less an attack and more of a punishment for letting banshees linger on the map for too long.

I'm pretty sure having high disease resistance will reduce the pain suffered (just like any other syndrome symptom with the RESISTABLE tag), but I doubt it would actually reduce it to any useful degree (i.e. enough to stop the dwarf passing out); the pain is pretty severe. Maybe if the dwarf has really high willpower and disease resistance it could work.

Re: Danger Rooms possibly being a necessary evil:

Just send a bunch of fully-armoured recruits with training weapons to fight troglodytes (or any other weak-but-aggressive critter). Provided that there are enough troops to prevent any of them from being ganged up on, the trogs won't be able to do anything through the armour and the soldiers will be able to harmlessly bonk the trogs all day long (or at least until they get a lucky headshot), getting huge amounts of combat experience (I had one guy go from Dabbling to Skilled in a single encounter).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 02:13:16 pm
That isn't always an option though. I mean hell, just the megaspawn alone are able to attack as early as summer of the first year and my run in with one was only kept from being a tragic one thanks to paranoia and bringing a loaded railgun and a lucky body shot slamming it fatally into a tree.

Plus often there's not exactly a "weak-but-aggressive critter." Often the caverns are inhabited by things in the water, that can fly out of reach, or will pull an armored dwarf's arms off. Hell most of our cavern residents here were your choice of FB, bugbat, or aquatic life with the odd crundle or elk bird mixed in. I mean I'm familiar with the tactic, I've used it myself on occasion to get things to stop pestering cage trap setters and train up some soldiers at the same time. I'm just saying that the sheer number of enemies may make doing things old fashioned with the military extremely difficult (and not in a good way. I mean the severe frustration and fortress destroying way.) But I'm not looking for a debate. We'll just vote on it when the fort rolls around.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 04:46:06 pm
The vast majority of (unflooded) caverns I've seen have either crundles or troglodytes. Perhaps not at all times, but they tend to wander onto the map fairly frequently, so it's just a matter of waiting for some to appear. It's not a catch-all strategy, but when it's possible to do it it's probably a good idea to do so.

5 recruits at a time might be ideal. When I tried it with 3, one of them got mobbed and killed. When I tried it with 8, the opposite happened -- some of the trogs would get gangbanged, pass out from exhaustion, and get their brains poked out, ending the training session.

You could also use the elven caravan as training dummies, seeing as how they lack guards, though this may provoke a war. (I wouldn't know, as I've never tried.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 05:15:36 pm
Actually I think the mod has them as a thieving race, desperate to steal our sharp stuff to battle the spawn and others with so as to not be the ones responsible for the harming of trees. Pretty sure the Dwelves replace them in spring.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 05:37:16 pm
Banshee testing update: I was feeling rather smug about fending off an ambush based on sheer military strength alone, without using any drowining traps (admittedly it was kobolds but meh). Then 40 zombies and 3 necromancers drop in to say hi. To make a short, bloody story even shorter: fuck fuck fuck. God, I suck at military :(

Still haven't gotten any banshee sieges yet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 05:38:51 pm
I would think anyone who played this fort would have a nigh crippling a fear of necromancers...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 31, 2014, 05:39:52 pm
That isn't always an option though. I mean hell, just the megaspawn alone are able to attack as early as summer of the first year ...
[DIFFICULTY:5]
      [ATTACK_TRIGGER:50:5000:50000]

I found this under the Minotaur. If the Greater Spawn are a real problem(I had to pour water on one in a freezing biome in DFHack :() then this may make them wait for a little while.

The vast majority of (unflooded) caverns I've seen have either crundles or troglodytes. Perhaps not at all times, but they tend to wander onto the map fairly frequently, so it's just a matter of waiting for some to appear. It's not a catch-all strategy, but when it's possible to do it it's probably a good idea to do so.

The first critters on my map were pit gorlaks... I have a feeling they are tougher to deal with and just as common. I'd hate to have them show up during a training session.

Last but only because least recent:
Currently experimenting with banshees that do not kill, but rather incapacitate affected dwarves with pain for a long time (something like 2 weeks at the moment, though I may extend it further). Decided that insta-kills were a bit too brutal.

I would suggest splitting it into a three caste critter, with death dealers (being true banshees) being very uncommon. Mostly because banshee screams kill by definition, and not because I want turtles to suffer...

ninja'd
Still haven't gotten any banshee sieges yet.
That you know of. *evil grin*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 31, 2014, 05:42:17 pm
I would think anyone who played this fort would have a nigh crippling a fear of necromancers...

  I've come up against everything but the circus and necromancers, and I'm frankly more scared of the necromancers. Now, if there were clowns who could raise the dead?  Or spawn who could do the same?

  THEN I'd be scared.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 05:43:26 pm
Hmm, true but leaving them as is may make for an interesting first year though...

I would think anyone who played this fort would have a nigh crippling a fear of necromancers...

  I've come up against everything but the circus and necromancers, and I'm frankly more scared of the necromancers. Now, if there were clowns who could raise the dead?  Or spawn who could do the same?

  THEN I'd be scared.

As would I. That concept is fucking terrifying.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 05:59:41 pm
The first critters on my map were pit gorlaks... I have a feeling they are tougher to deal with and just as common. I'd hate to have them show up during a training session.

Ah, yes, forgot we weren't using vanilla cavern critters :V  Derp.

Quote
I would suggest splitting it into a three caste critter [...]

That might be a thing that can be done, although it seems inelegant to me. Approximately 1 scream in 100 would kill, which seems low until they start coming en masse (at which point, according to my calculations, dwarves would start dropping like flies and there'd be absolutely nothing you could do about it). It's impossible to lower the scream kill rate any further, but restricting the number of banshees that can scream could work. I'll stick with the nonfatal screams for now, though. We're already departing from the original myth by making their screams kill (they classically are just an omen of death as opposed to causing it directly), so I see no reason not to alter it further for balancing purposes.

The (insta-kill) banshees are available for download in my mod thread, if you're curious about how they work.

E:
[...] spawn who could [raise the dead]?

  THEN I'd be scared.

* Mr Frog makes mental note to test an interaction that raises dead dwarves and turns them into Spawn

E2:

I would think anyone who played this fort would have a nigh crippling a fear of necromancers...

You have no idea. One of my first DF2012 fortresses met its end when a gigantic horde of zombies turned up in the first year. The only reason I let myself be in range of a necro-tower was that I was stupid and didn't realise one was nearby; I usually avoid them like the plague.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on January 31, 2014, 06:07:45 pm
* Mr Frog makes mental note to test an interaction that raises dead dwarves and turns them into Spawn
Mr Frog, you're an evil-spirited monster. You know that?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 06:13:16 pm
* Mr Frog makes mental note to test an interaction that raises dead dwarves and turns them into Spawn
Mr Frog, you're an evil-spirited monster. You know that?

0:) It's what I'm here for.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 31, 2014, 06:19:41 pm
* Mr Frog makes mental note to test an interaction that raises dead dwarves and turns them into Spawn
Mr Frog, you're an evil-spirited monster. You know that?
Spoiler (click to show/hide)

Note that they remain hostile for no apparent reason. :'( My supposedly friendly wizards get exiled to towers. Also, they are basically zombies for the first ten ticks to keep them from bleeding out from their wounds before they can be healed(which might be a remnant from when I used RESURRECT).

The imps are just elves with wings and much smaller size, nothing special.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 31, 2014, 06:22:30 pm
 :o

  What have I done? 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 06:23:17 pm
* Mr Frog makes mental note to test an interaction that raises dead dwarves and turns them into Spawn
Mr Frog, you're an evil-spirited monster. You know that?
Spoiler (click to show/hide)

Note that they remain hostile for no apparent reason. :'( My supposedly friendly wizards get exiled to towers. Also, they are basically zombies for the first ten ticks to keep them from bleeding out from their wounds before they can be healed(which might be a remnant from when I used RESURRECT).

The imps are just elves with wings and much smaller size, nothing special.

I'm pretty sure raising a corpse never actually causes it to become aligned with the caster. The reason zombies don't attack necros is that the necros are technically not living.

E: Oh, god, I just had a horrifying idea... gonna do some tests. If I can pull this off, Good biomes may become very very nasty.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 31, 2014, 06:54:24 pm
E: Oh, god, I just had a horrifying idea... gonna do some tests. If I can pull this off, Good biomes may become very very nasty.

Good biomes? Nasty? I can't get my mind around that concept.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 06:55:50 pm
Initial results on the Secret Project were very promising, until it somehow resulted in infinitely-multiplying decapitated heads. Think I'm gonna have to overhaul something.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on January 31, 2014, 07:09:28 pm
Initial results on the Secret Project were very promising, until it somehow resulted in infinitely-multiplying decapitated heads. Think I'm gonna have to overhaul something.
That's hilarious.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 07:21:40 pm
Okay, it took a bit of experimenting to prevent bizarre bugs, but I currently have, in my arena, a limbless, headless, bloodless and mutilated dwarf torso that is nevertheless kept alive through 0:)benevolent faerie magicks0:). He is blind, helpless, and in excruciating pain, and yet does not die. In the event that something happens to put him out of his misery, the Endless Witch (Umineko reference) Giantess I have in the arena simply resurrects him.

I deem this project a success. Now to attach the interaction to a region effect and do some Dwarf Mode testing.

E: I should point out that this is all because of Starweaver giving me inspiration :)  Aren't you happy with yourself, Starweaver?

E: Unfortunately, it appears that butchered skin is resurrectable, which results in quite a bit of weirdness.

E: Okay, so it turns out most of the weirdness only happens in Arena Mode for some reason. Took a bit for the dwarves to haul the resurrected corpse to the hospital to be stitched up, but it happened eventually. Now I'm watching to see what happens when a dwarf dies of dehydration and is subsequently resurrected.

(Not sure why I'm posting all of this in this thread, come to think of it...)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on January 31, 2014, 07:22:53 pm
Initial results on the Secret Project were very promising, until it somehow resulted in infinitely-multiplying decapitated heads.

That's getting sigged. Made me laugh harder than the average Nerd³ video, which is pretty hard indeed.

Edit: And you ninja'd me with the rest of the test data.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 10:16:06 pm
Everything works fine now. Adding a brief period of dizziness after resurrection was enough to make the dwarves tend to the resurrected units' injuries.

@Splint: If you want good biomes in SB2 to resurrect units inside them (for good or ill), just say the word.

E: Okay, so it turns out I didn't actually add dizziness, yet the problem was solved anyways. Weeeeird.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on January 31, 2014, 10:26:09 pm
 
Everything works fine now. Adding a brief period of dizziness after resurrection was enough to make the dwarves tend to the resurrected units' injuries.

@Splint: If you want good biomes in SB2 to resurrect units inside them (for good or ill), just say the word.

   Please, it may just wipe out any remnants of Elven civilization. Cause how'd you react to being resurrected  just as your "buddies" were about to snack on your corpse?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on January 31, 2014, 11:23:06 pm
...a limbless, headless, bloodless and mutilated dwarf torso that is nevertheless kept alive through 0:)benevolent faerie magicks0:). He is blind, helpless, and in excruciating pain, and yet does not die...
E: I should point out that this is all because of Starweaver giving me inspiration :)  Aren't you happy with yourself, Starweaver?

Sig'd. There is your answer. Also, are you using FIT_FOR_ANIMATION or FIT_FOR_RESURRECTION.

Also, I'm moving my observations here, cause I think they got lost...
E: Just found my notes on the SB 2 mod...
Spoiler (click to show/hide)
Since then, I embarked on a savage biome. HAHAHAHAHAHA! Everything died. Small animals bled to death(crundles, a pit gorlak, eagles, wolverines...) and large ones went insane(LIKES_FIGHTING I presume) attacking my dwarves. The mutations also might override my custom curses. So no wizards or resurrecting priests.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on January 31, 2014, 11:47:18 pm
@Starweaver:

I'm currently using FIT_FOR_RESURRECTION. I did naïvely use FIT_FOR_ANIMATION at first, resulting in the headsplosion, but I twigged onto the problem and fixed it. Good guess, though.

Quote
Then, spawn sickness seems to make them turn before they get the actual fever.

I'm pretty sure you're just misunderstanding how the tags work, unless Splint changed something. I tested the hell out of that shit.

Quote
large ones went insane(LIKES_FIGHTING I presume)

That would be the CRAZED tag, I think. LIKES_FIGHTING just makes them less likely to back down from a fight.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 01, 2014, 02:01:15 am
A little off topic, but it looks like the Scythod may end up being our best trade partners; what you ask for is exactly what you get :P

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on February 01, 2014, 03:11:10 pm
What about adding small tough creatures to use as target practice? I'm thinking something like a slime that you can't kill with blunt weapons and that attacks indiscriminately. Then we have something to train on. In order to make it a double edged sword we could have them excrete some nasty syndrome(I'm thinking nausea and severe bruising) when killed, so you have to be careful not to kill them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 01, 2014, 03:14:04 pm
Slime would come apart against a solid boot, so something akin to a more numerous and grumpy flesh ball would be better.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 03:41:03 pm
I'm pretty sure you're just misunderstanding how the tags work, unless Splint changed something. I tested the hell out of that shit.
-
That would be the CRAZED tag, I think. LIKES_FIGHTING just makes them less likely to back down from a fight.

Entirely possible that I misunderstood how tags work, but if I did, then the interaction is saying they get fever(after three months?), peak a month later, then drop the fever after another month.
[CE_FEVER:SEV:100:START:100000:PEAK:20960:END:20960]
To me, it seems there should be an extra 1 on both peak and end. Repeat, entirely possible I'm wrong.
-
As to the insane animals, they were only attacking my dwarves. I'm apparently terrible at being specific.
-
Slime would come apart against a solid boot, so something akin to a more numerous and grumpy flesh ball would be better.
*Starweaver has claimed a workshop!*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 01, 2014, 04:14:11 pm
I wonder is he means a giant sponge...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 06:53:55 pm
I wonder is he means a giant sponge...

Effectively. I copied their RAWs and added some stuff. Unfortu-neat-ely, my tribbles are invulnerable. They can neither kill, nor be killed. I got a dwarf with nothing but a short sword from no skill to legendary. Then he passed out after months of fighting, and succumbed to an infection in his finger nail(the only part the tribbles could damage.) Is this success or failure?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 01, 2014, 06:57:03 pm
I wonder is he means a giant sponge...

Effectively. I copied their RAWs and added some stuff. Unfortu-neat-ely, my tribbles are invulnerable. They can neither kill, nor be killed. I got a dwarf with nothing but a short sword from no skill to legendary. Then he passed out after months of fighting, and succumbed to an infection in his finger nail(the only part the tribbles could damage.) Is this success or failure?
About 50-50 in my book. Mostly because of death by broken nail.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 07:03:49 pm
About 50-50 in my book. Mostly because of death by broken nail.

I just added an attack, to see if I could lower their power... No. They only became stronger. They can keep their default push attack. I need to give them bleed-out deaths though...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 01, 2014, 07:20:05 pm
Entirely possible that I misunderstood how tags work, but if I did, then the interaction is saying they get fever(after three months?), peak a month later, then drop the fever after another month.
[CE_FEVER:SEV:100:START:100000:PEAK:20960:END:20960]
To me, it seems there should be an extra 1 on both peak and end. Repeat, entirely possible I'm wrong.

Yes, the tags work more-or-less as you state in the crossed-out section. It took me a bit to twig onto that as well; during arena testing I was baffled as to why they weren't getting fevers until I realised my mistake.

Quote
As to the insane animals, they were only attacking my dwarves. I'm apparently terrible at being specific.

Yep, that's almost certainly LIKES_FIGHTING. Sorry. 'Insane' was a misleading choice of words.

RE: Training dummies: perhaps we could add in an interaction that temporarily raises nearby corpses and renders them helpless, allowing soldiers to beat on them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 07:33:58 pm
RE: Training dummies: perhaps we could add in an interaction that temporarily raises nearby corpses and renders them helpless, allowing soldiers to beat on them.
Interesting thought... though you would have to keep your weirdo necromancer away from the frontlines.

Also, the blood of 38 tribbles proves that they can be killed if you give them hearts. Though there is apparently NEVER a time when you should send unarmored dwarves outside. Fingernails are still weak points.

creature
Spoiler (click to show/hide)

other
Spoiler (click to show/hide)

I've only tested them in the arena, but I'm a little annoyed so... Here!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 01, 2014, 07:47:34 pm
You have no clue how badly I want a pet tribble now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 07:53:56 pm
You have no clue how badly I want a pet tribble now.

lol. Just lol.
Add [PET]
   [ADOPTS_OWNER]
and change pet value to something like 20-25. And maybe [COMMON_DOMESTIC] to make them yours. They are harmless, though so don't expect much.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 01, 2014, 07:59:28 pm
You have no clue how badly I want a pet tribble now.

lol. Just lol.
Add [PET]
   [ADOPTS_OWNER]
and change pet value to something like 20-25. And maybe [COMMON_DOMESTIC] to make them yours. They are harmless, though so don't expect much.

Our enemies will have to wade through a carpet of pushy doom before they may face our warriors.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 01, 2014, 09:04:41 pm
Our enemies will have to wade through a carpet of pushy doom before they may face our warriors.

Carpet is right-
   [CASTE:FEMALE]
      [FEMALE]
      [LITTERSIZE:5:50]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on February 02, 2014, 04:58:04 am
*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 02, 2014, 05:06:54 am
Heeeeeeeeeeeeeeey, Talvi exists again!

And pit gorlaks aren't as adorable as "a carpet of pushy doom" :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 02, 2014, 05:07:34 am
*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.

Well well, look who it is! And pit gorlaks are less push and more bite. Very much bite.

EDIT: Damn, ninja'd.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 02, 2014, 05:10:16 am

EDIT: Damn, ninja'd.

*polite hat-tip, not so polite smirk*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on February 02, 2014, 05:32:54 am
Not so much bite if you're wearing anything better than copper armor.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 02, 2014, 05:42:19 am
Not so much bite if you're wearing anything better than copper armor.

Won't stop them from latching on and shaking. With big freakish mouths like theirs they could probably pull an armored dwarf's arm out of its socket.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on February 02, 2014, 08:25:46 am
Lol, you'd be surprised. I was actually disappointed with how dangerous stock gorlaks were, and was forced to beef them up a bit just to make them a threat to civilians.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 02, 2014, 08:42:42 am
Lol, you'd be surprised. I was actually disappointed with how dangerous stock gorlaks were, and was forced to beef them up a bit just to make them a threat to civilians.

I've had more than a handful of legendary miners killed or injured by them before, so pit gorlaks must be comparatively nasty.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on February 02, 2014, 08:48:17 am
*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.

Talvieno! Welcome back, brother!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 02, 2014, 05:31:06 pm
*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.
Hello!
What is frogradio.kpl?

E: I just lost three dwarves in a row to mutations... out of 13.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on February 02, 2014, 07:10:42 pm
Splint: I suppose. I'll run some tests in Arena mode to be sure, I guess.

Reudh! Hey! (: Great to see you again. lol  How've you been?

*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.
Hello!
I have three questions.
1. Cavy warriors.
2. What is frogradio.kpl?
3. ...My math sucks.
1. Cavy warriors are a joke related to when Talvi said that the fortress would be saved from the timewar by cavy warriors, or some such nonsense. lol  They don't actually gen with worldgen.

2. Frogradio.kpl is just source code. Changing it won't have any effect on anything whatsoever - you could even delete it. I just included it so people could see how the program works - and feel a little safer in knowing I'm not putting any viruses on their computer. :P
I ought to rewrite it in Java now that I know how...

3. Ummmmm? Not sure what you mean by that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 03, 2014, 12:17:54 am
Splint: I suppose. I'll run some tests in Arena mode to be sure, I guess.

Reudh! Hey! (: Great to see you again. lol  How've you been?

*emerges from the deeps*

Your problem is already solved in the form of "pit gorlaks". :P which are already in canon.
Hello!
I have three questions.
1. Cavy warriors.
2. What is frogradio.kpl?
3. ...My math sucks.
1. Cavy warriors are a joke related to when Talvi said that the fortress would be saved from the timewar by cavy warriors, or some such nonsense. lol  They don't actually gen with worldgen.

2. Frogradio.kpl is just source code. Changing it won't have any effect on anything whatsoever - you could even delete it. I just included it so people could see how the program works - and feel a little safer in knowing I'm not putting any viruses on their computer. :P
I ought to rewrite it in Java now that I know how...

3. Ummmmm? Not sure what you mean by that.

He claimed to have three questions, yet he only gave two; "[his] math(s) sucks"



E: Considering the silently pondered release date of DF2014, I figure I may as well write a little interlude for the Creator, show what happens after he got "Double sushi'd".


I know it's short, even by my standards, but it's hot down here :/
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 03, 2014, 01:40:42 am
Edit: oops, double post  :o
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 03, 2014, 04:29:21 am
Since we appear to already be posting stories, hopefully nobody minds a short and mostly-pointless entry in the saga of Thol Avalrigoth:


E: @Talvi: Good to hear from you again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 03, 2014, 05:01:39 pm
The blood plains are actually pretty lively with a great deal of small mammals and raven flocks. Dunno what area Thol went into :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 03, 2014, 05:50:10 pm
It's not really a normal area, even for the bloodplains. I just couldn't figure out any way for him to point out that it wasn't normal, as it was his first time there, so he'd assume the rest of the plains were like it. In my defense, he does state that only the stretch between the village and the volcano was giving him the creeps, though he assumes that he just hadn't noticed before.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 03, 2014, 08:38:51 pm
1. Cavy warriors are a joke related to when Talvi said that the fortress would be saved from the timewar by cavy warriors, or some such nonsense. lol  They don't actually gen with worldgen.

How exactly did you manage that? I never put them in my folder, but as far as I know, they should appear if you just dump the files in without paying attention.

And nice additions to both Thol and the Creator's stories. Although I'm a bit confused about when they(Lolfail's guys) were bitten by a hydra.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 03, 2014, 08:50:59 pm
There's some kind of demented spirit realm that Lefton is able to tap into. May be referring to an incident with some kind of void critter in there. Otherwise I'm just as confused as you.

As to the Cavy Warriors, they won't spawn if the [ENTITY_x] stuff isn't bracketed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 03, 2014, 09:20:18 pm
Although I'm a bit confused about when they(Lolfail's guys) were bitten by a hydra.

At the end of the previous entry, when they were nearly Double sushi'd, the pain in their stomachs was Adynato grabbing them (with her mouth...s) and pulling them into the Entropy Tunnel.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 03, 2014, 10:21:37 pm
As to the Cavy Warriors, they won't spawn if the [ENTITY_x] stuff isn't bracketed.
[ENTITY:CAVY]  That one? I must have added it out of habit and promptly forgot. Oh well.

Quote
At the end of the previous entry, when they were nearly Double sushi'd, the pain in their stomachs was Adynato grabbing them (with her mouth...s) and pulling them into the Entropy Tunnel.
Sounds like she's going to be fun to put in with the new duel wielding mechanic. Is she three separate creatures or one?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 03, 2014, 10:33:59 pm
Quote
At the end of the previous entry, when they were nearly Double sushi'd, the pain in their stomachs was Adynato grabbing them (with her mouth...s) and pulling them into the Entropy Tunnel.
Sounds like she's going to be fun to put in with the new duel wielding mechanic. Is she three separate creatures or one?

Both; she/they can shift between humanoid and hydral forms at will (a property of the hydra, not the girls) but technically they are all separate, so it could be four separate creatures...

One AND three AND four separate creatures, depending on frame of reference.


Also, I already have plans for modding in ALL the various characters from the Creator's storyline (except for the Aspects themselves) so I certainly hope it'll be fun :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 04, 2014, 04:59:31 am
Incidentally, a loooooong time ago we sorta-but-not-really made plans to do some voiced skits or something once Spearbreakers concluded. Spearbreakers has now concluded. Does anyone besides me feel like making an idiot of themselves on the Internet? (I, of course, am ALWAYS eager to do so, as it is literally my greatest talent.)

How exactly did you manage that? I never put them in my folder, but as far as I know, they should appear if you just dump the files in without paying attention.

[DOES_NOT_EXIST], I believe. Dwarves and such may still have them in their preferences and they might appear in artwork and whatnot but they will not appear anywhere in-game. Sort of like how we have books and such about fairies even though they to my knowledge do not even slightly exist.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 04, 2014, 05:20:57 am
Incidentally, a loooooong time ago we sorta-but-not-really made plans to do some voiced skits or something once Spearbreakers concluded. Spearbreakers has now concluded. Does anyone besides me feel like making an idiot of themselves on the Internet? (I, of course, am ALWAYS eager to do so, as it is literally my greatest talent.)

Sure, what the hey. Got a month before Uni starts.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 04, 2014, 01:08:12 pm
[DOES_NOT_EXIST], I believe. Dwarves and such may still have them in their preferences and they might appear in artwork and whatnot but they will not appear anywhere in-game. Sort of like how we have books and such about fairies even though they to my knowledge do not even slightly exist.
They didn't have that particular tag(though I added it to see what would happen). When I genned a new world with the cavies in it, no cavys appeared, but I did get this
Impoverished Word Selector
in the error log. What the hell?

Also, I can't do voices. I liked the idea though, and wondered what happened to it.

By the way, almost every secret bearer in this world is a scythod, and that seems to be true in every world I've generated with the mod in it. Its scary out there.

E: Wait, are cavy warriors evil?
   [CULL_SYMBOL:ALL:GOOD]
   [DEFAULT_SITE_TYPE:DARK_FORTRESS]
   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 04, 2014, 02:31:06 pm
Not sure what Talvi could have done to make an entire entity be in the raws but not spawn... Maybe they have no biome set?

I have no idea what Impoverished Word Selector means, but I'd assume it's when the SELECT_SYMBOL and CULL_SYMBOL tags interact badly and the game isn't left with any usable words in a specific category its trying to use.

E: Re: Voiced things:

Since I doubt anyone here really has the patience or time to do a full re-enactment of the story of Spearbreakers, I suggest that we just do a bunch of short one-offs if anything at all.

My first thought is casting. Who plays which character? (Note: As we don't have any ladies here that I know of, we're probably going to have to bite the bullet and have Vanya et al be voiced by men.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 04, 2014, 05:51:35 pm
With enough time in Audacity, I could probably get a decent female voice going. Unless, of course, there is a girl lurking on this thread.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 04, 2014, 05:54:25 pm
Dunno how good my mic would be but if fed some lines I will be happy to provide something voiced.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 04, 2014, 06:02:46 pm
 Good luck, voicees!

 I haven't found a scanner yet... so tomorrow I'm going to suck it up and use the best picture I can get.

 But I really wish I could have found a scanner...   :-\

 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 04, 2014, 06:12:09 pm
With enough time in Audacity, I could probably get a decent female voice going. Unless, of course, there is a girl lurking on this thread.

I'm personally open to that idea, but I'd rather hear a sample first. If it sounds too fake it'll probably be better to just give Vanya and Talvi straight-up male voices rather than an annoying synthesised mess. (I've heard guys try to modify their voices to voice Touhous, and it is not pretty.)

I recall Splint having a high, clear, somewhat chirpy voice. Mine is, to quote Talvi's description, deep and a bit gritty. I don't think I've heard Lolfail.

Dunno how good my mic would be but if fed some lines I will be happy to provide something voiced.

I doubt any of us here has anything remotely-resembling professional-quality recording software :p  We can still probably do a decent job of this if we get everything else right.

Two things now: Who does the writing, and how will recording be carried out? It'd be easiest for everyone to record their lines completely-seperately, but that runs the risk of everything not gelling together well. Voice chat of some sort would probably be the best way for us to give feedback to each other's performances, assuming that's an option.

E: I volunteer for the role of Fischer, doing the growliest bass I can muster and using Audacity to lower the pitch even further.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 04, 2014, 09:53:40 pm
After spending some time in Audacity, I have determined that I cannot make my voice sound convincingly female.

However, I have recorded my voice which is slowly being uploaded to Dropbox, so I'll get the link in this post if anyone cares to here me repeat the deathlist in an apathetic tone.

Edit: Here it is. (https://www.dropbox.com/s/g0uttt0ajhrquru/voice_unedited_SBIdeathlist.wav)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 05, 2014, 12:17:53 am
Huh. Didn't realise that Lolf was Aussie/Kiwi/British/Martian/whatever the hell accent that is, I am stunningly bad at identifying such.

There's this odd sort of ringing in the background when you speak... Imma assume that's an artifact of the microphone and that you aren't actually some kind of android.

I might also upload my voice again, because it's probably changed a bit in the ~1 year since I last gave a sample.

I'm bad at describing voices, but I can sort of picture you voicing a smug character. No specific reason I can name, just instinct.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 05, 2014, 12:38:50 am
Yes, I am Australian. Any governmental assassinations are welcomed.

As for me voicing a smug character... Spot on choice there :P Smugness I can do about as well as breathing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 05, 2014, 12:47:07 am
I dunno why but hearing the dead players list read out loud cracked me up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 05, 2014, 04:42:15 am
Two up-to-date (as of this post) Mr Frog noises have been uploaded. Here (http://www.mediafire.com/listen/nbozfhhlgd2d5ee/KillList.wav) is me reading the kill list in a more-or-less neutral tone and here (http://www.mediafire.com/listen/f0z6o6lv18cc6nz/MUGS.wav) is me in-character as Mr Frog delivering his now-probably-infamous mug rant (http://www.bay12forums.com/smf/index.php?topic=102730.msg3055205#msg3055205).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 05, 2014, 05:21:56 am
Two up-to-date (as of this post) Mr Frog noises have been uploaded. Here (http://www.mediafire.com/listen/nbozfhhlgd2d5ee/KillList.wav) is me reading the kill list in a more-or-less neutral tone and here (http://www.mediafire.com/listen/f0z6o6lv18cc6nz/MUGS.wav) is me in-character as Mr Frog delivering his now-probably-infamous mug rant (http://www.bay12forums.com/smf/index.php?topic=102730.msg3055205#msg3055205).

Dude, you have vocal cords that a dragon would be proud of O.O
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on February 05, 2014, 08:03:03 am
Heh, Lolfail pronounces "Aseaheru" with a japanese twang to it, but the rest of it sounds like a... WA accent?


As to Mr Frog's stuff, it made me laugh. Good on ya, man.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 05, 2014, 08:08:54 am
Heh, Lolfail pronounces "Aseaheru" with a japanese twang to it, but the rest of it sounds like a... WA accent?

I pronounce things VERY weirdly, but other than that... Melbourne, born and bred :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on February 05, 2014, 08:38:50 am
Hah, same here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 05, 2014, 03:15:59 pm
Okay, we now have something resembling a cast. Since nobody's volunteered for scriptwriting duties, I guess I'm going to have to do it myself. I will get at least one goddamn skit produced by the end of the month if it friggin' kills me.

It'll probably be something silly, seeing as how these are sidestories with established characters and I don't wanna fuck up the canon too much. Anyone have any ideas on how recording should be carried out?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 05, 2014, 05:30:04 pm
Could always just wing it. Of course the way I used to do it would be to record my lines and send them to the guy I made videos with  via skype and he'd tell me what needed correcting.

Also the mug rant shouldn't be listened to while eating. I almost choked on a burger due to laughter.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 05, 2014, 05:58:01 pm
Could always just wing it. Of course the way I used to do it would be to record my lines and send them to the guy I made videos with  via skype and he'd tell me what needed correcting.

That may work, and I think that's what I'll have us try to begin with, although I'm worried that it'll end up sounding disjointed if we don't record the lines all together as part of a coherent scene (although I'm not sure how that could be done).

Current skit idea: Takes place during one of Splint's terms as Overseer. Bombzero casually comments to Splint that she completed her quota of butchered corpses, which he doesn't remember setting. Splint, being a paranoid nut, assumes that this means someone has been forging work orders (as opposed to Bombzero simply being delusional) and runs around the fortress interrogating everyone, neglecting his actual duties in the process and causing the fortress to fall into unmanaged chaos.

(Note: I came up with the above idea under the impression that Splint was the fortress manager. About 1 minute ago I found out I was mistaken, so it's even more questionable than usual whether this idea would work.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 05, 2014, 06:19:06 pm
Pretty sure I was either manager or bookkeeper for a long time though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 05, 2014, 06:19:49 pm
Current skit idea: Takes place during one of Splint's terms as Overseer. Bombzero casually comments to Splint that she completed her quota of butchered corpses, which he doesn't remember setting. Splint, being a paranoid nut, assumes that this means someone has been forging work orders (as opposed to Bombzero simply being delusional) and runs around the fortress interrogating everyone, neglecting his actual duties in the process and causing the fortress to fall into unmanaged chaos.

This sounds like it would have actually happened. Splint, in his paranoia, is so busy interrogating anyone with authority that he forgets to relieve the stonecrafters, who keep working to produce mug upon mugs upon mugs.

E: Ninja'd
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 07, 2014, 03:21:40 pm
It occurs to me that I'm already working on Thol's journals for this thread... I think I'll focus my efforts on that for a time. I might get around to writing a script afterwards, but nobody seems really interested so meh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on February 09, 2014, 06:14:58 am

I love the idea for a radio show. But, I still need to finish the Vanya stuff... I guess motivation is the current problem. :\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 09, 2014, 07:51:00 am

Am I really the ONLY ONE LEFT??
Spoiler: Still off-topic (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 09, 2014, 11:45:49 am
I got help for mine thank you very much. Didn't help on the motivation front but at least I'm nowhere near as much of downer as I once was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 10, 2014, 08:38:53 pm
  Well, that took longer than expected. Sorry about that, I have no excuse.

  I ended up splitting the image into an general overview-sorta shot, the left side, and the right side. It was the best solution I could come up with, due to my limited editing power at the moment.

Overview-Sorta:(WHY IS IT UPSIDE DOWN!!)

Spoiler (click to show/hide)

Left Side:

Spoiler (click to show/hide)

Right Side:(...Why is this side bigger than the left? The pics are the same size on my Ipad...huh.)

Spoiler (click to show/hide)


 I drew this from the POV of one of those Surveillance Cameras Mr Frog holds dear, so it isn't a view of his whole room... but it's a start. 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 10, 2014, 08:57:47 pm
That is awe-inspiring.

I think I am going to destroy the image I made today now...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 10, 2014, 09:02:29 pm
That is awe-inspiring.

I think I am going to destroy the image I made today now...

 NOOOOOOOOOOOO! STOP RIGHT THERE!

 Wait a few days, then take another look. If you still hate it THEN, throw it out, if you wish.

 Remember, you are your own worse critic (and if I hadn't followed my own advice, that piece would have been thrown in my scraps. Close one).

Edit: Does Fischer have a growl? He/She/It's been protrayed in so many ways that I'm not sure how one would decide to voice Fischer.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 11, 2014, 12:32:10 pm
There aren't nearly enough mugs in that picture. I only counted three. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 11, 2014, 04:05:14 pm
In comparison to those images it is trash.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 11, 2014, 05:36:14 pm
In comparison to those images it is trash.
If you're thinking of throwing something away, do it in such a way that you can learn from it. I would just sit there and coat it in graphite 'til it looks better. (translation: draw until you like it or it's so messed up you can't hold it without getting covered in black powder and eraser gunk.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Baffler on February 11, 2014, 05:43:33 pm
Okay, it took a bit of experimenting to prevent bizarre bugs, but I currently have, in my arena, a limbless, headless, bloodless and mutilated dwarf torso that is nevertheless kept alive through 0:)benevolent faerie magicks0:). He is blind, helpless, and in excruciating pain, and yet does not die. In the event that something happens to put him out of his misery, the Endless Witch (Umineko reference) Giantess I have in the arena simply resurrects him.

I deem this project a success. Now to attach the interaction to a region effect and do some Dwarf Mode testing.

E: I should point out that this is all because of Starweaver giving me inspiration :)  Aren't you happy with yourself, Starweaver?

E: Unfortunately, it appears that butchered skin is resurrectable, which results in quite a bit of weirdness.

E: Okay, so it turns out most of the weirdness only happens in Arena Mode for some reason. Took a bit for the dwarves to haul the resurrected corpse to the hospital to be stitched up, but it happened eventually. Now I'm watching to see what happens when a dwarf dies of dehydration and is subsequently resurrected.

(Not sure why I'm posting all of this in this thread, come to think of it...)

Did anything ever come of this? It certainly makes good biomes a bit more interesting, and I'd love to take a look under the hood.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 11, 2014, 06:16:20 pm
What are the results of Fortress Mode testing?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 11, 2014, 07:37:12 pm
What are the results of Fortress Mode testing?

Fairly-buggy. Resurrected animals would drop off the Animals list for a while (rendering them unable to be butchered), and when they came back they'd be listed as Not Tame even though they actually were. Also, resurrected dwarves are incapable of being selected for noble positions.

And then there's the small issue that it actually crashed after a bit. Not sure if it actually had anything to do with the resurrection effect but I'm willing to wager that it did.

E: Good job on the artwork, by the way. I'm impressed at the detail and perspective.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on February 13, 2014, 02:54:26 pm
Speaking of the artwork I composited the left and right sides together, see results below. TalonisWolf, you did a fantastic job. I like the frog moss specimen on the wall.

(http://i.imgur.com/c6I8MbO.png)

Full size.
Spoiler (click to show/hide)

Edit: I just noticed my composite is a little askew, I'll try to fix it later.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 13, 2014, 04:19:32 pm
@Starweaver396:

There aren't nearly enough mugs in that picture. I only counted three. :P

 But how many are in the cabinet? Huh? Did you think of that?  ;D

@Mr Frog: What could cause that sort of bug?

 And Thank You for the compliment- boosts my overinflated ego.  8)

 @Cynm: So much better! Thank you Cynm.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 13, 2014, 05:18:05 pm
@Starweaver396:

There aren't nearly enough mugs in that picture. I only counted three. :P

 But how many are in the cabinet? Huh? Did you think of that?  ;D

Concur. This is Mr Frog's room. There is literally no reason that cabinet wouldn't be bigger on the inside.

Quote
@Mr Frog: What could cause that sort of bug?

Probably the fact that Toady never really intended for resurrections to happen in Fortress Mode and so put in minimal handling for such an occurrence. I was shocked that it worked at all (although it did crash eventually a bit after a troll got in and tenderised some animals -- my instinct is that someone's pet was resurrected and the game didn't know how to reassign it properly).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 13, 2014, 06:29:42 pm
Is it possible make the syndrome only effect those with the CAN_LEARN tag? And if so, would it make it impossible to bring zombies back to life since I believe they no longer have that tag... but the wiki doesn't confirm nor prove untrue that detail.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 13, 2014, 07:00:22 pm
Is it possible make the syndrome only effect those with the CAN_LEARN tag? And if so, would it make it impossible to bring zombies back to life since I believe they no longer have that tag... but the wiki doesn't confirm nor prove untrue that detail.
The interaction examples don't say they remove CAN_LEARN, but it would be possible to limit the reaction to such creatures. So yes to one, no to two. Though I honestly don't trust the resurrection effect at all, really. Mostly just cause the target is loyal to their former faction and it won't give you the ability to limit the interaction to members of your faction.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 13, 2014, 08:10:50 pm
Is it possible make the syndrome only effect those with the CAN_LEARN tag? And if so, would it make it impossible to bring zombies back to life since I believe they no longer have that tag... but the wiki doesn't confirm nor prove untrue that detail.
The interaction examples don't say they remove CAN_LEARN, but it would be possible to limit the reaction to such creatures. So yes to one, no to two. Though I honestly don't trust the resurrection effect at all, really. Mostly just cause the target is loyal to their former faction and it won't give you the ability to limit the interaction to members of your faction.

I kind of prefer the fact that it will resurrect anyone, though. Makes it not quite as hax.

That and the fact that there's nothing stopping a headless, limbless corpse from being resurrected, after which it will languish in your hospital for all eternity.

E: I should point out that I am like 75% sure it made my game crash, though, so the discussion is probably pretty much moot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 19, 2014, 06:07:48 am
I do believe I just came up with the most fucktarded way to put Jesters of Armok in-game. Barring certain always fatal instances like crushed, cast, bisected, or frozen, Jesters serve as a universal immortal caste for all non-spawn (since they're abominations and despise all Armok creates and ruin all his fun and amusement) races. They don't need to eat or drink (otherwise they'd die in our fucking hospitals,) can't be killed under normal situations (as an abstract of their respawn ability,) and once every 4 years perform a transformation interaction that restores them to to full working order on top of learning all military skills faster, no debuffs to other skills, and having insane stats.

Seems great right? Until You realize one bad fight and suddenly Sir Jester McChampion is missing his arm, all his teeth, a whole leg, has his guts hanging out, his shredded neck is broken, he's been pincushioned into oblivion and back, suffered nerve damage all over, possibly missing his head and a foot came off rendering him to Sir Jester McPushalot, requiring he or she be removed from battle until they can be restored which could be as long as a whole 4 years away. This is also a double edged sword as there may be jesters mixed into the enemy ranks. This would mean that only other Jesters, the mightiest of veterans, or engineered traps could truly put them down for gameplay, and those would have to be either sword, axe, or discdwarves because they'd be the only ones able to bisect them.

I dunno, just woke up properly and the idea sprang to mind. I know it's bad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 19, 2014, 07:59:15 am
I do believe I just came up with the most fucktarded way to put Jesters of Armok in-game. Barring certain always fatal instances like crushed, cast, bisected, or frozen, Jesters serve as a universal immortal caste for all non-spawn (since they're abominations and despise all Armok creates and ruin all his fun and amusement) races. They don't need to eat or drink (otherwise they'd die in our fucking hospitals,) can't be killed under normal situations (as an abstract of their respawn ability,) and once every 4 years perform a transformation interaction that restores them to to full working order on top of learning all military skills faster, no debuffs to other skills, and having insane stats.

Seems great right? Until You realize one bad fight and suddenly Sir Jester McChampion is missing his arm, all his teeth, a whole leg, has his guts hanging out, his shredded neck is broken, he's been pincushioned into oblivion and back, suffered nerve damage all over, possibly missing his head and a foot came off rendering him to Sir Jester McPushalot, requiring he or she be removed from battle until they can be restored which could be as long as a whole 4 years away. This is also a double edged sword as there may be jesters mixed into the enemy ranks. This would mean that only other Jesters, the mightiest of veterans, or engineered traps could truly put them down for gameplay, and those would have to be either sword, axe, or discdwarves because they'd be the only ones able to bisect them.

I dunno, just woke up properly and the idea sprang to mind. I know it's bad.

That is more twisted than TwitchPlaysPokemon, and I love it.
If I had any artistic or animating skill, I would draw/animate the scene going through my head right now.

Maybe I'll make a fan theme for the Jesters... I'm thinking church organs, low bells, a heavy, grungy lead guitar and a vibrant bass.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 19, 2014, 09:02:24 am
I have a drawing that may tie into spearbreakers, but is mostly just armor.
If I get it in it will hopefully be tomorrow.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 19, 2014, 09:06:13 am
I do believe I just came up with the most fucktarded way to put Jesters of Armok in-game. Barring certain always fatal instances like crushed, cast, bisected, or frozen, Jesters serve as a universal immortal caste for all non-spawn (since they're abominations and despise all Armok creates and ruin all his fun and amusement) races. They don't need to eat or drink (otherwise they'd die in our fucking hospitals,) can't be killed under normal situations (as an abstract of their respawn ability,) and once every 4 years perform a transformation interaction that restores them to to full working order on top of learning all military skills faster, no debuffs to other skills, and having insane stats.

Seems great right? Until You realize one bad fight and suddenly Sir Jester McChampion is missing his arm, all his teeth, a whole leg, has his guts hanging out, his shredded neck is broken, he's been pincushioned into oblivion and back, suffered nerve damage all over, possibly missing his head and a foot came off rendering him to Sir Jester McPushalot, requiring he or she be removed from battle until they can be restored which could be as long as a whole 4 years away. This is also a double edged sword as there may be jesters mixed into the enemy ranks. This would mean that only other Jesters, the mightiest of veterans, or engineered traps could truly put them down for gameplay, and those would have to be either sword, axe, or discdwarves because they'd be the only ones able to bisect them.

I dunno, just woke up properly and the idea sprang to mind. I know it's bad.

That is more twisted than TwitchPlaysPokemon, and I love it.
If I had any artistic or animating skill, I would draw/animate the scene going through my head right now.

Maybe I'll make a fan theme for the Jesters... I'm thinking church organs, low bells, a heavy, grungy lead guitar and a vibrant bass.

Now that I'm more awake thanks to caffeine, I have re-read just how hilariously unsettling a sight this would be, even if it's all gameplay and story segregation. And to have music inspired by anything this fort has produced would be easily among the highest of honors.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 19, 2014, 09:12:41 am
I do believe I just came up with the most fucktarded way to put Jesters of Armok in-game. Barring certain always fatal instances like crushed, cast, bisected, or frozen, Jesters serve as a universal immortal caste for all non-spawn (since they're abominations and despise all Armok creates and ruin all his fun and amusement) races. They don't need to eat or drink (otherwise they'd die in our fucking hospitals,) can't be killed under normal situations (as an abstract of their respawn ability,) and once every 4 years perform a transformation interaction that restores them to to full working order on top of learning all military skills faster, no debuffs to other skills, and having insane stats.

Seems great right? Until You realize one bad fight and suddenly Sir Jester McChampion is missing his arm, all his teeth, a whole leg, has his guts hanging out, his shredded neck is broken, he's been pincushioned into oblivion and back, suffered nerve damage all over, possibly missing his head and a foot came off rendering him to Sir Jester McPushalot, requiring he or she be removed from battle until they can be restored which could be as long as a whole 4 years away. This is also a double edged sword as there may be jesters mixed into the enemy ranks. This would mean that only other Jesters, the mightiest of veterans, or engineered traps could truly put them down for gameplay, and those would have to be either sword, axe, or discdwarves because they'd be the only ones able to bisect them.

I dunno, just woke up properly and the idea sprang to mind. I know it's bad.

That is more twisted than TwitchPlaysPokemon, and I love it.
If I had any artistic or animating skill, I would draw/animate the scene going through my head right now.

Maybe I'll make a fan theme for the Jesters... I'm thinking church organs, low bells, a heavy, grungy lead guitar and a vibrant bass.

Now that I'm more awake thanks to caffeine, I have re-read just how hilariously unsettling a sight this would be, even if it's all gameplay and story segregation. And to have music inspired by anything this fort has produced would be easily among the highest of honors.

Wait, music would be welcomed? Now I need to dig up my old WIPs for this fort...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 19, 2014, 09:25:36 am
Why in the hell wouldn't it be? We've had all manner of other contributions short of a friggen painting and a separate game based on aspects of it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 19, 2014, 11:02:29 pm
Ok, so I found all my old WIPs for this fortress... and promptly expunged them. God, they were horrid, even by my standards.

But I have managed to put some time into a piece that begins with a bloody cataclysm (slight over-exaggeration) before calming abruptly, followed by a loose remix of part of the Fort Mode music.

It's not very long, probably not too brilliant, but I think it's decent. And hey, how else will I learn?

It's currently rendering in the background; I'll upload it to YouTube shortly.

Edit: Here it is. (http://www.youtube.com/watch?v=Hae6F3HebII)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 20, 2014, 11:48:43 am
Annnd.... Inbound art that may or may not be connected with SpearBreakers!

Because, yah, its just armor!
Spoiler: Gonna be here, someday (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 20, 2014, 12:19:41 pm
Edit: Here it is. (http://www.youtube.com/watch?v=Hae6F3HebII)

I approve of this.

Annnd.... Inbound art that may or may not be connected with SpearBreakers!

Because, yah, its just armor!
Spoiler: Gonna be here, someday (click to show/hide)

Jeeze, if those are Stone Inc. troops' gear I don't think I'd want them upset with me. The eye piece has a strangely unsettling effect to me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 20, 2014, 12:23:38 pm
I was sortof thinking that it was a older variant of there armor.
The newer ones probably have something over the eyes so you cant just shoot them there...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 21, 2014, 02:17:32 am
I was sortof thinking that it was a older variant of there armor.
The newer ones probably have something over the eyes so you cant just shoot them there...

My first thought was 'but eyes are a tiny target, how is anyone supposed to shoot them there anyways?'

My second thought was 'even if the impact from a bullet was diffused by a helmet, the sheer force would probably do terrible things to your neck anyway'.

My third thought was 'I don't actually know anything about this subject and pretending such on this forum has historically lead to flamewars, so whatever'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 21, 2014, 02:40:59 am
My first thought was 'but eyes are a tiny target, how is anyone supposed to shoot them there anyways?'

Well, knowing dwarf fortress, dwarven luck dictates someone will hit them in the eye eventually.

My second thought was 'even if the impact from a bullet was diffused by a helmet, the sheer force would probably do terrible things to your neck anyway'.

Probably, or at least result in a pretty bad concussion or some serious whiplash.

Yes, I answered those for fun :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 21, 2014, 04:43:13 am
Edit: Here it is. (http://www.youtube.com/watch?v=Hae6F3HebII)

I approve of this.

I consider this a grand success! :D


Annnd.... Inbound art that may or may not be connected with SpearBreakers!

Because, yah, its just armor!
Spoiler: Gonna be here, someday (click to show/hide)

God, those EYES... they're terrifying... HOW ARE THEY SO TERRIFYING!!?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 21, 2014, 10:09:00 am
My first thought was 'but eyes are a tiny target, how is anyone supposed to shoot them there anyways?'

Well, knowing dwarf fortress, dwarven luck dictates someone will hit them in the eye eventually.

My second thought was 'even if the impact from a bullet was diffused by a helmet, the sheer force would probably do terrible things to your neck anyway'.

Probably, or at least result in a pretty bad concussion or some serious whiplash.

Yes, I answered those for fun :P
And from what I know of the subject both are correct.

Granted, I dont know too much...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on February 22, 2014, 03:20:34 am
Because I haven't posted any in a while, here's another pointless entry in the adventure of Thol Avalrigoth (I am now very happy that I had thought to make a buffer):


I never really considered how boring it is to tell a story through journal entries until I tried doing this, but I can't think of any way to change the framing device now. Blehhhh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on February 25, 2014, 03:33:11 pm
I have never heard twig used as a verb before.

I think that Stone Inc. armor reminds me of the combine from Half Life 2.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 25, 2014, 05:37:00 pm
And whats that?

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 25, 2014, 06:09:45 pm
...

Edit: Here it is. (http://www.youtube.com/watch?v=Hae6F3HebII)

That is awesome. But why was it that I heard dark, evil laughter in my head during the last few seconds... and it fit right in.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 25, 2014, 06:50:31 pm
...

Edit: Here it is. (http://www.youtube.com/watch?v=Hae6F3HebII)

That is awesome. But why was it that I heard dark, evil laughter in my head during the last few seconds... and it fit right in.

If you're referring to the noise underneath the rain, that was footsteps (actually it was really slow/low-pitched applause, because normal footsteps sounded shit), otherwise I have no clue unless my music is metastasising.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 25, 2014, 06:56:13 pm
No, I heard the footsteps... the evil laughter was added by my head. I was amazed at how it only added to the feel of it!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 25, 2014, 07:30:03 pm
Well, there's be plenty of evil laughter in some of my next pieces... only to see the light of day when I can get them to sound decent >.<
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 25, 2014, 09:07:30 pm
(Double post, I know...)

Can someone explain to my why this page of the wiki (http://spearbreakers.wikia.com/wiki/Necromancer_Tome) is in Spanish?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 25, 2014, 09:19:52 pm
That's... a very good question actually.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 25, 2014, 09:27:09 pm
...someone just decided to mess with you? You could revert it back to it's original state using edit>history.

But why was it done in the first place?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on February 25, 2014, 09:32:41 pm
(Double post, I know...)

Can someone explain to my why this page of the wiki (http://spearbreakers.wikia.com/wiki/Necromancer_Tome) is in Spanish?

We have our first bot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 25, 2014, 09:33:38 pm
Well, that's fixed.

We may never know why the legitimate fuck that happened.

E: Ninja'd by Reudh. A bot? Really? Ugh, they're worse than necromancer vampires...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on February 25, 2014, 09:39:01 pm
I think it was someone who doesn't know how to read English and had it translated and replaced the text. The information wasn't changed for the most part aside from that odd comment and picture.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on February 25, 2014, 09:39:59 pm
Well, that's fixed.

We may never know why the legitimate fuck that happened.

E: Ninja'd by Reudh. A bot? Really? Ugh, they're worse than necromancer vampires...

Yeah, the bot/whoever it was is banned now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 25, 2014, 09:40:10 pm
 Should we worry about checking to make sure it was that one page?

 If so, I've already checked the 'Mug', 'Jetpacks' and 'Frog Moss' Pages.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 25, 2014, 09:43:36 pm
Should we worry about checking to make sure it was that one page?

 If so, I've already checked the 'Mug', 'Jetpacks' and 'Frog Moss' Pages.

No, it would show up in the Revision History for the entire wiki.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on February 27, 2014, 02:57:59 pm
Stone INC armor is neat. The eye holes aren't needed at all though, you just need to make the plates around them tinted glass.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on February 27, 2014, 11:40:59 pm
I'm actually saddened I never got to finish that turn of mine two years ago. Anyone remember that?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on February 27, 2014, 11:53:56 pm
 That was when I was still a lurker, I believe. I distinctly remember cackling in anticipation...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on February 28, 2014, 12:02:33 am
Fail gave me so many good quotes that I can't fit them all in my sig!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on February 28, 2014, 06:24:32 am
Fail gave me so many good quotes that I can't fit them all in my sig!

Hah! The past.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on February 28, 2014, 12:31:41 pm
Fail gave me so many good quotes that I can't fit them all in my sig!

Hah! The past.
We should all get together have a spearbreakers reunion somewhere, like on skype or something!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on February 28, 2014, 04:41:13 pm
Stone INC armor is neat. The eye holes aren't needed at all though, you just need to make the plates around them tinted glass.
Old-style armor. As in what was used during the rein of SpearBreakers.

That said, two versions of more modern armor should show up soon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 01, 2014, 12:01:06 am
More story:


Starting to wonder if it was really wise to write from the perspective of a character whose writing style is completely-different from my own.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 01, 2014, 12:03:47 am
I think it's pretty nice really, to see a story spawned by a landmark near the fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 01, 2014, 03:09:25 am
Feels a bit off from my usual standard, though (whatever that standard may be). I don't think I've ever really tried to tell an actual story through journal entries, so I guess I don't really know how to make it work. I use third-person narration so much that I'm kinda lost without it :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 01, 2014, 03:18:17 am
Good to push one's boundaries from time to time. Of course in the process mistakes are sometimes made.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 03, 2014, 05:38:33 pm
I finally have a drawing of  Stone INC weapon that I am semi-proud of!

Expect to see it Thursday, along with everything else!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 07, 2014, 02:02:37 pm
Feels a bit off from my usual standard, though (whatever that standard may be). I don't think I've ever really tried to tell an actual story through journal entries, so I guess I don't really know how to make it work. I use third-person narration so much that I'm kinda lost without it :V
I think the main difference from your regular writing stye is its brevity. One thing I've always noticed about your work, though, is how incredibly emotionally unattached your narrator's point of view is - which I suppose is actually admirable if you're writing from a third person perspective, because there's a complete lack of bias towards any of the characters or the way their actions are viewed. (Although I suppose if you were trying to write in a significant plot twist, it might be a good idea to tweak the reader's opinion just a bit one way or another - but your plot twists always managed to fool me without that, so I don't know.)

All of Vanya's story is written in first person, which I'm actually less fond of than third person - I was writing in first person specifically because I didn't like using it. =P Well, mostly first person - there's a little bit in second person every once in a while. I could try to help you out a bit, but I wouldn't consider myself an expert on the subject by any means.


The first thing you'd probably notice in a comparison from your regular work is how short your journal entries are - at least, related to Silena (which I was sad to see come to an end) or especially Osmah and Thothil (I was really sad to see that end, I kind of got sucked into it (I also admit I may have been shipping just a little bit)). OR, perhaps the best example I can think of - the zhuetat/devok/alkyun universe hostage situation story.

The second thing is that you're writing in first person without any emotional inflection or personality quirks, which I suppose makes sense if your character is completely emotionally detached, but it doesn't make for as fun or believable a reading experience. People tend to expect first-person narration to have a personality to them. It doesn't have to be much, really - with Vanya I took the approach of making her "writing" be a little more imaginative and philosophical than I would normally write things, and added a few tiny things here and there to further disassociate her writing "style" from my own, such as a few "catch phrases" she "liked to use", and her use of italics (which I later dropped because it felt so unnatural, I'll admit, and exceptionally hard to work with when you're writing her retelling of someone else's speech (She has a "tendency" to repeat the same word twice to add emphasis rather than saying it in italics ("very, very happy" instead of "very happy" or even simply "very happy" for instance)). There are a few other tiny things I can't remember off the top of my head... She's somewhat shy/reserved/withdrawn about certain things, which is something I tried to gradually let fall from her "writing style" as the story progressed, due to character development - she wound up being a lot less shy than she originally was. She's also somewhat dreamy when it comes to fairy tales and magic - something I tried very unsuccessfully to integrate into the story, I think - when it finally hit the infamous magical chapter everybody hated where I was introducing magic, everybody said it was overly descriptive and Katie came off looking like a Mary Sue, which was really just me trying to write it in Vanya's writing style. :\ But I failed pretty hard at that, I'll admit.

And that's all I can think of in one go - it's not really so much "help" as much as me just rattling off what I did to try to make my first person narration a little more enjoyable, and it's more than a little rambly. I suppose to sum it up: give your "writer" some character? I can very much imagine everything Thol says to be said in Mr Frog's voice. (Which, funnily enough, exactly matches the little clip you uploaded with you speaking about mugs - I think that got burned onto my brain. lol)


Also, random, Splint, I just recently noticed you included Mr Frog's portal bracelet in the Vanya armor pic... You are freaking awesome. I have no idea how I missed that, though.

And Asea, looking forwards to seeing it, assuming you're still posting and just a little late. :)



edit: also, @Mr Frog: I love that you're using the volcano I found while doing the map. lol    It's about time it worked its way into the canon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 07, 2014, 04:43:37 pm
The scanner (you know, the one that took a year to find and get around to using the first time?) decided that it despises me.
So things are postponed.

Unless you guys wish to see really, really bad photos?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 08, 2014, 01:29:18 am
YAYYY EPIC TALVIENO MEGAPOST

One thing I've always noticed about your work, though, is how incredibly emotionally unattached your narrator's point of view is - which I suppose is actually admirable if you're writing from a third person perspective, because there's a complete lack of bias towards any of the characters or the way their actions are viewed. (Although I suppose if you were trying to write in a significant plot twist, it might be a good idea to tweak the reader's opinion just a bit one way or another - but your plot twists always managed to fool me without that, so I don't know.)

It's a bit odd hearing someone comment that my narration is unusually-detached... I write that way because that's what I like to read. I really really hate it when the narration tries to describe a specific character as heroic or tragic or whatnot. That sort of stuff should be able to be seen on its own merits. It seems like cheating otherwise, and tends to evoke a weird sort of dissonance when a character obviously isn't as sympathetic as the narration makes them out to be (to give an example).

Quote
All of Vanya's story is written in first person [...] there's a little bit in second person every once in a while.

Right, I never got around to ripping you for that. Second person is really never a good idea in my experience. I guess it only really was tolerable in your story because the segments were so short.

Quote
The first thing you'd probably notice in a comparison from your regular work is how short your journal entries are - at least, related to Silena (which I was sad to see come to an end) or especially Osmah and Thothil (I was really sad to see that end, I kind of got sucked into it (I also admit I may have been shipping just a little bit)).

I keep wanting to resume them, but it feels like it's too late. It was also really selfish of me to shitcan Osmah when you'd helped me so much with it :( So sorry.

Quote
OR, perhaps the best example I can think of - the zhuetat/devok/alkyun universe hostage situation story.

Before anyone posts confused comments -- this refers to an unrelated short story I PM'd to Talvieno a loooooooong time ago. I'd have posted it publicly somewhere and linked y'all to it, but plagiarisers gonna plagiarise so no.

Quote
The second thing is that you're writing in first person without any emotional inflection or personality quirks, which I suppose makes sense if your character is completely emotionally detached, but it doesn't make for as fun or believable a reading experience. People tend to expect first-person narration to have a personality to them.

I was honestly trying my best to give the narration some personality*, but I guess I just don't really know how to :V

Quote
It doesn't have to be much, really - with Vanya I took the approach of making her "writing" be a little more imaginative and philosophical than I would normally write things, and added a few tiny things here and there to further disassociate her writing "style" from my own, such as a few "catch phrases" she "liked to use", and her use of italics (which I later dropped because it felt so unnatural, I'll admit, and exceptionally hard to work with when you're writing her retelling of someone else's speech (She has a "tendency" to repeat the same word twice to add emphasis rather than saying it in italics ("very, very happy" instead of "very happy" or even simply "very happy" for instance)). There are a few other tiny things I can't remember off the top of my head... She's somewhat shy/reserved/withdrawn about certain things, which is something I tried to gradually let fall from her "writing style" as the story progressed, due to character development - she wound up being a lot less shy than she originally was. She's also somewhat dreamy when it comes to fairy tales and magic - something I tried very unsuccessfully to integrate into the story, I think - when it finally hit the infamous magical chapter everybody hated where I was introducing magic, everybody said it was overly descriptive and Katie came off looking like a Mary Sue, which was really just me trying to write it in Vanya's writing style. :\ But I failed pretty hard at that, I'll admit.

Aaand now I do, sort of. I'm pretty sure I was the only one to call Katie a Mary Sue, unless there were a lot of PMs that I'm not aware of.

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I can very much imagine everything Thol says to be said in Mr Frog's voice.

I guess I'm also kind of mode-locked into Mr Frog's specific writing style, if it's that bad :V

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(Which, funnily enough, exactly matches the little clip you uploaded with you speaking about mugs - I think that got burned onto my brain. lol)

I'm not sure how to take this. Is that a compliment?

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edit: also, @Mr Frog: I love that you're using the volcano I found while doing the map. lol    It's about time it worked its way into the canon.

Hehehehe.

Thank you for writing all this. I don't like taking advice from people, but it's a hell of a lot easier than figuring all this out by myself.

*Edit: Actually, come to think of it, I really wasn't. I put only the bare minimum of time and effort into coming up with Thol's character, so it should only follow that his journal entries are bland and uninteresting. Think I may have to overhaul his profile somewhat. Fun!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 08, 2014, 11:39:45 am
Hey Talvieno, love the new chapter update, and also bump reminder for pm-ness!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 09, 2014, 05:20:50 am
Quote
It's a bit odd hearing someone comment that my narration is unusually-detached... I write that way because that's what I like to read. I really really hate it when the narration tries to describe a specific character as heroic or tragic or whatnot. That sort of stuff should be able to be seen on its own merits. It seems like cheating otherwise, and tends to evoke a weird sort of dissonance when a character obviously isn't as sympathetic as the narration makes them out to be (to give an example).
Most writers inadvertently leave little hints to the writer's true thoughts or intentions embedded in the narrative - little glimpses at the mind of the creator. Sometimes the writer writes something a specific way to try to fool the reader into thinking a villain is actually an ally near to the start of the story, for instance... or perhaps the writer puts a little bit of extra emphasis on a certain character's death. Maybe it's nothing more than accidentally spending a bit of extra time with a particular character - the point is, if you break it down far enough, you begin to see little hints that the writer has an attachment to his story. Your writing, on the other hand, always feels detached in this way, is what I mean by it. Not only that, but the only reaction I've ever seen you try to evoke from the reader is laughter. =P I know this is intentional, though - we've discussed it at length before.

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Right, I never got around to ripping you for that. Second person is really never a good idea in my experience. I guess it only really was tolerable in your story because the segments were so short.
It's a play on Toady's "This is a microcline statue of a dwarf. It menaces with spikes of wool yarn," and so forth. I just expanded it a bit. I was planning on giving the second-person narrator an important part later on, and was also planning on immediately switching out of the second-person perspective to a third-person one.

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I keep wanting to resume them, but it feels like it's too late. It was also really selfish of me to shitcan Osmah when you'd helped me so much with it :( So sorry.
This was the exact opposite reaction I'd hoped for - it was merely praise, not meant to make you feel bad. =P

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Before anyone posts confused comments -- this refers to an unrelated short story I PM'd to Talvieno a loooooooong time ago. I'd have posted it publicly somewhere and linked y'all to it, but plagiarisers gonna plagiarise so no.
YOU GUYS ARE ALL MISSING OUT!!! MUAHAHAHAHA
...should I be worried about Vanya's stuff getting plagiarized, come to think of it?

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I guess I'm also kind of mode-locked into Mr Frog's specific writing style, if it's that bad :V
Nah, I wouldn't say "bad". The brevity makes it a lot easier to imagine it in Mr Frog's voice, too.

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I'm not sure how to take this. Is that a compliment?
You've got a good voice, so take it as a compliment. lol

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Thank you for writing all this. I don't like taking advice from people, but it's a hell of a lot easier than figuring all this out by myself.
I know you don't like taking advice, but you greatly enjoy constructive criticism - a lot more than most people. (: Part of why I offered it.


And heyaa, Reudh!!! I'll get to that PM. And I was mainly posting the "new" update to bump it and post a new poll. If enough people want me to keep going anyway, despite me not having worked on it for so long, I'll try to finish it.

edit:
The scanner (you know, the one that took a year to find and get around to using the first time?) decided that it despises me.
So things are postponed.

Unless you guys wish to see really, really bad photos?
Every picture I've drawn and posted on this thread has been a cropped photo. I don't have a scanner. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on March 09, 2014, 02:00:39 pm
According to the wikipedia page on copyright,
 "Once an idea has been reduced to tangible form, for example by securing it in a fixed medium (such as a drawing, sheet music, photograph, a videotape, or a computer file), the copyright holder is entitled to enforce his or her exclusive rights."
I dont know how that applies to forums, but you should automatically have a copyright claim to your material. Which, I think, means that copying the work you've put into these stories is in fact illegal.

I am not a lawyer, or an expert on copyright law in any form. Personally, I would really like to see this story of Mr Frog's and as far as I can tell it would be protected from plagarism by international copyright law, so there's that.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 09, 2014, 04:09:53 pm
I guess I could look into getting it published, but the main issue for me would be money.

I've also considered posting the notes I've written like Mr Frog suggested, but the main issue with that is that I'd hit the character limit three times before I managed to get it all down onto the thread. It wouldn't be a double post, nor even a triple post - it'd be a quadruple post.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 09, 2014, 04:11:33 pm
Maybe it's nothing more than accidentally spending a bit of extra time with a particular character - the point is, if you break it down far enough, you begin to see little hints that the writer has an attachment to his story. Your writing, on the other hand, always feels detached in this way, is what I mean by it.

Wonder if this means that, on some level, I truly don't care about my stories. Hm.

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...should I be worried about Vanya's stuff getting plagiarized, come to think of it?

I wouldn't really worry about any of the stories here. They're basically fanfics that only really make sense in the context of one specific thread on one forum. Vanya can sort of stand on its own, but it still loses a lot of its value if separated from the thread it was originally linked to.

According to the wikipedia page on copyright,
 "Once an idea has been reduced to tangible form, for example by securing it in a fixed medium (such as a drawing, sheet music, photograph, a videotape, or a computer file), the copyright holder is entitled to enforce his or her exclusive rights."
I dont know how that applies to forums, but you should automatically have a copyright claim to your material. Which, I think, means that copying the work you've put into these stories is in fact illegal.

I am not a lawyer, or an expert on copyright law in any form. Personally, I would really like to see this story of Mr Frog's and as far as I can tell it would be protected from plagarism by international copyright law, so there's that.

I think this is really naïve. Laws only provide protection to the extent that those who break them can be caught, identified, and prosecuted with hard evidence, all of which is difficult on the Internet. For all you guys know, I could have already ripped off the entirety of Vanya's journals and posted it under my own name in dozens of places across the Internet, and you guys simply haven't found it yet. Even if you did, all it takes is a missing timestamp and I can easily claim that I posted it first and it was Talvi who plagiarised me (I'm completely-serious here -- I think this actually happened to the guy who writes the Oatmeal).

E: Just to make it clear, I'm not an expert either. I just like to pretend that I am.

E2: Talvi, please continue your story. The main LP didn't get a proper ending, nor did the Mr-Frog-On-Eris story. I want something in this thread to be wrapped up properly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 10, 2014, 09:43:56 am
Sequel you say?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 10, 2014, 04:20:11 pm
Soon. When we have big trees.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 10, 2014, 04:53:00 pm
And spawn able to scramble over walls and moats.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 10, 2014, 05:09:01 pm
And spawn able to scramble over walls and moats.

Heh. There is already a solution to this- an overhang, and a double moat.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 10, 2014, 05:33:01 pm
And spawn able to scramble over walls and moats.

Heh. There is already a solution to this- an overhang, and a double moat.

Yeah, but where's the fun in that? Besides, ambushers man. Like the ones on the 18th of Felsite, final turn. Slip right in, cause havoc, kill founders and recruits alike...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 10, 2014, 05:49:53 pm
 There is also the fact that it would require some level of competence- something rarely seen in a Succession Fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 10, 2014, 06:13:12 pm
Splints competent.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 10, 2014, 06:46:35 pm
The key word is "Rarely"... how many times has there been a case of 'How do I close the friggin' door?!', for example.  ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 10, 2014, 06:57:34 pm
Noone reads notes anymore...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 11, 2014, 08:15:50 am
I read notes. Why would I bother to label every single lever if I were just going to haphazardly pull the first lever I see?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 11, 2014, 10:00:49 am
 To mess with the next player by mislabeling the levers. People have done it, to unfortunate interesting results.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 11, 2014, 11:01:27 am
:L That is very true... * shudders from the thought of a self-destructing magma cannon *
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 13, 2014, 05:31:15 pm
Personal Experience?

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 13, 2014, 08:50:33 pm
Trying to avoid making it one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 14, 2014, 02:57:04 am
Spoiler (click to show/hide)

First, I think you care very much about your stories or else you wouldn't be worried about plagiarism. :P

Second... I think it's pretty much impossible that anyone's ripped off Vanya's stuff, simply because there are a great deal of unique phrases in it that I ought to be able to find with a quick search, such as (just grabbing one at random) "I fled down the stairs, past the coffins", and if you look it up on Google, you get only one hit.

Third, the main issue with my story is that it's going to be insanely huge (about 40% of the length of Lord of the Rings when complete). I have a book and a half to finish, and that means around thirty chapters, and that means around two hundred hours of work. :P That's why I put a new poll up in the "A Skulker's Tale" thread (http://www.bay12forums.com/smf/index.php?topic=119562.0) - to see how many people actually wanted me to finish it. So far? Not many. :\ Only 40% of everybody who's voted wants me to finish it (and one of them was me, making it technically 25% instead). More alarmingly, 67% of people who've voted and weren't me, and who also have read all of it, don't really care to have me finish it. That's not exactly encouraging.


edit: I'll write up a summary for what I'd planned to happen for the rest of the Vanya story (keep in mind that what I plan and what I write often becomes wildly different), and if you guys still want me to finish it... I will.

re-edit: Also, if I remember right, I made the Parasol higher-ups assume that Silena, everyone's favorite blue-tentacle-hair-girl, was actually incredibly important at Eris. lol    Kind of a shout-out to your series.

triple edit: It's three to one against me finishing it now... that's actually kind of depressing.  :-\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 15, 2014, 03:45:08 am
Talvi, sweetie, at the end of the day it doesn't really matter how many people want you to finish your story as long as you want to finish it.

I think I'm going to submit (because it's probably relevant) that in my current headcanon, original!Mr Frog flees back into Everoc with a converted Silena in tow without getting to Joseph. Basically, he realises he was arrogant in thinking that he could singlehandedly decapitate the organisation and makes a tactical retreat to regroup. I think I've flip-flopped on this before, but my current thinking is (as I believe you yourself pointed out to me a long time ago) I made Joseph's defenses too-perfect, to the point where getting to him is for all intents and purposes impossible.

I can't help but wonder what chain of events lead to scrappy little Silena ever coming off as important to anybody :V

Sorry I've been lax with Thol's updates; I've been having kind of a crazy week.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 15, 2014, 07:29:16 am
Oh my...The story of this fortress is certainty most magnificent, and leaves me much anticipating a sequel. Tell me...You wouldn't mind if I gave any suggestions on things to play around with next game? Say, an otherwise brittle automation of tin, suddenly becoming a neigh-unstoppable clown-killing machine the moment it wrestles a sword out of the hand of a dwarf? Or, a monster that has the flying powers of a roc, the resilience of a bronze colossus, and the breath of a dragon all at once? I have a few monster codes lying around in a CPU that I'm just dying to see in action against an unaccustomed overseer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 15, 2014, 12:40:12 pm
 Interesting, but see how they fare against the various types of spawn before you get too excited. They may prove to be mere Spawn Fodder.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 15, 2014, 12:58:06 pm
Talvi, sweetie, at the end of the day it doesn't really matter how many people want you to finish your story as long as you want to finish it.

[...]

I can't help but wonder what chain of events lead to scrappy little Silena ever coming off as important to anybody :V

Sorry I've been lax with Thol's updates; I've been having kind of a crazy week.
Hmmm... Perhaps you're right. :-\ As much as I don't like it. lol   I'd much prefer to have people actively wanting me to finish it, but, hey. To be honest, I didn't expect anyone who read it to not want to hear the rest, as I'd assumed that if they'd found my writing good enough to read a story 30% of the length of Lord of the Rings, that they wouldn't mind reading another 10% that length.

And Parasol received a message routed through Silena by Mr Frog. Silena utilized an Equus messenger (which I very briefly alluded to (not my cup of tea)), who said he'd been sent by Silena. For inside joke comedic purposes, I had all of Parasol assume that Silena must therefore be of high standing at Eris. :P


Propman - that sounds great, provided you can come up with a way to work it into canon (even marginally tends to be acceptable). I'm not sure about something becoming overpowered by picking up a sword, though - I don't think it's possible to have that kind of a trigger. We are including Jackborgs, though, which are metallic pike-wielding automatons.


Splint - we're five posts away from becoming the longest thread in Community Games & Stories... you should feel proud. :D And ours isn't even mostly non-canon roleplaying like Glitterglen was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 15, 2014, 01:37:42 pm
...

I have a few monster codes lying around in a CPU that I'm just dying to see in action against an unaccustomed overseer.

...

Propman - that sounds great, provided you can come up with a way to work it into canon (even marginally tends to be acceptable). I'm not sure about something becoming overpowered by picking up a sword, though - I don't think it's possible to have that kind of a trigger. We are including Jackborgs, though, which are metallic pike-wielding automatons.



  Sounds like he somehow did that already. I'm rather curious how... I'm rather hoping it doesn't use DFHack.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 15, 2014, 02:16:19 pm
Granted the length is due to discussions of other stuff and the odd story post popping up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 15, 2014, 02:18:54 pm
Still rather impressive for a thread to last that long. And it has produced more than it's share of horrors. Manamaids come to mind...

...now, where is that brain bleach...

Edit:Friggin Typo.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 15, 2014, 05:18:14 pm
Okay, as promised, here's a rundown of the completion of the Parasol arc, summarized to approximately 10% of what it would've taken to write it out fully - encompassing only the absolute main events with as little embellishment as possible, and almost no narrative value. Note that this encompasses only a third of what I have left to write - at least as I project it right now.

edit: actually, took it down for a moment. Need to run it by Splint first for obvious reasons. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 15, 2014, 05:22:06 pm

Propman - that sounds great, provided you can come up with a way to work it into canon (even marginally tends to be acceptable). I'm not sure about something becoming overpowered by picking up a sword, though - I don't think it's possible to have that kind of a trigger. We are including Jackborgs, though, which are metallic pike-wielding automatons.


I actually have all the coding for that fellow down here;

Spoiler: The Code (click to show/hide)

The solution was simple:

Megabeasts don't typically spawn with weapons. Think the minotaur, for instance, who more then half the time is made a trivial threat due to his reliance on having to wrestle a beating stick off of a soldier. This means said minotaur's skills are usually wasted as it gets shot to death by a peasant with a bow. Now, say you replaced the minotaur with a being that could withstand being hacked at, at least for a few moments, giving it the time to potentially wrestle a weapon off a-la Giant Desert Scorpion. This means that while you'll never encounter a Tin Tyrant already wielding a sword, if it say, manages to get a lucky move in and steal a sword, you best hope that it's not inside the fort when you wall out the outside and wait for a Bronze Colossus to come and pound it.

Interesting, but see how they fare against the various types of spawn before you get too excited. They may prove to be mere Spawn Fodder.

In arena mode, a single T_T managed to kill an entire army of 200 great human swordsmen in steel armour with an iron sword. Granted, without the sword, it's not remarkably stronger then any other semi-mega, but mindlessly charging into an armed T_T spawn style, especially when you're smaller then it, would likely be a rather bad idea. Adventure mode tests show that a T_T can singlehandedly destroy the populace of a keeped city, and its dungeon.

And now, for story:

Countless years ago, the influence of humanity extended into the far beyond, reaching inhospitable areas that were rife with savage monsters and bandits that the local militias simply could not lend the man power in order to handle. Among these dangers, the goblins rose as the most prominent, continuously raiding hamlets in order to capture slaves for their own conflict against dwarvenkind. Within one of these hamlets, there lied an artisan toy maker, a man who wanted more then anything to calm and entertain people with his colourful creations. Yet, as long as his settlement was persecuted, rather then remain happy, the local denizens slowly grew more and more unhinged. Not wanting such a catastrophic even as those rumored to have occurred in dwarven settlements, the toy maker built a militia himself. Using techniques long forgotten, he forged soldiers of tin and magic, automa that surpassed even the greatest mortal swordsman in combat capability. So skilled, as the legends said, that a single automation was capable of felling an entire wave of arrows mid-flight with the swift moment of the blade. Yet on the other hand, they were also gentle; When not protecting their creators, the machines would serve as play things for their children, their whimsical colourscheme of yellows, purples, and blues soothing and exciting them as the massive constructs safely watched over them.

These machines remained in operation long after the toy maker had finally passed away, protecting generations of people and instilling fear in the legends passed by their adversaries. Yet, though no living threat was capable of threatening them, natural disasters were a different matter entirely. For on that faithful day, the day that the earth split open, the hamlet which the tin guardians were devoted to protecting, now having grown into a respectable city, was unceremoniously buried. Nothing remained of the area, and its inhabitants, the tin men included, were encased within the ground for centuries, the latter remaining conscious for every waking moment. And perhaps it was for the better, as the machines, warped from isolation for such a long time, had lost touch of their original directive; without anything to protect, their orders warped into destroying anything that moved.

Though their story would most likely have ended there, to be slowly crushed by the pressure of the earth, Armok would have other plans for them; A tremor, of the very same kind that imprisoned them in the earth, would be the force which exposed these automa to the surface once again. Their appearances were reflections to how far they had fallen; Once resembling stylized representations of human champions, built to a towering scale, the tin men were now devoid of colour or any other frilly gubbins. Their bodies were austere masses of metal, dull grey plates held together by rivets, and all that remained of their faces were protruding, beak-like noses and two eerie, golden lenses for eyes. Like zombies they now roam, attacking and destroying the humans they were once made to protect, like a tyrant acting against his own people.


-

And that's that. I also have files to replace hyena men with proper gnolls, which are fodder for the spawn, but would be rather amusing fodder. If you'd like to see that sort of thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 15, 2014, 05:23:13 pm
Mm... Can someone compile and publish an e-book of the accepted canon? It seems like a huge headache to try and read the whole thread.

Also, in case I haven't said, I want in if there's a sequel!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 15, 2014, 05:26:14 pm
Mm... Can someone compile and publish an e-book of the accepted canon? It seems like a huge headache to try and read the whole thread.

Also, in case I haven't said, I want in if there's a sequel!

There is a PDF with most of the story, plus the wiki. Just read the Spearbreakers OP carefully, so you don't miss it amongst the Legacy of the whole thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 15, 2014, 05:29:27 pm
Mm... Can someone compile and publish an e-book of the accepted canon? It seems like a huge headache to try and read the whole thread.

Also, in case I haven't said, I want in if there's a sequel!

There is a PDF with most of the story, plus the wiki. Just read the Spearbreakers OP carefully, so you don't miss it amongst the Legacy of the whole thing.

The PDF I compiled is actually in the second post... and it needs updating very badly. We've added an astronomical amount since I threw it together, but it still gives you enough to hopefully get you hooked - and definitely enough to give you the run-down on what's going on... Minus the really fun derails. It should give you at least half the story.


Edit: About the Tin Tyrant: I like the concept, although it does seem just a bit overpowered... But then, so is everything else. I doubt it would stand up to a railgun round or two, especially at the intense speed that Splint is going to have them modded back to. The main issue I have is with the lore - it doesn't tie into Everoc/Spearbreakers lore in any way. :P While that isn't necessarily a prerequisite, narrative has always been exceedingly important in Spearbreakers, to the point it was actually one of the challenges Splint put forward in the OP. Plus, 90% of this thread is lore, backstory, and fan fics... if you're not counting derails on what would make the best chain weapon and so forth. Lore is important... BUT, ultimately, it's up to Splint, not me.

Double edit: Also, we're now the longest thread on the forums. Very awesome.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 15, 2014, 05:52:04 pm
Thanks Talvieno and TalonisWolf.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 15, 2014, 05:53:05 pm
The original idea was that their city was among those buried by the obsidian encasing the earth during last game, and hence would have a rather logical reason to be tead-off at the dwarves, but I still can't remember whether that was retconned to just the surface of Syrupleaf or not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 15, 2014, 05:59:14 pm
The original idea was that their city was among those buried by the obsidian encasing the earth during last game, and hence would have a rather logical reason to be tead-off at the dwarves, but I still can't remember whether it was retconned or not.
It wasn't retconned. We finally decided that Parasol had stepped in and gone back in time to save their experiment (the spawn), and placed all of Syrupleaf in a stasis bubble that preserved it at the moment before its downfall, to appease Armok so he wouldn't coat Everoc in a fine layer of obsidian. This also attracted Ballpoint's attention, which is where they came from. (They want to weaponize the spawn.)

So, nothing got coated with obsidian after all. We also ran into varying timelines within the Syrupleaf canon itself - while some people speak of the planet being covered in obsidian the moment Syrupleaf fell, others spoke of archaeologists exploring the ruins long afterwards... The above solution made everything work all at the same time, and it took no small amount of head-banging to get it figured out. :P

edit: I'm not suggesting you can the idea. I'm suggesting you tweak the story a little bit. :P You have plenty to work from, and I'll tell you if I note anything that doesn't quite match up... but again, the final decision is up to Splint.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 15, 2014, 09:53:51 pm
In that case:

Countless years ago, the influence of humanity extended into the far beyond, reaching inhospitable areas that were rife with savage monsters and bandits that the local militias simply could not lend the man power in order to handle. Among these dangers, the goblins rose as the most prominent, continuously raiding hamlets in order to capture slaves for their own conflict against dwarvenkind. Within one of these hamlets, there lied an artisan toy maker, a man who wanted more then anything to calm and entertain people with his colourful creations. Yet, as long as his settlement was persecuted, rather then remain happy, the local denizens slowly grew more and more unhinged. Not wanting such a catastrophic even as those rumored to have occurred in dwarven settlements, the toy maker built a militia himself. Using techniques long forgotten, he forged soldiers of tin and magic, automa that surpassed even the greatest mortal swordsman in combat capability. So skilled, as the legends said, that a single automation was capable of felling an entire wave of arrows mid-flight with the swift moment of the blade. Yet on the other hand, they were also gentle; When not protecting their creators, the machines would serve as play things for their children, their whimsical colourscheme of yellows, purples, and blues soothing and exciting them as the massive constructs safely watched over them.

These machines remained in operation long after the toy maker had finally passed away, protecting generations of people and instilling fear in the legends passed by their adversaries. Yet, though no living threat was capable of threatening them, natural (or so it seemed) disasters were a different matter entirely. For on that faithful day, the day that obsidian covered the world, the hamlet which the tin guardians were devoted to protecting, now having grown into a respectable city, was unceremoniously buried. Nothing remained of the area, and its inhabitants, the tin men included, were encased within the ground for centuries, the latter remaining conscious for every waking moment. And perhaps it was for the better, as the machines, warped from isolation for such a long time, had lost touch of their original directive; without anything to protect, their orders warped into destroying anything that moved.

(Universe where The World is Obsidianized)


Though their story would most likely have ended there, to be slowly crushed by the pressure of the earth, Armok would have other plans for them; A tremor, of the very same kind that imprisoned them in the earth, would be the force which exposed these automa to the surface once again. Their appearances were reflections to how far they had fallen; Once resembling stylized representations of human champions, built to a towering scale, the tin men were now devoid of colour or any other frilly gubbins. Their bodies were austere masses of metal, dull grey plates held together by rivets, and all that remained of their faces were protruding, beak-like noses and two eerie, golden lenses for eyes. Like zombies they now roam, attacking and destroying the humans they were once made to protect, like a tyrant acting against his own people.

(Universe where the World is saved through Corporate Decisions)

As Parasol took the time to scout across the reaches of Everoc, they minutely noticed the tin automations standing guard at a single seemingly insignificant town. Though normally not something of much note to them, the fact that they possessed uncanny reflexes for machines built in such a primitive world drove interest, and the corporation confiscated a handful of machines in order to study. Stripping the machines of their childish exteriors (ostensibly to "enhance their performance" by reducing their drag, though mainly because they thought their appearance was silly), testing commenced.

Results were miraculous; The tin automations were capable of completely deflecting concentrated machine gun fire, even when being shot at by multiple guns from multiple directions, only failing when the blades they wielded physically gave way. Larger projectiles proved more challenging, but the machines triumphed over conventional light infantry weapons virtually 100% of the time, and attempts at trying to challenge the machines in a melee have proved them fully capable of destroying virtually any available unit in combat given the proper weapon, only being bested after hours of fighting wielding swords of non-weapons grade materials against fully power-armoured genetically advanced infantry teams, or attempting to use non-bladed weapons (noting that "whomever programed these tin mechanicals must have limited them to using fencing techniques"). This promising display gave ideas of using them as either shock troops or mobile shields (utilizing their uncanny ability to deflect bullets), but ultimately, all attempts at getting the machines to cooperate have proved costly, bloody, and expensive in both time and resources, though the option of releasing them into enemies on their own and letting them work on their own devices has yet to be entirely ruled out.

Dissections of downed machines (usually derelict wrecks already broken down when recovered then fresh subjects) showed that the automa worked through a combination of clockwork mechanisms and metal pulleys in order to move their limbs, but remained inconclusive as far as to what was powering them or where their computation units were located, beyond interesting patterns engraved within the backs of the metal plates that made up their exterior skins, leading to hypothesis that these patterns are in fact circuitry of some kind. Until their main source of programing, as well as said programming's language is deciphered, these tin tyrants prove frustratingly impossible to reproduce; all attempts at building physical replicas, cast using molds of the individual plates and modified to use a conventional power source have proved laughably incapable.

Eventually, many of the units have been stored on bases upon the surface of Everoc [(the current continuity)], and there have been "baseless" reports of some of the machines escaping confinement and running amok, reacting violently to their foreign surroundings by destroying anything they detect as moving while vainly attempting to find the lands they were abducted from. The Parason PR department has assured any weary populace that whatever threat they might posses is diminished by the fact that any units stored on the surface are kept separate of any possible object they could effectively wield as a weapon.

Some partially successful modifications conduced by Parasol include restraining tin automations (mainly those that they are lucky enough to catch disarmed) and welding plates of sturdier materials such as titanium or hardened steel over their more fragile tin bodies, sometimes extending towards integrating fully hardened vehicle-grade composite armour in order to maximize defensive abilities. These "Clad Tyrants" are a fearsome entity indeed, lacking the vulnerabilities of their unarmoured peers, yet also move far slower as a result, and are scarcely less vulnerable to the high-calibre weapons capable of defeating a tyrant's physical deflections anyways, limiting their existence to a few safely confined prototypes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 16, 2014, 08:21:06 pm
All right, that seems to work pretty well, although I'd throw in the addition that the "toymaker" was originally a Parasol employee who quit and hid himself on Everoc to avoid them. That would explain the circuitry, as well as the necessary skills in robotics. It's a little odd otherwise, for a civilization stuck in thirteenth century tech to suddenly have twenty-first century technology - and even stranger for them not to apply said technology to other areas.
Spoiler (click to show/hide)
Disclaimer: still up to Splint. I personally would've liked it to show up in the actual canon somewhere, but it's a little late for that, so hey.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 16, 2014, 11:50:19 pm
I'd say that he left because Parasol was a planet of no-fun, dour science people who disliked the arts, which would make the fact that they confiscated his machines and stripped them of their colours even more ironic. The spectacle of a human population untouched by the uncaring calculations of science would likely have been attractive to him.

I imagine that at least the Tyrant's power source would be identical to whatever keeps bronze colossi moving, in essence being a reverse-engineered down-scaled B_C, with some additional programing to make it more effective.

And now, for the gnolls:


"Hidden in the out most regions of the Jungles of Binding, the brutish gnolls are a cunning and savage race of hyena men, possibly one of the few sentient races that top the goblins in sheer immorality. Once considered merely a legend (especially when all verified sightings of "hyena men" had insofar proven them no more intelligent then any other terrestrial animal person), sightings of warbands of these creatures have circulated since the apparent abandonment of Spearbreakers. Most speculate that this is due to incursions committed by the spawn (a situation similar to the Mountain Barbarians), though a handful of individuals fear that something far more sinister is to blame. Nevertheless, the gnolls themselves have added much unwanted danger to the areas not already overrun by the spawn; Slavers and thieves have taken to raiding towns, human, elven, dwarven, and goblin alike, capturing territory and devouring the majority of their previous inhabitants in order to sustain themselves.

Physical Characteristics:

"A brutish, snarling creature with the head and markings of a hyena."


Gnolls are classified as a type of animal man, analogous to the hyena in both morphology and mannerisms, possessing pawed arms and legs, as well as a full body of fur on which is a unique pattern of markings, presumably used as a means of identification. The average gnoll stands a head shorter then the average human, normally around 5'0" in height, but the towering brutes that are usually seen raiding settlements and splitting heads can stand as tall as 8'0", and almost universally contain large concentrations of muscle around their upper biceps. Perhaps most curiously, gnolls lack the gender dimorphism present in other sentient races, often making it difficult to tell male and female individuals apart.

Gnolls are carnivorous, much like hyenas themselves, and also like hyenas can digest hair and bones with their potent digestive systems, making sure that no trace of their prey remains beyond the odd blood stain, and that nothing goes to waste. Gnolls have been known to mine for salt in order to produce salt licks, presumably due to a deficiency of the substance in their natural diets.

Society and Relations:

Gnoll society is perhaps on par, if not bellow with the kobolds in regards to how primitive it is, though little is truly known about it beyond what has been observed from afar by those few human and elven scouts lucky to observe them without being detected. It appears that gnolls organize themselves in packs or tribes, like hyena. Pacts are in theory led by a warlord of some description, but squabbles for the title occur so often that it would appear that they don't have any meaningful permanent leadership roles, preventing them from organizing into numbers large enough to stage proper invasions. In fact, gnolls have been observed to kill one another over objectively trivial reasons, such as who looks tougher, or who has the most meat (gnolls have evidently yet to discover how to count), or weather dwarves taste better eaten smoked or roasted.

Gnolls have a very, very loose sense of morality; They consider the slaughter of anything, including members of their own race, perfectly acceptable, and they'll devour or make trophies out of virtually anything, again including themselves. Gnolls will make oaths, but will readily break them if the end result has an unsuitable risk to reward ratio; to them, no sense of "honour" is worth getting yourself killed over. Treason is perhaps the only thing in gnoll society to elicit punishment of any kind, leading to the committed to be shunned by their former pack if they somehow survives betraying them in the first place.

Likewise, gnolls are scarcely more advanced then other animal men technology-wise. Whatever a gnoll cannot produce (which is many things), it will attempt to loot from some other civilization, and it has been hypothesized that many reported "kobold" stealings were actually the result of gnoll actions before the knowledge of their existence became wide spread. Their weapons are almost universally blunt, hammers and maces fashioned out of the surrounding woods into massive mauls capable of caving in the heads of trolls, which brutes will use with brutal efficiency along with shields, which are a mix of what they can loot from their prey as well as locally produced specimens (gnoll shields are easily identifiable by the fact that they are painted in burning crimson, a trait which is universal to all gnoll civilizations). Craftier gnolls will loot crossbows from caravans, which they use in order to hunt prey from a distance, allowing them to take part in war parties normally only reserved for brutes. Gnolls seem to have a concept of mining, and have even been observed operating mines themselves, but for large-scale operations will almost certainly use slaves. They do not build permanent settlements, but will capture particularly weakly defended hamlets for permanent clan housing if needed, leaving alive a few members of the former populace as slaves, usually those knowledgeable in trades such as farming in order to keep the settlement sustainable.

Gnolls have a complex relationship with slavery. Gnolls will hardly ever attempt to enslave members of their own race, but will otherwise attempt to snatch the young of any other sentient being in order to use them as labourers for their warmongering society, having previously enslaved animal men for the better part of their existence before switching a preference to humans as their preferred source of thralls after evacuating from their homelands. This extends to a few failed attempts at enslaving the spawn (much to the humour of the observers), but also leads to the horrific mistreatment of whomever they manage to capture. As a result, virtually every race that has the gall to call itself civilized tend to utterly loathe the gnolls (including other gnoll tribes), , while animal men universally learn to fear and despise them. Though certainly intelligent enough to operate firearms and work in tactical squads, their usually outlandish demands discourages their recruitment in Ballpoint security teams, while their disdain for technology leaves a sour taste in Parasol's collective mouths, though a handful of native Everoc humans have resorted to hiring out gnoll mercenaries as a last resort against the spawn.

Combat:

Gnoll war parties are organized based on skills and strength, which usually translates to three distinct classes if gnoll warrior, discounting any thieves or slavers that might accompany them in their antics. "Brutes" are the largest of the pack, and can be told apart (other then by their sheer size) through their preference in using war hammers or mauls, possessing enough raw power to rival trolls in a one on one fight. "Bashers" are your average gnoll warrior, standing around the same height as a human soldier while wielding a lighter mace or flail. "Poachers" are gnoll crossbowmen who have taken the time off hunting game in order to accompany the war party, and delight in taking painful potshots at enterprising targets. Gnolls will also occasionally take slaves with them into battle in order to bolster their numbers further, and these slaves will usually be equipped in a similar manner to their masters.

Parties delight in stalking caravans, but will often take the opportunity to join into existing conflicts in order to take advantage of the disorganized chaos that usually ensures. Gnolls will single out (what they believe to be, at least) weak points within a settlements' defense and attempt to sneak as close as possible in order to close the distance before assaulting it, preferring to target unarmed civilians and merchants over seasoned warriors. They'll fight until they feel that the battle is too costly to continue, in which case they retreat to fight another day.

Since gnolls lack the knowledge to produce proper armour, they usually only charge into combat wearing a pair of trousers and a shield. This makes them especially ill suited towards fighting a seasoned dwarven military, though their size and strength means that they can still overpower novice warriors in combat, making them a threat not to be taken lightly.


The raws:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Cynm on March 17, 2014, 01:18:45 am
Bonus points if gnolls can be named Hogger.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on March 17, 2014, 02:08:49 pm
You misspelled "SHUNNED", which may have terrible consequences if left uncorrected. Or not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 17, 2014, 05:53:21 pm
The pic reminds me of Warwick from LoL...


And, in other news! I'll be finishing Vanya's tale. I sent a summary of what I had planned for the completion of the Parasol arc to a few people, and they actually seemed excited about it, which was awesome... and the poll in the Vanya thread is looking better than I honestly expected at this point, so... I'm going to get working on it. I'm behind on my chapter stockpile (I'm usually writing several chapters ahead of the ones I post), so I'll have to spend a few days cranking out some chapters before I post anything, but at least something's on its way now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 17, 2014, 06:21:46 pm
Hurrah! I can't wait to see what twists and shockers are in store.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 18, 2014, 03:40:41 am
The pic reminds me of Warwick from LoL...


And, in other news! I'll be finishing Vanya's tale. I sent a summary of what I had planned for the completion of the Parasol arc to a few people, and they actually seemed excited about it, which was awesome... and the poll in the Vanya thread is looking better than I honestly expected at this point, so... I'm going to get working on it. I'm behind on my chapter stockpile (I'm usually writing several chapters ahead of the ones I post), so I'll have to spend a few days cranking out some chapters before I post anything, but at least something's on its way now.

Woot!

In marginally-less-exciting news, I've completely revamped Thol's character profile in my notes, such that he'll hopefully not be boring fuck to read about. I kinda want to go through his earlier entries and rewrite them to add more character, but I'm not sure how such a thing would be received.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 18, 2014, 08:26:29 am
In a story about time-travel? Go for it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 18, 2014, 12:28:31 pm
Hurrah! I can't wait to see what twists and shockers are in store.
I don't know about shockers, but twists for sure, hopefully (unless I give them away by accident).

In marginally-less-exciting news, I've completely revamped Thol's character profile in my notes, such that he'll hopefully not be boring fuck to read about. I kinda want to go through his earlier entries and rewrite them to add more character, but I'm not sure how such a thing would be received.
The keyword here is "marginally" ;)
Do it. :D Do it. They're short enough that we won't really have to reread much, and it'll be far more enjoyable after you've rewritten his personality - it'll completely improve the quality of the story as a whole, too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 18, 2014, 03:35:28 pm
I really wish I had the patience and attention span to go through and make sure all story and art contributions were in one place.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 19, 2014, 01:36:25 am
Do it. :D Do it. They're short enough that we won't really have to reread much, and it'll be far more enjoyable after you've rewritten his personality - it'll completely improve the quality of the story as a whole, too.

Okay. Expect to be coerced into being a beta reader for the revamped version semi-shortly :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 19, 2014, 02:42:26 am
Yo, on a side note Splint, you're cool with any of the stuff I'm thinking up for next fort? Tin  Tyrants are there for some variety (and to be somewhat more threatening then the minotaur), while the gnolls really are meant to replace vanilla Hyena Men, who aren't really fun right now doing nothing but wander on the map. They make scary dangerous zombies, and random ambushes from them tend to make sieges even more hectic! And, I'll volunteer writing for them next game whenever they appear, just so they don't end up being another mindless threat like the goblins (unless I missed the bloke writing for those fellows. Man, there's a lot of stories going on!)

On a side note, working on revising the Bronze-Drag-Roc. The name is a work in progress. Also, does the idea of semi-autonomous tanks roaming the world (another mecha-beast) sound like an interesting prospect? Or is that going too far? I have a neat body code I have been perfecting for that purpose, so if you want any say, whatchyamacallit IFVs to be represented in game, simply ask and I'll build it!

Maybe, I could probably start writing the Gnoll's exodus story sometime.

And finally, glancing at the entry for "Equus" on the wiki...I've been given ideas of a Fairy Fort-Everoc crossover.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 19, 2014, 03:04:39 am
Yo, on a side note Splint, you're cool with any of the stuff I'm thinking up for next fort? Tin  Tyrants are there for some variety (and to be somewhat more threatening then the minotaur), while the gnolls really are meant to replace vanilla Hyena Men, who aren't really fun right now doing nothing but wander on the map. They make scary dangerous zombies, and random ambushes from them tend to make sieges even more hectic! And, I'll volunteer writing for them next game whenever they appear, just so they don't end up being another mindless threat like the goblins (unless I missed the bloke writing for those fellows. Man, there's a lot of stories going on!)

On a side note, working on revising the Bronze-Drag-Roc. The name is a work in progress. Also, does the idea of semi-autonomous tanks roaming the world (another mecha-beast) sound like an interesting prospect? Or is that going too far? I have a neat body code I have been perfecting for that purpose, so if you want any say, whatchyamacallit IFVs to be represented in game, simply ask and I'll build it!

Maybe, I could probably start writing the Gnoll's exodus story sometime.

And finally, glancing at the entry for "Equus" on the wiki...I've been given ideas of a Fairy Fort-Everoc crossover.

For the gnolls, I'm not really sure. We'll be having lots of new and returning opponents as it is, but I'd say that it'd be better for the others to decide. The Tin Tyrants though seem like they'd be a neat addition for a megabeast. I may need to reread the stuff for all of it though, I do confessed I more skimmed them because I was going somewhere with a friend when I saw them.

As to the last part I have no idea what you're talking about. I will say the Equus encountered anywhere in this canon are based on Valkidu's mod.  Vicious, vicious little creatures they are in that mod.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 19, 2014, 03:27:35 am
Hehe, just don't be surprised if a bunch of cotton balls and their fairy overlords attempt to colonize Corgyn'Bre in an onscure side-story shenanigan.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 19, 2014, 03:30:11 am
Mock not the Corgyn (http://1d4chan.org/wiki/Setting:Unified_Setting/Corgyn). They managed to colonize/survive in that place for a reason.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on March 19, 2014, 11:27:10 am
Congratulations on reaching page 666!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 19, 2014, 11:52:54 am
*fauxplase*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 19, 2014, 12:19:36 pm
I think he has a different page setup.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 19, 2014, 09:06:23 pm
I think he has a different mind setup.

FTFY.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 20, 2014, 12:06:09 am
Master, PLEASE set your PPP to 50.
Much less headache.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 20, 2014, 03:53:44 am
I'm... not sure how I feel about the tin things. On the one hand, I really, really, really love the concept, and you obviously put a lot of thought into it. On the other... magical, ridiculously-durable droids that cannot be hacked or reverse-engineered feels a bit sparklypoo to me (yes, I'm aware that we already have bronze colossi in actual DF canon). Also, you may have put a lot of work into their backstory and behaviour, but the tinmen themselves are a bit too cipherous in their inner workings for my liking -- they kind of feel like fairy-tale creatures powered by nondescript 'magic' (or to paraphrase Futurama, 'It Just Works') than anything else. Yes I am aware that this would be a drop in the bucket compared to all the random sci-fi-fantasy bullcrap we already have floating around, but this seems to be particularly-egregious to me for whatever reason, probably because people have actually tried to determine how it works and largely failed. You described their inner workings in minute detail, but it still boiled down in the end to 'we have no bloody clue how it works', which tends to read to me as an admission of ignorance on the authour's part. You, at least, had better know exactly how these things work, even if you're not telling us in their backstory. End opinion: Approve, but tread lightly, 'cuz you're in sketchy territory. Also, you might wanna make them into an SCP if you can, because that's the vibe I was getting from them.

As for the gnolls... I don't think I can object to the inclusion of any sort of sapient based on hyenas, who are (in true, objective, indisputable fact) the badassest and most adorable non-amphibian animals to ever grace the African savanna (lions can go straight to hell). I kind of came away from your writeup wanting more, though, particularly with regards to their biology, which probably could have been more in-depth (you didn't touch on their psychology much at all, for example). Also, I reeeeeeeally don't like how over-the-top evil and brutal they are. End opinion: shows promise, needs work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 20, 2014, 03:57:42 am
As for the gnolls... I don't think I can object to the inclusion of any sort of sapient based on hyenas, who are (in true, objective, indisputable fact) the badassest and most adorable non-amphibian animals to ever grace the African savanna (lions can go straight to hell)..[/b]

The specification of Africa noted :P

[STATEMENT OF AUSTRALIAN BADASSERY]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 07:08:54 am
Well, as far as being "evil" it's entirely possible that the gnolls aren't evil, just.... Well, kinda stupid outside what they know. They look like they'd be clumsy with delicate work at best besides very crude metalworking and possibly bow and arrow making and a tribal hunting/raiding lifestyle doesn't exactly promote being of a kind disposition, at least to those not part of their clan/pack/tribe/whatever.

As far as the power source of the tin tyrants and by extension the colossi, could always go the route of a gem, either powered by the more sinister option of souls or by actual magic siphoned off from the land/donated by a local mage. This gem would be the weak point, in essence being a fragile battery, that is if one can get inside its guard to land a solid strike in its general location.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 08:52:12 am
I'm... not sure how I feel about the tin things. On the one hand, I really, really, really love the concept, and you obviously put a lot of thought into it. On the other... magical, ridiculously-durable droids that cannot be hacked or reverse-engineered feels a bit sparklypoo to me (yes, I'm aware that we already have bronze colossi in actual DF canon). Also, you may have put a lot of work into their backstory and behaviour, but the tinmen themselves are a bit too cipherous in their inner workings for my liking -- they kind of feel like fairy-tale creatures powered by nondescript 'magic' (or to paraphrase Futurama, 'It Just Works') than anything else. Yes I am aware that this would be a drop in the bucket compared to all the random sci-fi-fantasy bullcrap we already have floating around, but this seems to be particularly-egregious to me for whatever reason, probably because people have actually tried to determine how it works and largely failed. You described their inner workings in minute detail, but it still boiled down in the end to 'we have no bloody clue how it works', which tends to read to me as an admission of ignorance on the authour's part. You, at least, had better know exactly how these things work, even if you're not telling us in their backstory. End opinion: Approve, but tread lightly, 'cuz you're in sketchy territory. Also, you might wanna make them into an SCP if you can, because that's the vibe I was getting from them.

As for the gnolls... I don't think I can object to the inclusion of any sort of sapient based on hyenas, who are (in true, objective, indisputable fact) the badassest and most adorable non-amphibian animals to ever grace the African savanna (lions can go straight to hell). I kind of came away from your writeup wanting more, though, particularly with regards to their biology, which probably could have been more in-depth (you didn't touch on their psychology much at all, for example). Also, I reeeeeeeally don't like how over-the-top evil and brutal they are. End opinion: shows promise, needs work.
I was thinking the same thing about the tin dudes... But the gnolls, not so much. I'm just more against us adding a completely new, unforeshadowed entity. It feels like a giant space flea from nowhere.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 20, 2014, 09:58:13 am
I was thinking the same thing about the tin dudes... But the gnolls, not so much. I'm just more against us adding a completely new, unforeshadowed entity. It feels like a giant space flea from nowhere.

Actually, it's already stated in the background material that gnolls exist (http://1d4chan.org/wiki/Unified_Setting/Gnolls), (and even without adding the raws, there will still be hyena men) it's just never stated where they exist in the context of Everoc.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 10:13:43 am
True enough, but while we've taken some elements of 1d4chan's Everoc into Spearbreakers, there are many elements of that particular "Everoc" that have never been discussed or even mentioned either in Boatmurdered, Headshoots, Syrupleaf, or Spearbreakers.

And yes, there will still be hyena men, but they won't have their own entity, and thus won't siege. They'll just be out there somewhere. If you want to replace those hyena men, I'm totally for it - why not, right? At least then it's not like they're a huge entity that somehow, nobody in canon has ever heard of before. But, hey. You have Mr Frog's approval, and that's hard to get.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 20, 2014, 10:22:04 am
The fact that the Hyena men were not different from the other animal men (as opposed to the minotaur, or murloks fish men), was actually what irked me to the point of replacing them with gnolls (which the raws do in fact replace). The gnolls really aren't technically a 100% chaotic evil race, it's just that they're really, really bad at first impressions, especially when forced to change their lifestyle in the face of eldrich, inhumorous (likely the most off-putting aspect of the Holistic spawn to them) alien monsters chasing them. There will always be relatively sane gnoll mercenaries, and a possibility for some "friendly" gnoll hamlets to appear in world gen (just don't talk to them directly; no really, for some reason, it sparks the entire settlement into attacking you).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 10:30:36 am
Again, giant space flea from nowhere. Hyena men haven't had an entity before, and haven't even been mentioned. Some of the horrors we've invented (manamaids, seqiv) do have grounding in canon, alluded to briefly, while others are spoken of extensively (scythods). Gnolls haven't been mentioned at all until now. Like I said, we take our lore seriously. :P The reason I'm somewhat okay with the tin men (minus the sparkly stuff Mr Frog mentioned) is because they're megabeasts, so it'll be rare for you to see them. Gnolls would be attacking quite frequently, having babysnatcher, ambusher, and early siege tags - they'd essentially become a staple of the story simply by showing up so much, which would make Spearbreakers II far removed from Spearbreakers canon, and essentially in a different universe entirely - thus not really a true sequel.

That's actually the reason I decided to dump dwelves, despite how amused I was with the idea. There's no background in the story and they were to be a trading civ.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 10:37:33 am
Although bear in mind that we're moving inland with the sequel, and things there are a hell of a lot worse than where Spearbreakers is, as hard as that is to believe. This is a place where all manner of belligerent creatures - in this case including gnolls - would probably do ok, if not exceptionally.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 10:42:27 am
Although bear in mind that we're moving inland with the sequel, and things there are a hell of a lot worse than where Spearbreakers is, as hard as that is to believe. This is a place where all manner of belligerent creatures - in this case including gnolls - would probably do ok, if not exceptionally.
Yes, but, also bear in mind we're fighting living war machines, monstrosities so ugly your eyes melt, and ninja creatures who can make you lose sight of them while they're standing directly in front of you - and all of them have some background in the story. I've played several lengthy fortresses in the mod (10+ years each) and seriously, manamaids are deadly. We already have a decent number of belligerent creatures, and we didn't have to invent them at the last moment.

But, not gonna argue with you, Splint. lol     If you give it the thumbs-up, that's enough for me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on March 20, 2014, 11:05:36 am
Master, PLEASE set your PPP to 50.
Much less headache.
Ah, much better.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 20, 2014, 12:45:38 pm
Perhaps we can introduce them in increments. After all, all civs would seem like giant space fleas from an outside civ at their onset. As a compromise, make them somewhat more advanced than standard but not as advanced as the mod intends. Then by Spearbreakers III they can be a full fledged civ. ( Also, in SBII, they should not have sites as advanced as hamlets. They should be, if possible, more rudimentary. Perhaps living in cave hovels with fiercely guarded unwalled farms. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 01:05:11 pm
That idea actually has some merit to it...

Unrelated: Happy 10000th Post, everybody.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 01:06:42 pm
I say they get tentative approval as well. They can and do have a relevant place, just not in the particular region where Spearbreakers itself is, just as there are other nasties to be included that weren't in the first, such as Grave Titans, Megaspawn, and spawn castes in general that bring the "old" spawn back while keeping ours. They simply weren't in the general region because they hadn't spread that far or couldn't.

Unrelated: Happy 10000th Post, everybody.

And woo!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 20, 2014, 01:10:45 pm
That idea actually has some merit to it...

Unrelated: Happy 10000th Post, everybody.

Do you win a free laptop? Do I win a free laptop?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 01:17:14 pm
That idea actually has some merit to it...

Unrelated: Happy 10000th Post, everybody.

Do you win a free laptop? Do I win a free laptop?
Yes.
*pushes you towards Necrothreat*
Careful, the ammo may or may not work.

I say they get tentative approval as well. They can and do have a relevant place, just not in the particular region where Spearbreakers itself is, just as there are other nasties to be included that weren't in the first, such as Grave Titans, Megaspawn, and spawn castes in general that bring the "old" spawn back while keeping ours. They simply weren't in the general region because they hadn't spread that far or couldn't.

Unrelated: Happy 10000th Post, everybody.

And woo!
Those are a little different - they're mostly megabeasts, except for the Spawn castes. (Those spawn castes were a nightmare. lol) That's why I was mostly okay with the tin titan. Adding a new civilization really mixes things up. I wouldn't be at all against an ubiquitous "gnoll" creature that attacks in berserk-rage wolverine style, though. You'd get your gnoll attacks and it wouldn't be like they were a totally new, unheard-of, wtf-is-that where'd-they-come-from civilization, either.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 02:19:59 pm
So sort of like the nothing from... Damn what was that... Nomekast or something like that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 20, 2014, 06:13:16 pm
More or less, yeah. They'd show up often enough and nobody would have to worry about them being an actual civ. Downside is, they wouldn't have weapons or armor. They'd be animal people.

you know, like hyena-men. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 06:54:04 pm
Well, now that I think of it, could always have unofficial cave civs too. The inland caverns are much more dangerous so it's only natural the tribals would have to be more organized there to survive and would be good to keep overseers who work the caverns on their toes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 20, 2014, 07:12:27 pm
I found something I meant to post awhile ago. Like, before the drawing I did of Mr Frogs room. Thought I'd post it up while I knew where it was:

Spoiler (click to show/hide)

  Hopefully, I can finish a few other things... no promises, though.

Edit: The quote is hard to read, so I'll put it below:

Quote from: Hanslanda
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.





Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 20, 2014, 07:18:08 pm
So, I got pissed off and took a photo of one of the things I wanted to show.

Behold, a grainy image of the Mk. 9 "Spear" pulse rifle.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 20, 2014, 08:09:11 pm
The design needs to to either have the front brought up or the front blade sight elongated. As it stands that sight won't be much use for actual aiming unless the rear part is showing the whole loop not just a profile of it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 20, 2014, 11:12:05 pm
As long as we're pitching new creatures, here's something I came up with on the spur of the moment:

Trash Golems

A byproduct of Parasol et al's intrusion into Everoc, trash golems are formed when large amounts of organic waste and scrap metal are exposed to a combination of Everoc's ambient magical field and the radioactive runoff from advanced manufacturing processes. The ensuing reaction animates the garbage into a grotesque abomination of festering waste and razor-sharp metal limbs.

A trash golem is slightly larger than a dwarf and is composed of a large lower body composed of rotting organic matter and a smaller upper body composed of fused scrap iron. A sharp iron forespike extends from the lower body and is used to drag the festering pile along the ground as well as for self-defense, although this function is more-often carried out by the two metal arms extending from the upper body, the left arm ending in a powerful leaden pincer and the right in a razor-sharp steel spike. A gnashing pair of steel jaws protrude from the lower body and are used to masticate the beast's food. A mass of brain tissue covered in a thin layer of chitin is buried in the flesh of the monster's lower body, and is the creature's only known weak point; it can survive the complete obliteration of the entire rest of its body mass so long as this central core is unharmed. It is likely that the core was once an unfortunate scavenging insect which ended up being incorporated into the trash golem's physiology.
   Trash golems are highly-poisonous; not only are they capable of emitting bursts of noxious gases at attackers, but their flesh drips with festering sludge capable of burning and rotting living tissue, leaving a toxic trail behind them everywhere they go.

Trash golems are nearly-mindless, possessing only a single-minded drive to kill and consume organic matter. Upon arriving at a fortress, it will make a beeline for its food stockpile, killing everything in its path. Though they lack the size and strength to bash through doors and other obstacles, leaving them to their own devices is unwise, as their filth will quickly contaminate everything around them, leaving behind a hazardous mess that can be very hard to get rid of.

Despite their small size and lack of agility, the trash golem's toxicity, extreme durability, and razor-sharp metal limbs have led to it quickly attaining a fearsome reputation comparable to larger beasts such as rocs in the short time since their first sightings.



I already have these all raw'd up. Just say the word.

E: Fixed typos >>;
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 21, 2014, 12:04:28 am
...yeeeessssss. That sounds horrifyingly awesome!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 21, 2014, 12:27:16 am
I approve of the trashies!
(Not that my approval means much :P)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 21, 2014, 01:33:25 am
That idea is garbage. And by garbage, I mean excellent.

As for the gnoll issue, I think there is a way to replicate how subterranean animal people and kobolds work, so if we could add the relevant tags so that they don't physically show up as a civ on the embark screen, that would get rid of the "proper civ" issue. Shifting around their attack priority (the wealth and pop. needed for them to show up) to something more erratic would make it so that they're not encountered as often as goblins/manamaids (but do you really want to encounter them that often?)/Mutant Cyborg Zombie Spawn (cyberdwarves becoming spawn is a thing, right?)/ect., with the added benefit that nobody will be sure that they'll actually ever physically appear in the game combined with the former (gnolls have a tendency to get killed off if you run world gen too long).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 21, 2014, 01:39:18 am
I'm having a hell of a time getting the grimy little bastards to survive worldgen, though, probably because of their small size (SIZE:80000). Worldgen combat mechanics seem to differ somewhat from those in the arena -- killing a trash golem is normally an adventure and a half, but they drop like flies in worldgen. Still haven't seen one make it longer than 120 years :(
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 21, 2014, 01:57:48 am
Try giving them lairs; World gen seems to be weird when it comes to handling historical figures that wander a lot; A steel eight-tonne animated tank will fall to an elven swordsman, somehow. Meanwhile, an aluminum volkswagen semi-mega with appalling stats in everything besides speed can road-kill over thirty targets over the span of 500 years if you give it a cave lair.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 21, 2014, 02:28:15 am
They do have lairs; they also happen do be redonkulously fragile specifically in worldgen for some reason, to the point where whatever benefits a lair grants are cancelled out completely.

Gonna tinker a bit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 21, 2014, 07:12:56 am
I actually very, very, very much like this idea, but with the addition of one thing. You could easily create multiple castes for the creatures, giving each caste a slightly different body - for instance, one might have three arms, one might have an extra leg, another might move slightly faster or slower, etc. Other than that they could be completely identical.

[SELECT_CASTE:TRASH_GOLEM_1]
    [BODY:TRASH_GOLEM]
[SELECT_CASTE:TRASH_GOLEM_2]
    [BODY:TRASH_GOLEM:TG_ARM]
[SELECT_CASTE:TRASH_GOLEM_3]
    [BODY:TRASH_GOLEM:TG_2ARM]

etc.

followed by,
[SELECT_CASTE:ALL]

and then the rest of everything. That would give them a little bit of variability so it wasn't like, "Every pile of garbage looks the same".


Also, I came up with something last night that might almost be a solution to our issue with canon creatures. Yes, the main fortress is over, but, Vanya's story isn't. It's still considered canon, right? (Unless I missed something somewhere, and it got downgraded...) I could potentially work in a one-off or a quick reference here and there to it - that's all it needs to become a real thing. (For example: frog moss, Mr Frog's love of little birds, chardonnay, etc., were all one-off jokes that became something much more. Little jokes do big things.)

I also really like the idea of including gnolls as a skulker civ. Not so much animal men, because then you'd be seriously lucky if you saw them at all. :-\

Also, random, I need to rewrite the radioactivity code in Java... I've been procrastinating on it for a while now.



Oh, but! Good news! I've added three chapters to my "chapter stockpile" so far, so it won't be more than a couple days before I have enough to start posting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 21, 2014, 08:37:00 am
They do have lairs; they also happen do be redonkulously fragile specifically in worldgen for some reason, to the point where whatever benefits a lair grants are cancelled out completely.

Gonna tinker a bit.

Would having them able to come back as zombies help or make things worse? ( Zombie trashmen, lock up your dwarves! XD )

EDIT: Are we waiting for the new release for SBII? Or are we just "going to start it when it starts"?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 21, 2014, 08:40:07 am
New release, I believe.
Spoiler: Possible Jinx (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 21, 2014, 09:44:46 am
Yeah, new release and even then it'll be once it's stabilized. That way we can iron out any chinks the release will cause and add the needed tags and such to what needs them.

For example, trash golems don't strike me as being good climbers while spawn would swarm up and over improperly readied defenses.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 21, 2014, 12:50:20 pm
Spoiler (click to show/hide)

Some crude scribbles of recently discussed stuff.

Top Left: Tin Tyrant, based off the original drawing. Largely heavily riveted except at the arms, neck, and head. The head is largely a big metal bowl with its edge hammered and wleded over the edge of the neck, with a mouth and nose riveted/welded to it to give it a rough imitation of a face. Within is both the machine's (after all this time likely greatly diminished) awareness and one of two power supplies, providing it with the eyes it uses to see both friend and foe.

Top Right: Trash Golem; bits of nails and scraps of paper as well as bent and torn metal plates cling to the semi-ooze of the rest. This particular one uses an old rough gem inside bits of broken glass and suspended by wires to "see" its surroundings.

Bottom: My interpretation of Asea's Pulse Rifle, mostly modified to make it look less clumsy to use, and having that wire fixed to ones side securely rather than dangling where it could get damaged or yanked out, as well as what I assume is a spare battery pack being stored with its... Prongs I guess, upward and inside the stock to keep them from getting dirty/damaged and a spot included for a laser pointer or a flashlight.

EDIT: I wanted to include a gnoll but I can't draw animals to save my life.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 21, 2014, 12:59:26 pm
Yea, they look really great. Especially your Tin Tyrant. The Trash Golem might need some work, and the rifle looks exactly like what I'd figure based on the description.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 21, 2014, 01:18:21 pm
I went with what I did for a recognizable face... Or uh, something approaching one anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 21, 2014, 01:37:32 pm
Yeah, but that's the thing, it doesn't look like one at all. I can tell by the shape of the head that you meant for it to be a face. But it doesn't look like a face. That's why I said it could use a few tweaks.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 21, 2014, 01:42:20 pm
The whole point was for it to be a crude imitation at best, not actually look like anything resembling a "proper" face. Like something just kinda made a sort-of head shaped lump and stuck an eye made of broken glass and such in it; those aren't retinas or anything, just wither wires or cracks in the glass, whichever you prefer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 21, 2014, 01:44:06 pm
Oh. Ok. Well can you use a saw or something to make a semblance of a mouth? It'd make it easier to see.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 21, 2014, 03:11:12 pm
@Talvi:

Believe it or not, I was actually intending on giving them variations in body structure (although they all would keep to having a fleshy lower body and metallic upper body) but I decided to focus on getting the default form through worldgen before putting in any others.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 21, 2014, 06:00:30 pm
I like the tyrant's drawing mighty well. Also, perhaps there should be a hermit-crab variant of the trash golem, that hides its fleshy bits inside a barrel, like a shell.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 21, 2014, 07:27:46 pm
I like Propman's idea. If it looked like that the eye would look more fitting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 22, 2014, 01:58:09 am
(http://i.imgur.com/bwBBfnK.png)

And I've started working on a few sprites, if you're the sort of fellow to use them.

For the gnolls, I literally just edited Bane's (I think it was Bane) Hyena men graphics to have snarling grins, while the Tin Tyrant stands bellow them in a vaguely Starman-like pose. The mess of pixels next to the T_T is meant to be a representation of a trash golem. It sure is hard to render a mug, a cog, a saw, two jagged metal arms, and a rotten lower dwarven torso into a single coherent sprite.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 22, 2014, 01:59:54 am
A++

I like it. Especially considering you pointed out the Starman thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 22, 2014, 03:08:15 am
@Propman, Splint

Gaaahhhhhhhhh why are you both rendering the trash golem as humanoid this is actually bugging me a lot >:(  It's supposed to look a lot more alien.


Fortunately Splint's rendition irritated me enough to attempt my own version, since my powers of description were apparently not nearly enough to communicate the surreal majesty of a shambling heap of trash with not enough legs. It's currently about halfway done.


Also, @Propman, sorry that both of my interactions with you thus far have been mixed-to-negative. Welcome to fucking Spearbreakers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 22, 2014, 03:17:40 am
In my defense, the sprite was originally meant to have four legs as a sort of centaurish deal, but I was unable to cram them all in without it looking completly unrecognizable. Also, don't worry mang, I've long since been hardened against such things, after my pet Giant Desert Scorpion died from an infection she got from fighting a troll. Worthless animal caretaker, you just sat there!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 22, 2014, 08:38:08 am
What I drew was just part of a misshapen upper body . Had I drawn the whole thing I would have went with something akin to a slug man, that is a couple jagged rusty limbs either dragging along or resting on said upper body while it slimed its way forward on the mostly formless and lacking in metal bits lump of a body underneath.

Also choose your words carefully next time Mr Frog; I tend to think of golems as humanoid in shape , if not appearance. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 22, 2014, 11:13:04 am
Woot, more Spearbreakers art! Looks pretty awesome. I'll have to get it (and everything else) into the Art Gallery later today. Right now I'm working on Vanya's story - I just finished another chapter, so that's four in the stockpile. I'm going to see if I can crank out a second one today, and after I have one more, I'll start posting. In the meantime, I've been gradually updating the Vanya thread with older chapters, hoping to maybe get a couple more readers in here... I don't know how successful I'll be at that, but hey, it's worth a shot.

@Talvi:

Believe it or not, I was actually intending on giving them variations in body structure (although they all would keep to having a fleshy lower body and metallic upper body) but I decided to focus on getting the default form through worldgen before putting in any others.
Lol, we think alike. Pretty awesome. And I have a suggestion on getting them through worldgen. If they reproduce, set their age of maturity a little lower. (They seem like they'd be asexually reproductive to me, "splitting" like cells, but I don't think there's a way to do that in Dwarf Fortress. :-\ )

Also, I, too, think of a humanoid shape when I think of golems. The definition is roughly "An animated, anthropomorphic being, created by bringing inanimate matter to life", so that pretty much yells "humanoid". I'm not sure what other word you would use for it, though. If I recall, the word is Jewish in origin (how? no idea, I don't remember, besides the fact that in folklore they were always made from mud), so it's been around for a lot longer than D&D games and roguelikes... Random bit of info there, not sure why I brought it up.

Oh, and, also, for detaily-ness... I imagine the bits of scrap metal would likely be rusted. Seems like an awesome touch.



Finally, I really want to model Asea's pulse rifle now... lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 22, 2014, 11:21:17 am
Screw it, gonna draw another one.

And you might do well unlocking the thread, kinda hard to keep an eye on it otherwise.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 22, 2014, 11:31:50 am
Screw it, gonna draw another one.

And you might do well unlocking the thread, kinda hard to keep an eye on it otherwise.
I'm fifty posts in, and nobody's posted there yet - I'm kind of afraid people will. There's a Notify button at top-right that people can click if they want, and it's the first thing I mention in the first post. :P

edit: That's not how I'd originally intended it, but I got a whole page in without anybody else posting, and now, four pages in, it just feels like it'd be weird if anyone did. I'll unlock it anyway, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 22, 2014, 11:42:01 am
If you wanna that's fine, it's just I went to put in a ptw so if you posted while I was asleep or something I'd know and not have to look here to check.

EDIT: And now more things inspired by the Trash Golem Concept.

Spoiler (click to show/hide)

Wood barrel shell for one, sparse scrape metal for the other.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 22, 2014, 03:21:42 pm
Noone liked my gun, did they?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 23, 2014, 02:29:39 am
See, since y'all misunderstood my somewhat-ambiguous creature description, I will now punish y'all with ugly artwork. Let this be a lesson.


I would have given it proper shading and everything but drawing with a mouse turns everything into a long, drawn-out ordeal so I decided not to for the sake of my sanity.

I should probably get a DeviantArt account but I'm not sure how I'd feel about 100% of my initial gallery consisting of bad fanart for an obscure DF thread.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 23, 2014, 02:30:29 am
That thing looks like my bedroom floor.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 23, 2014, 02:34:39 am
 Funny, that is almost merciful compared to my room. That is amazing, Mr Frog. More so when I consider it was drawn by mouse, a tedious, finger-numbing, excruciating affair. I feel humbled- I tried that once, and never finished. It was too painful.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 23, 2014, 08:22:00 am
If you wanna that's fine, it's just I went to put in a ptw so if you posted while I was asleep or something I'd know and not have to look here to check.

Urp. :-\ I suppose there's no point in locking it now, lol

And now more things inspired by the Trash Golem Concept.

Spoiler (click to show/hide)

Wood barrel shell for one, sparse scrape metal for the other.
I actually really like those. Especially the first one.

Noone liked my gun, did they?
Actually, I said I was extremely tempted to make a 3D model of it. I would, too, but unfortunately I'm already tasked with finishing Vanya's story, so piling more work on myself might be somewhat counter-productive.

See, since y'all misunderstood my somewhat-ambiguous creature description, I will now punish y'all with ugly artwork. Let this be a lesson.


I would have given it proper shading and everything but drawing with a mouse turns everything into a long, drawn-out ordeal so I decided not to for the sake of my sanity.

I should probably get a DeviantArt account but I'm not sure how I'd feel about 100% of my initial gallery consisting of bad fanart for an obscure DF thread.
That's actually very impressive. lol    I like it. It's got a "bad robot" vibe to it, though I like the idea of the gunk pile extending a little farther. Splint's gunk monster would be biological in nature, while yours seems more electrical. Loving the oily trail, though, and I know it's possible for you to actually get that ingame, too (provided there are enemies nearby), so that's a bonus. (It also may be possible for you to get it out of combat, too, but I'm not entirely sure. I never found a way.)

That thing looks like my bedroom floor.
Heh, mine looked worse, once upon a time.

Funny, that is almost merciful compared to my room. That is amazing, Mr Frog. More so when I consider it was drawn by mouse, a tedious, finger-numbing, excruciating affair. I feel humbled- I tried that once, and never finished. It was too painful.
Mr Frog is a god. *nods solemnly* Seriously, the main issue I had with using his program was that I'm so terrible with the mouse, which is part of why it always blows me away when he posts art up. lol    (Also why I'm totally okay that he never found time for the other stuff he was going to do.)

By the way, whatever happened to that piece of art you were working on that was based off something I said at some point, the "mystery piece" you held a sort of contest to see who could guess what it was, and nobody had the slightest clue?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 23, 2014, 12:53:49 pm
Splint's gunk monster would be biological in nature, while yours seems more electrical. Loving the oily trail, though, and I know it's possible for you to actually get that ingame, too (provided there are enemies nearby), so that's a bonus. (It also may be possible for you to get it out of combat, too, but I'm not entirely sure. I never found a way.)

I guess I designed it to have a sharp cutoff between the rotten-hamburger-gunk and metallic portions of its body because it looks creepier. Like, the metallic parts are just jammed into its body.

And, yes, it does in fact leave a trail of toxic black sludge everywhere it goes, thanks to the magic of interactions:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Drip sludge]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY_LOWER]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SLUDGE:SPATTER_LIQUID]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:0]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:100]

The lack of a usage hint means it will do it automatically even when not in combat.

Quote
(Also why I'm totally okay that he never found time for the other stuff he was going to do.)

Urk. Sorry.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 23, 2014, 12:57:30 pm

...

By the way, whatever happened to that piece of art you were working on that was based off something I said at some point, the "mystery piece" you held a sort of contest to see who could guess what it was, and nobody had the slightest clue?

I think this was it:


I found something I meant to post awhile ago. Like, before the drawing I did of Mr Frogs room. Thought I'd post it up while I knew where it was:

Spoiler (click to show/hide)

  Hopefully, I can finish a few other things... no promises, though.

Edit: The quote is hard to read, so I'll put it below:

Quote from: I can't find the original quote on OP, & can't remember who said it...
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.







  If you were the one who said that, I'll edit the post so I can give credit where due.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 23, 2014, 01:07:11 pm
Splint's gunk monster would be biological in nature, while yours seems more electrical. Loving the oily trail, though, and I know it's possible for you to actually get that ingame, too (provided there are enemies nearby), so that's a bonus. (It also may be possible for you to get it out of combat, too, but I'm not entirely sure. I never found a way.)

I guess I designed it to have a sharp cutoff between the rotten-hamburger-gunk and metallic portions of its body because it looks creepier. Like, the metallic parts are just jammed into its body.

And, yes, it does in fact leave a trail of toxic black sludge everywhere it goes, thanks to the magic of interactions:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Drip sludge]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY_LOWER]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SLUDGE:SPATTER_LIQUID]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:0]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:100]

The lack of a usage hint means it will do it automatically even when not in combat.
Gah, that's brilliant. *headdesk* I could've used that so many times if I'd thought of it, but it never even entered my mind. lol

also, you're right, your version is definitely creepier. I can imagine it animated in a jerky, jumpy, claymation style... it would look totally terrifying.

Quote
Urk. Sorry.
lol, Seriously, don't worry about it. I've made you promises I couldn't keep, too, so I guess we're even now? :P


Quote
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.
Oh!!! That was Hanslanda, not me. Really funny guy, and the creator of Urist, Vanya's first romantic interest. Real fun to work with. He hasn't been around in a long time, though - he mostly stays on the lower forums now, when he's on at all.
Love that picture, by the way. I almost set it as my desktop, but couldn't find a way to crop it where it still looked good.


Also: Just finished the fifth Vanya post, which means I have a good stockpile up, and I'll post the next chapter (as well as a link to the last) after somebody posts next. I'd like to put it in its own post, rather than sticking it to the end of this mess here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 23, 2014, 01:13:19 pm
Thanks. Don't know why I thought it was you, though... opps.  :-\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 23, 2014, 01:42:17 pm
Don't worry about it, it's fine. :)

And now, for the first time in... far longer than it should've been... Vanya's Journal. lol

Link to previous chapter (http://www.bay12forums.com/smf/index.php?topic=102730.msg4318980;topicseen#msg4318980)
Vanya's Journals, Chapter 58: False Freedom
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 23, 2014, 01:53:31 pm
... damn, I wish I could write even a tenth as well as you could.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 23, 2014, 02:40:30 pm
... damn, I wish I could write even a tenth as well as you could.
I wish I could read as fast as you could. You must've read that in less than five minutes. o.O

Anyway, thoughts, anyone?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 23, 2014, 07:48:52 pm
Great stuff, Talvi. I'm always happy to see not only another chapter in the story, but a damn good one too. Plus, it has my character in it!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 24, 2014, 06:20:00 am
Great stuff, Talvi. I'm always happy to see not only another chapter in the story, but a damn good one too. Plus, it has my character in it!
Eep. e.e I forgot to run it by you first, sorry. >.< I meant to, but in the excitement of posting a new chapter it totally slipped my mind. You could still change any of his dialogue/actions if you wanted, I wouldn't mind a bit. Merp. >.< I'm really, really sorry - I didn't usually forget stuff like that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 24, 2014, 08:37:20 am
Great stuff, Talvi. I'm always happy to see not only another chapter in the story, but a damn good one too. Plus, it has my character in it!
Eep. e.e I forgot to run it by you first, sorry. >.< I meant to, but in the excitement of posting a new chapter it totally slipped my mind. You could still change any of his dialogue/actions if you wanted, I wouldn't mind a bit. Merp. >.< I'm really, really sorry - I didn't usually forget stuff like that.

No, I mean to say that I am always honoured to see Reudh in your stories. It's all good!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 24, 2014, 10:37:30 am
I thought it came out pretty nice myself, and I feel put to shaaaaaame.

SHAAAAAAAAME.

Because, well, I'm sure you guys have seen my recent attempts at writing stuff elsewhere in the community games board.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 24, 2014, 09:31:12 pm
Great stuff, Talvi. I'm always happy to see not only another chapter in the story, but a damn good one too. Plus, it has my character in it!
Eep. e.e I forgot to run it by you first, sorry. >.< I meant to, but in the excitement of posting a new chapter it totally slipped my mind. You could still change any of his dialogue/actions if you wanted, I wouldn't mind a bit. Merp. >.< I'm really, really sorry - I didn't usually forget stuff like that.

No, I mean to say that I am always honoured to see Reudh in your stories. It's all good!
Ohhhhhh, okay, good. XD Thanks for the compliments, then. I still should've run the chapter by you first, though. I'll make sure to do it with the next one Reudh shows up in.

I thought it came out pretty nice myself, and I feel put to shaaaaaame.

SHAAAAAAAAME.

Because, well, I'm sure you guys have seen my recent attempts at writing stuff elsewhere in the community games board.
Lol, not really. :P I've been keeping an eye on some of your stuff, on and off, and it's pretty good! :) Just lurking, though - I'm afraid to get too overly involved in much for fear of getting sucked in again like I was with Spearbreakers... and then winding up with a book or two to finish. Thanks for the compliments. :)

I'm kind of behind on work because I had to do a lot of yardwork today, but I'll have another chapter posted tomorrow for sure.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 24, 2014, 09:39:45 pm
Whoa, the new Vanya chapter is awesome...

I was going to finish my second interlude chapter, but there's no way it could compare to that masterpiece...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 24, 2014, 11:02:55 pm
@ Talvieno: I doubt you'd get sucked into either Angel Abbey or Carryscar. There's not much of a big narrative or anything in either, just that something horrible will inevitably befall either one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 25, 2014, 08:55:46 am
Lol, "masterpiece"?? :P Now you're just pulling my leg. lol   Also, I feel bad - I would've liked to read the stuff you were going to post. (Although I'll admit the whole creator/LFTON/009/dreamer/etc. bit has always confused me.)

Splint - that's what you said about Spearbreakers, and now look at it. :P You must've done something right.

edit: that's another reason I was leery of starting back - I always felt the length of my chapters discouraged everybody else.

reedit: been waiting for someone else to post so I could put the next chapter up without having to double post. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 25, 2014, 09:27:43 pm
Bump for Talvi to not have double posted!


Keep up the good work bro! I always love seeing your work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 25, 2014, 10:36:24 pm
Well, I finished at least another part. I still have oooone more character to properly introduce in the next one...


I'm thinking of going back through my stories and Ctrl+H'ing the names of the weirdly-named Aspects for their 'phonetic' counterparts. The username puns are a headache :/

I'm also thinking of doing some art for my characters, but:
A) It will take a while.
B) It won't be coloured.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 26, 2014, 11:06:10 am
And here it is! Sorry for the delay, I went to bed last night before I saw Reudh had posted.

edit: wait, so I've been pronouncing "lolfail" wrong this whole time? (and the whole aspect/instance thing still confuses me :P ) Nice work, though - glad you posted it. :)


This one feels a little messily done.
Vanya's Journals, Chapter 59: Founder's Day
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 26, 2014, 02:40:54 pm
 I like where you ended that- how is Vanya going to talk her way out of this one? And who attacked the apartment, who or what were they after? Why was Trebor not at the festivities?

  So many possibilities... is it Parasol? Ballpoint? Jacob? Find out, in the next chapter!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 26, 2014, 11:48:06 pm
While adventuring on one of my testing worlds, this little tidbit came up when I was fighting a bunch of gnolls in a half-razed captured hamlet:

Spoiler (click to show/hide)

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 26, 2014, 11:49:28 pm
...the spoiler doesn't show anything. Is it just me?

Edit:Nevermind. It was a problem on my end.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 26, 2014, 11:52:09 pm
Oh wow. Mighty nice of that gnoll, eh?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 27, 2014, 04:51:28 am
So I finally killed off most of my self-doubt and made a sketch of Nine/Aiei.

Spoiler (click to show/hide)

Not gonna lie, that is literally my first ever proper drawing that didn't involve a straight-edged instrument in its creation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 27, 2014, 11:36:43 am
This is going to sound totally random, but... Reudh, what say you to your character, Lord Reudh, helping Vanya out in a heist-like operation in about, say... six/seven chapters or so? The minimum would require him to steal a couple items from Kenzon's armory, while he's over there doing his weekly training with Parasol weaponry. He wouldn't have to do anything beyond that.

Lolfail - that's actually not too bad. A lot better than I would've done. What is he holding, though?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 27, 2014, 05:51:46 pm
If you're talking about what's on his hands, they're his instance of Scindite and Sarcirent. If you're talking about the large forked objects coming out of his hands, that's lightning. His Audiomantic skills are based off of synthesisers, Tesla coils and MIDI channels, and a sustained bolt of controlled electricity is how he makes most of his notes. He still finds replicating stuff like dubstep difficult :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 27, 2014, 08:03:05 pm
Lolfail you didn't. Considering it's a sketch that you knocked off in only a few mins it's very good. Mm. I probably can't draw that well anymore. So A+ in Art for you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 27, 2014, 08:04:50 pm
Uh.. a few minutes is a gross underestimation... it took me about an hour and a half... '^^
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 27, 2014, 08:08:14 pm
Oh. Alright. In that case... your lightning looks like he's growing trees out of his hands! XD The body anatomy is really good though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 27, 2014, 08:19:19 pm
Finally wrote that thing about Koth I meant to do ages ago. I decided to instead take it in a different direction, rather than kill Koth off. I'm gonna see what Talvieno thinks of it (as he's less apt to rip my head off,) before I post it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 28, 2014, 12:29:26 am
Code: [Select]
[ITEM_FOOD:ITEM_FOOD_SNACK_CAKE]
[NAME:snack cakes]
[LEVEL:2]

The incursion of this object in the item_food raws is most vital for next game, I assure you all. How vital? Well, I don't want to spoil anything, but include it you must!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 28, 2014, 02:12:16 am
That snack cakes are vital to something pertaining to this fort worries me. Clearly some foul cake deity is getting involved.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 28, 2014, 02:29:21 am
It can only be one man...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 02:40:30 am
I'm going to have to PM you in the morning for permission to chew propman out via PM, Splint. And I got your story bits - I gave them a thorough read before I went to bed, but I'm waiting til tomorrow before I give a detailed reply.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 28, 2014, 02:46:00 am
Oh jeeze, I'm sure something messy may well be happening.

And pardon some of the eh, formatting... Seems that stuff doesn't always copy over just so from open office  :-\

EDIT: You know that thing where you reread something and realize there's a bunch of typos that aren't really horrible but can make you cringe at an otherwise passable (if not good) piece of writing? I think I just found that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 28, 2014, 06:07:03 am
I'm gonna see what Talvieno thinks of it (as he's less apt to rip my head off,) before I post it.

So you mean people don't actually like it when angry little assholes verbally-abuse them over the Internet? Huh, looks like I need to reevaluate my strategy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 28, 2014, 06:33:42 am
It can only be one man...

Spoiler (click to show/hide)

That is the single oddest looking cartoon character I've ever seen.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 28, 2014, 06:35:11 am
It can only be one man...

Spoiler (click to show/hide)

That is the single oddest looking cartoon character I've ever seen.

Well, he's from an odd show, where the general pick-up line apparently is "D'you like snack cakes?"
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 01:01:31 pm
What?

Also... Snack cakes. If we're going to add those we need to add parfaits, m'k? Parfaits are delicious.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 01:07:38 pm
What?

Also... Snack cakes. If we're going to add those we need to add parfaits, m'k? Parfaits are delicious.
I'm kind of heavily against snack cakes, which is the primary reason I just PM'd Splint. :P They overwrite an already well-established canon element without any preceding reason for it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 01:08:25 pm
Why tho? What's so bad about snack cakes?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 01:14:36 pm
Dwarves eating twinkies? What?


Spearbreakers is all about story, with a heavy dose of "OH GOD WE'RE ALL FUCKED AND IT'S STILL ONLY GRANITE" thrown in.

Snack cakes: zero points for story, zero points for setting, and zero points for continuity. We might add fairies as pets next to continue this trend.

It's not just the snack cakes, but the combination of giant armykiller magical toys + lovable furry dog men + twinkies that's pushing it a little too far for me. :P


edit:
I'm gonna see what Talvieno thinks of it (as he's less apt to rip my head off)
Heh. Irony.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 01:32:18 pm
They don't have to be twinkies! Just like... little cake slices... with fruit in them. Or little pastries with jelly inside. Y'know, it wouldn't be that incorrect for the times to have stuff like that and meat-pies. Moreover, there's time-travel. Who's to say Joseph doesn't dump all the expired twinkies in Spearbreakers? It's not as ridiculous as you'd think, but I'm kinda with you on some of it. It's just that snack cakes have been around for quite a bit longer than anyone gives them credit. No, not modern snack cakes, but a form of snack cake has existed since ancient Rome. Actually probably since the Egyptian days. It's just that... historians don't usually see food as a subject of note when there's all kinds of epic bloodbattles. Likewise, neither would the Spearbreakers historians. We don't have to engrave and engraving of a snack cake, it's just something to eat on the go for convenience.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on March 28, 2014, 01:38:37 pm
I don't think snack cakes are important enough to put in Spearbreakers II.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 01:42:16 pm
Haha! This is DWARF FORTRESS. A lot of people would say that things like soap, beekeeping, thread-making, and the like are "not important enough to put in." That is not the vision of the ToadyOne. Complexity=FUN. Ergo, why not add something like snack cakes? It's an extra bit of flavour that will be pretty much unique to Spearbreakers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 01:48:52 pm
Haha! This is DWARF FORTRESS. A lot of people would say that things like soap, beekeeping, thread-making, and the like are "not important enough to put in." That is not the vision of the ToadyOne. Complexity=FUN. Ergo, why not add something like snack cakes? It's an extra bit of flavour that will be pretty much unique to Spearbreakers.
Soap is incredibly important. It keeps dwarves happy, keeps them clean (absolute necessity if you find a syndrome-bearing forgotten beast), and keeps your best soldiers from getting fatal infections. Just being clean lowers the chance.

Beekeeping is important, though not necessary. I don't know if you've ever brewed mead (probably not), but that stuff is cheap, overabundant, easy to make, and dwarves love it. Sells for a pretty good amount, too, and has the side effect of producing food for the fortress. Not drinking the same old booze lately will also help with tantrum spirals, and going aboveground helps with cave adaptation.

Thread-making is absolutely essential on all counts. Ever tried to suture a wound? Can't do it without thread. If you don't have thread, you can't make new clothes for your dwarves, either, which means they'll start to go around naked at year 5 or so, and that means a definite, unavoidable tantrum spiral.



Snack cakes are just flavor (no pun intended), and pointless, random, unheralded flavor at that. They don't fit in with the grimdark setting of Spearbreakers at all. Not to mention, they don't fit in with Dwarf Fortress in general. It's like lollipops or candy canes. Maybe jell-o.


edit: If you've read the thread, you'll know that for us, plot and setting are Serious Business. There was a huge argument over a shadow creature because it was from a different series, something got written as non-canon simply because it was overpowered, and several stories almost got completely rewritten just because it was considered presumptuous for a character to be quite as important as they were made out to be.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 01:56:53 pm
Do we have crates of rations yet?

Like in the underhive mod
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 01:57:34 pm
We have barrels of prepared meals, which is essentially the same thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 02:03:30 pm
I know the importance of all of those things. I'm just saying that most simulation games never bother to consider them.

Yes, and how great is it in the games that do offer you giant candy-canes to impale your foes upon? XD I do see your point Talvi, but snack cakes don't really detract anything either. How about this as a compromise, berry tarts and meat pies? Those are less ridiculous sounding, more fitting, and even more innocuous. And these things are documented to have existed at the time period that Dwarf Fortress's universe is stuck in. Albeit they weren't common. And does it really detract from the story any? Watch this.

"I stood on guard, leaning on my halberd while I munched a nice meat pie. It wasn't much but it was a step up from salted burnt meat. I didn't know what might lie around the corner, waiting to ambush me at any moment. However, things had been pretty calm and I had been feeling alright. I took a swig of mead from my flask, happy to not have to be drinking the same old plump helmet brew again. Wait... what's that over there? A goblin ambush? I shoved the meat pie in my mouth and charged after them with a muffled war cry of "Spearbreakers!""

See, that's not so bad. Even if it would probably be something besides your standard old goblins that Urist McPawn was fighting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 02:13:10 pm
Yes, that would be different. I'd be somewhat okay with that, there wouldn't really be any reason not to. Snack cakes are worlds removed from meat pies, though.

Meat pie:
Spoiler (click to show/hide)

Snack cakes:
Spoiler (click to show/hide)
What if Mass Effect suddenly had Tinkerbell? What if The Little Mermaid showed up to help Marcus through Gears of War? What if there were suddenly rainbows and butterflies all through the world of Stargate? The genres clash. So does this.

Plus, there's how Propman said it that really bothers me:
The incursion of this object in the item_food raws is most vital for next game, I assure you all. How vital? Well, I don't want to spoil anything, but include it you must!
That raises a red flag for me. I'm not going to trust it just on faith, especially when we've already got giant armykilling toys and cute dog people to worry about. :P Those were pushing it already. I'm getting the feeling that the off-genre mods aren't going to stop coming, and we of Spearbreakers have poured two years of our time into developing this universe and its theme. We have reason to make it Serious Business - we have a lot invested in it. Propman isn't really trying to do anything besides insert his own fluff into a story that's already over, between the two games, without really providing a reason for it.


Quote
"I stood on guard, leaning on my halberd while I munched a nice meat pie. It wasn't much but it was a step up from salted burnt meat. I didn't know what might lie around the corner, waiting to ambush me at any moment. However, things had been pretty calm and I had been feeling alright. I took a swig of mead from my flask, happy to not have to be drinking the same old plump helmet brew again. Wait... what's that over there? A goblin ambush? I shoved the meat pie in my mouth and charged after them with a muffled war cry of "Spearbreakers!""
That was actually pretty good, there. +1.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 02:19:27 pm
Eh... Alright. Personally, I think that snack cakes include any small handheld cake. For example, pieces of Lembas bread, cornbread with sugar in it, brownies, stuffed mini-pastries (when they aren't mini-pies ), and some forms of donut. Not to mention miniature king cakes.

Also... THIS is a meat pie:
Spoiler (click to show/hide)

I don't know what that soupy potted nonsense was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 02:21:09 pm

Also... THIS is a meat pie:
Thats a forfar bridie. Quite a good looking one too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 02:22:16 pm
Eh... Alright. Personally, I think that snack cakes include any small handheld cake. For example, pieces of Lembas bread, cornbread with sugar in it, brownies, stuffed mini-pastries (when they aren't mini-pies ), and some forms of donut. Not to mention miniature king cakes.

Also... THIS is a meat pie:
Spoiler (click to show/hide)

I don't know what that soupy potted nonsense was.
The "meat pie" picture from Wikipedia. :P

Lembas would be okay, they're technically elven biscuits or human cram from LOTR.

edit: Aseaheru, you're awesome. That was pretty sharp of you. lol   I've never even heard of those.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 02:24:54 pm
The "meat pie" picture from Wikipedia. :P

Lembas would be okay, they're technically elven biscuits or human cram from LOTR.

Tttch. Trust wikipedia. * eye roll *

Also, yea. I know. That's what I was thinking when I thought snack cakes tho. I wasn't necessarily thinking the modern mass-produced theme snacks. Again tho, that's probably because I've never referred to that as a "snack cake" and I barely ever eat them. My mistake.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 02:25:32 pm
Thats a forfar bridie. Quite a good looking one too.

A what...?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 02:28:02 pm
Scottish meat pastry.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 02:28:43 pm
The "meat pie" picture from Wikipedia. :P

Lembas would be okay, they're technically elven biscuits or human cram from LOTR.

Tttch. Trust wikipedia. * eye roll *

Also, yea. I know. That's what I was thinking when I thought snack cakes tho. I wasn't necessarily thinking the modern mass-produced theme snacks. Again tho, that's probably because I've never referred to that as a "snack cake" and I barely ever eat them. My mistake.
Nah, it's no issue. :) Don't apologize. It was a fun little debate, ground was gained on both sides and nobody was an ass to anybody. (Except maybe me, but I hope not. :-\)

And, the picture on wikipedia was what I've always referred to as a meat pie. :P We have the same names for different things.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 02:37:46 pm
Scottish meat pastry.

Ah yes! That's one of the reasons I love Louisiana cuisine, it combines British, French, Spanish, and [Native] American foods into one really awesome meal.

The "meat pie" picture from Wikipedia. :P

Lembas would be okay, they're technically elven biscuits or human cram from LOTR.

Tttch. Trust wikipedia. * eye roll *

Also, yea. I know. That's what I was thinking when I thought snack cakes tho. I wasn't necessarily thinking the modern mass-produced theme snacks. Again tho, that's probably because I've never referred to that as a "snack cake" and I barely ever eat them. My mistake.
Nah, it's no issue. :) Don't apologize. It was a fun little debate, ground was gained on both sides and nobody was an ass to anybody. (Except maybe me, but I hope not. :-\)

And, the picture on wikipedia was what I've always referred to as a meat pie. :P We have the same names for different things.

Mmhmm, that it was. :) I was talking to my sister and I said "I can't believe we're having a page long argument about snack cakes". She pauses for a second and then replied, "I can."

Yea, that tends to happen a lot on the internet. We call that a pot pie. I prefer my form of the meat pie. If ever you go to Louisiana, be sure you try one before you go. Along with any Cajun restaurant. Just be very careful what you ask for. "Blackened" means that the entire top of your dish will be charred and imbued with the strongest potency of seasoning available at that time. "Cajun" means that it will probably involve some sort of seafood and a liberal application of peppers and salt. Also, "jambalaya" can be made about three different ways ( to the point where they are nearly separate dishes with each method) and a pot of gumbo will always have food for a week. Also, if you come down for Mardi Gras, then be sure to get a Jacques Boudreaux pizza at Deano's in Lafayette. It's a pizza made with crawfish, crab, and shrimp. Meche's Donuts is also amazing... I'm just making myself hungry. Let's just press "Post".
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 02:42:34 pm
Potpies are technically meat pies.

As for forfar birdies, whatever version they have in louisiana must be a tad different than the normal one. They dont normally have any spices...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 28, 2014, 02:58:49 pm
Yes, that would be different. I'd be somewhat okay with that, there wouldn't really be any reason not to. Snack cakes are worlds removed from meat pies, though.

Meat pie:
Spoiler (click to show/hide)

Snack cakes:
Spoiler (click to show/hide)
What if Mass Effect suddenly had Tinkerbell? What if The Little Mermaid showed up to help Marcus through Gears of War? What if there were suddenly rainbows and butterflies all through the world of Stargate? The genres clash. So does this.

Plus, there's how Propman said it that really bothers me:
The incursion of this object in the item_food raws is most vital for next game, I assure you all. How vital? Well, I don't want to spoil anything, but include it you must!
That raises a red flag for me. I'm not going to trust it just on faith, especially when we've already got giant armykilling toys and cute dog people to worry about. :P Those were pushing it already. I'm getting the feeling that the off-genre mods aren't going to stop coming, and we of Spearbreakers have poured two years of our time into developing this universe and its theme. We have reason to make it Serious Business - we have a lot invested in it. Propman isn't really trying to do anything besides insert his own fluff into a story that's already over, between the two games, without really providing a reason for it.


Going back on the other two, take a look at the bronze colossus, for instance. It was never encountered in either Spearkbreakers nor Syrupleaf, or even Boatmurdered. It's not written into the lore at all, but would it break the story if next game, a B_C were to suddenly trundle in and pound a caravan apart? Of course not, because we've already established that it's the creation of some obscure ex-Parasol engineer. The tin tyrant is meant to be nothing more then a mid-boss version of the bronze colossus, whose story was placed there to justify their existence.

The gnolls are already part of the unified setting. Everoc is part of the unified setting. Granted, it's a bit different in that it has been visited by a couple intradimensional corporations, but the point stands. Anything that appears in the U_S background material should be fair game for reference or inclusion, with the agreement of the majority. The main reason why gnolls were chosen out of the other races was:

1.) They were the easiest to code.

2.) Their homeland is south of lower Everoc, so it would make sense for them to appear.

3.) Hyena Man existing is actually a worse affront to the lore then gnolls are.


As for the cake though, I likely should have specified that "snack cakes" were more akin to a slab of bread with berry jam filled within it, as opposed to a processed twinkie. If they really offend you that much, we can simply keep to the current model of everything being an Armok damned biscuit. Or use meat pies instead (though, change the moniker to "pie", as we wouldn't want "sunberry meat pies" without meat in them deceiving our dwarves, wouldn't we?)

And finally, here is a comprehensive list of ways to easily dispatch an armed Tin Tyrant:

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 03:09:06 pm
Potpies are technically meat pies.

As for forfar birdies, whatever version they have in louisiana must be a tad different than the normal one. They dont normally have any spices...

Yeah, and isn't most Scottish cuisine goat-based? These are beef based. They are seasoned with salt, red pepper flakes, and onion. The better ones have even more seasoning than this. They are then cooked in a fold-over shell and fried, then often coated with a thin brushing of butter if it's meant to be eaten fresh.

Mmm... on researching, they seem very similar after all. The bridies are also made with beef, pepper, and salt according to Wikipedia. Nonetheless, they are very good no matter what you call them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 03:11:43 pm

As for the cake though, I likely should have specified that "snack cakes" were more akin to a slab of bread with berry jam filled within it, as opposed to a processed twinkie. If they really offend you that much, we can simply keep to the current model of everything being an Armok damned biscuit.


Mm. Nay! Biscuits are but one of many foods. And yea, you were thinking like I was about what a snack cake is.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 28, 2014, 03:29:00 pm
total derail:
Spoiler (click to show/hide)



Take a look at the bronze colossus, for instance. It was never encountered in either Spearkbreakers nor Syrupleaf, or even Boatmurdered. It's not written into the lore at all, but would it break the story if next game, a B_C were to suddenly trundle in and pound a caravan apart? Of course not, because we've already established that it's the creation of some obscure ex-Parasol engineer. The tin tyrant is meant to be nothing more then a mid-boss version of the bronze colossus, whose story was placed there to justify their existence.
They don't have to be encountered in Spearbreakers/Syrupleaf/Headshoots/Boatmurdered. They're already part of Dwarf Fortress and part of the main game. While you may not encounter any teddy bears in a game like Crysis, it would be ridiculous to think they didn't exist in the world. GNOLLS, on the other hand... :P

Quote
The gnolls are already part of the unified setting. Everoc is part of the unified setting. Granted, it's a bit different in that it has been visited by a couple intradimensional corporations, but the point stands. Anything that appears in the U_S background material should be fair game for reference or inclusion, with the agreement of the majority.
Ah, but you forget, we're not going by the 1d4chan's Everoc, which is a setting for roleplaying games, and not so much Dwarf Fortress. We're going on a mix of the three preceding fortresses. You won't find anything having anything to do with Holistic Spawn in 1d4chan's very well defined worlds, which are structured to the point (out of necessity, being a roleplaying game) that you can't insert whatever you like. Parasol isn't even mentioned once. 1d4chan's Everoc cuts off sharply after Headshoots at the very latest.
Also, if you go by http://1d4chan.org/wiki/Unified_Setting/Gnolls, gnolls aren't actually on the continent of Everoc at all.

Quote
3.) Hyena Man existing is actually a worse affront to the lore then gnolls are.
Not really, they already exist in DF. You just don't see them much. Kind of like kids in Halo - just because they're not there doesn't mean humans don't reproduce.

Quote
As for the cake though, I likely should have specified that "snack cakes" were more akin to a slab of bread with berry jam filled within it, as opposed to a processed twinkie. If they really offend you that much, we can simply keep to the current model of everything being an Armok damned biscuit.
I really didn't mean to tick you off, and was intending on keeping it in PMs until Captain started that little debate on foodstuffs (which was somewhat enjoyable and enlightening, btw). 
We call those biscuits, though. Or at least, we do where I come from (southern US). It's pretty common to fill small wheat-based "biscuits" with jam (though we call it "jelly" here).

Quote
And finally, here is a comprehensive list of ways to easily dispatch an armed Tin Tyrant:

Spoiler (click to show/hide)
I don't really have so much of an issue with the Tin Tyrant anymore, honestly, not since you rewrote them as a Parasol employee trying to defend his town, rather than an eccentric, oddly advanced, magical toymaker that sounds like something out of Babes in Toyland. :P Tin Tyrant is fine, doesn't really change much, and will only effect the game in rare instances. We have the Megaspawn anyway, which is likely far deadlier.

(I'm actually even somewhat iffy on manamaids, btw, and they've been around since before Spearbreakers even started.)

edit: Wait, are you saying that conventional weapons are entirely ineffective against tin tyrants? Because that would be a problem.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 28, 2014, 03:40:31 pm
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 04:21:27 pm
Yeah, and isn't most Scottish cuisine goat-based? These are beef based. They are seasoned with salt, red pepper flakes, and onion. The better ones have even more seasoning than this. They are then cooked in a fold-over shell and fried, then often coated with a thin brushing of butter if it's meant to be eaten fresh.
No, thats middle eastern.

Scottish food is mostly based on what the english didnot want to get from them, so inotherwords creative use of organs.

Forfar birdies are beef, and have salt and black pepper.
No bushings of butter, but otherwise sounds like the same...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 28, 2014, 05:54:24 pm
total derail:
Spoiler (click to show/hide)



Take a look at the bronze colossus, for instance. It was never encountered in either Spearkbreakers nor Syrupleaf, or even Boatmurdered. It's not written into the lore at all, but would it break the story if next game, a B_C were to suddenly trundle in and pound a caravan apart? Of course not, because we've already established that it's the creation of some obscure ex-Parasol engineer. The tin tyrant is meant to be nothing more then a mid-boss version of the bronze colossus, whose story was placed there to justify their existence.
They don't have to be encountered in Spearbreakers/Syrupleaf/Headshoots/Boatmurdered. They're already part of Dwarf Fortress and part of the main game. While you may not encounter any teddy bears in a game like Crysis, it would be ridiculous to think they didn't exist in the world. GNOLLS, on the other hand... :P

Quote
The gnolls are already part of the unified setting. Everoc is part of the unified setting. Granted, it's a bit different in that it has been visited by a couple intradimensional corporations, but the point stands. Anything that appears in the U_S background material should be fair game for reference or inclusion, with the agreement of the majority.
Ah, but you forget, we're not going by the 1d4chan's Everoc, which is a setting for roleplaying games, and not so much Dwarf Fortress. We're going on a mix of the three preceding fortresses. You won't find anything having anything to do with Holistic Spawn in 1d4chan's very well defined worlds, which are structured to the point (out of necessity, being a roleplaying game) that you can't insert whatever you like. Parasol isn't even mentioned once. 1d4chan's Everoc cuts off sharply after Headshoots at the very latest.
Also, if you go by http://1d4chan.org/wiki/Unified_Setting/Gnolls, gnolls aren't actually on the continent of Everoc at all.

Quote
3.) Hyena Man existing is actually a worse affront to the lore then gnolls are.
Not really, they already exist in DF. You just don't see them much. Kind of like kids in Halo - just because they're not there doesn't mean humans don't reproduce.

Quote
As for the cake though, I likely should have specified that "snack cakes" were more akin to a slab of bread with berry jam filled within it, as opposed to a processed twinkie. If they really offend you that much, we can simply keep to the current model of everything being an Armok damned biscuit.
I really didn't mean to tick you off, and was intending on keeping it in PMs until Captain started that little debate on foodstuffs (which was somewhat enjoyable and enlightening, btw). 
We call those biscuits, though. Or at least, we do where I come from (southern US). It's pretty common to fill small wheat-based "biscuits" with jam (though we call it "jelly" here).

Quote
And finally, here is a comprehensive list of ways to easily dispatch an armed Tin Tyrant:

Spoiler (click to show/hide)
I don't really have so much of an issue with the Tin Tyrant anymore, honestly, not since you rewrote them as a Parasol employee trying to defend his town, rather than an eccentric, oddly advanced, magical toymaker that sounds like something out of Babes in Toyland. :P Tin Tyrant is fine, doesn't really change much, and will only effect the game in rare instances. We have the Megaspawn anyway, which is likely far deadlier.

(I'm actually even somewhat iffy on manamaids, btw, and they've been around since before Spearbreakers even started.)

edit: Wait, are you saying that conventional weapons are entirely ineffective against tin tyrants? Because that would be a problem.

Actually, I was more worried that I got our most competent writer irate at my constant arbitrary suggestions, which is really, really bad. The main reason I'm putting stuff out that doesn't seem immediately relevant at the moment is that once we actually generate the world, most of the raws will be set in stone. Hence why it is of the upmost importance that we decide what will and will not be in the next game, as well as debug it and set it up for whatever raw changes next version will have so we don't have any snags.

Also, stuff like manamaids and the like are what make Everoc DF different from the norm, and add to the flavour of the setting. You appear to be well aware that things that aren't immediately written into the narrative can have as much as an effect to the story as things that are, and hence seem a bit hesitant to add in anything that hasn't been immediately mentioned to be relevant to the story. I can certainly see why, as you don't want anything to appear as a deus ex machina, which is a common sign of bad writing. Keep in mind this isn't always a good thing, however. Think of all the alien rubbish that goes on in Starwars, for instance, the stuff that never gets explained in the scenes they appear in, forcing you to dig through volumes of the EU in order to figure out what they are. Would you have preferred it that they all be explained to you on-scene? Of course not, that ruins the pacing of the story, and sometimes, it's best that things are explained outside the proper of the story itself to preserve the flow of the story as a whole. The Scythods meshed in with Spearbreakers just fine (well, I guess that isn't 100% the same as they haven't appeared in game...yet), and so long as we figure out how to balance out the new stuff we add with the old so that no one part is more dominating then it needs to be, it would be great if we could leave the future of the setting a bit more open, but also make sure to figure out what goes into it earlier so as to give more leeway into meshing it in.

Also, while Parasol and Ballpoint might not have appeared in the Everock proper, they were things that we've decided to add into our version of the setting. I'm not saying that we stay 100% kosher to the US, but as long as we're (loosely) basing the game off it anyways, we could always take the time to figure out how the whacky hijinks of Everock (which as far as head canon goes, I think is the world in its entirety to the dwarves at this point) might interact with the rest of the world, or how the rest of the world might subtly interact with Everock.

As for the convention weapons issues...Yes and no, sorta. A bunch of dwarves clad in iron+ should still be theoretically able to take out a tin tyrant if it's only using a copper short sword, but even then, it's damn near unstoppable to anything it can physically harm with said sword. Generally, something has to go really, really wrong for it to actually handle a sword in the first place, but what I said about it able to destroy a village with a steel blade is not a lie. Basically, treat it with caution; Don't overreact to it, but don't leave it in a position where it might grab at your civies (as opposed to your skivvies, which while embarrassing, will at least ensure that it cannot grab a sword).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 28, 2014, 06:17:29 pm
Thanks Propman, now I have an image of a giant toy soldier pantsing people.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 28, 2014, 07:56:32 pm
Why do I even sleep if it means I miss my chance to exercise my Aussie culture and say that a proper meat pie is a perfect balance between that huge pot pie and the delicious-looking pastries..?

Anyhoo, @Talvi My characters aren't Sue-ish? That's a relief, because plugging one into an algorithm gave me an "almost definitely a Mary Sue" result.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on March 28, 2014, 09:20:45 pm
Why do I even sleep if it means I miss my chance to exercise my Aussie culture and say that a proper meat pie is a perfect balance between that huge pot pie and the delicious-looking pastries..?

Anyhoo, @Talvi My characters aren't Sue-ish? That's a relief, because plugging one into an algorithm gave me an "almost definitely a Mary Sue" result.

Four an' Twenty, mate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 28, 2014, 09:24:37 pm
Why do I even sleep if it means I miss my chance to exercise my Aussie culture and say that a proper meat pie is a perfect balance between that huge pot pie and the delicious-looking pastries..?

Anyhoo, @Talvi My characters aren't Sue-ish? That's a relief, because plugging one into an algorithm gave me an "almost definitely a Mary Sue" result.

Four an' Twenty, mate.

Too right.


Now, I hate to be lazy about it, but what exactly is going into SBII at this time?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 28, 2014, 10:09:28 pm
More races, radiation, mutations, bizsaws...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on March 28, 2014, 10:12:40 pm
...Manamaids, Scythods, Half-Elf Half-Dwarf, More Spawn, Chainswords, Mug Launcher...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 28, 2014, 10:16:23 pm
...Manamaids, Scythods, Half-Elf Half-Dwarf, More Spawn, Chainswords, Mug Launcher...

Dwelves got axed. Also mugs usable as melee weapons.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on March 28, 2014, 11:03:10 pm
Watch as half the mug-related changes turn out to be for naught as we instead shift our manufacture to goblets for primarmy trade good.

We shall ensure that every able bodied dwarf has a mug on their person at all times!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 28, 2014, 11:48:20 pm
It'd have to be a BIG fuck-up to necessitate a switch to goblets.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 29, 2014, 12:42:55 am
Mug weapons are equal parts flavor in the case of melee, and supplement for ranged (mugbows being blunt damage ranged weapons to the crossbow's pierce.)

And I'm sure at some point someone will order a few trade good mugs forgetting that the wieldable ones are weapons and we'll have crates upon crates, upon motherfucking crates upon piles of mugs accidentally produced.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 29, 2014, 02:06:10 am
I'm not gonna comment much on the (ongoing?) "friendly" debate that seems to have started up, as I honestly don't want to be a part of it, but something near the beginning kind of jumped out at me...

Quote from: Tavli
They don't fit in with the grimdark setting of Spearbreakers at all.

Honestly, I think that if you're specifically trying to go for a specific sort of setting you are doing it wrong (I consider sci-fi vs. fantasy to be more a question of how the cosmology works than anything else). I actually really really really hate grimdark; it's been infuriating me for a while that the setting's been drifting in that direction, but I've held my tongue because... I don't really know because. I guess I was sick of fighting with everyone over every little thing. Buuut, since you've gone and dropped the big G-word, I figure now's the time for me to explain what I hate about this sort of setting and why, if anything, we should be trying to steer away from it.

I hate grimdark because, to put it bluntly, the entire genre is a one-trick pony. Nothing about these sorts of settings really ever fascinates me, because it's all just a monotonous, silly blob of CRAZYBLOODYGRIMBADASS with no actual rhyme or reason to it or anything special to catch my eye. In the mad rush to make everything as over-the-top as possible, the heart of the story is lost. I actually really liked the idea of the tin soldiers specifically because they felt a bit out-of-place -- yes, they were a bit too sparkly and magical, and their inner workings could stand to have been better-explained, but they (especially considering their backstory, which I find actively-charming) would be a really cute and whimsical addition to a setting that honestly really needs at least a dash of cuteness and whimsy to taste by this point. Even the ridiculously-sweet and saccharine MLP has things that break that mold (see: parasitic shapeshifters that mesmerise and drain life force from unsuspecting hosts) and I really think Spearbreakers, as a setting, could stand to get a little variety at this point.

I honestly rolled my eyes at the snack cakes, because they seemed ridiculously-random to suggest so specifically, but now, somewhat out of spite, I've decided that they really do in fact need to be included. With that exact name.

E: Also I think we should officially crown Aseaheru as the Thread Meatpieologist, because that was hilarious.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on March 29, 2014, 02:37:29 am
Meatpieologist sounds like an absurdly awesome profession for some reason.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on March 29, 2014, 03:11:36 am
Meatpieologist sounds like an absurdly awesome profession for some reason.

New life goal right here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 29, 2014, 07:13:01 am
I do think that I will add that to my sig.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on March 29, 2014, 08:47:33 am
I'm not gonna comment much on the (ongoing?) "friendly" debate that seems to have started up, as I honestly don't want to be a part of it, but something near the beginning kind of jumped out at me...

Quote from: Tavli
They don't fit in with the grimdark setting of Spearbreakers at all.

Honestly, I think that if you're specifically trying to go for a specific sort of setting you are doing it wrong (I consider sci-fi vs. fantasy to be more a question of how the cosmology works than anything else). I actually really really really hate grimdark; it's been infuriating me for a while that the setting's been drifting in that direction, but I've held my tongue because... I don't really know because. I guess I was sick of fighting with everyone over every little thing. Buuut, since you've gone and dropped the big G-word, I figure now's the time for me to explain what I hate about this sort of setting and why, if anything, we should be trying to steer away from it.

I hate grimdark because, to put it bluntly, the entire genre is a one-trick pony no ponies, ponies are evil. Nothing about these sorts of settings really ever fascinates me, because it's all just a monotonous, silly blob of CRAZYBLOODYGRIMBADASS with no actual rhyme or reason to it or anything special to catch my eye. In the mad rush to make everything as over-the-top as possible, the heart of the story is lost. I actually really liked the idea of the tin soldiers specifically because they felt a bit out-of-place -- yes, they were a bit too sparkly and magical, and their inner workings could stand to have been better-explained, but they (especially considering their backstory, which I find actively-charming) would be a really cute and whimsical addition to a setting that honestly really needs at least a dash of cuteness and whimsy to taste by this point. Even the ridiculously-sweet and saccharine MLP has things that break that mold (see: parasitic shapeshifters that mesmerise and drain life force from unsuspecting hosts) and I really think Spearbreakers, as a setting, could stand to get a little variety at this point.

I honestly rolled my eyes at the snack cakes, because they seemed ridiculously-random to suggest so specifically, but now, somewhat out of spite, I've decided that they really do in fact need to be included. With that exact name.

E: Also I think we should officially crown Aseaheru as the Thread Meatpieologist, because that was hilarious.
Eep, I think I pissed you off. :-\

first, I think I must be misunderstanding what "grimdark" means, as I don't think of it quite the way you described it...
Okay, I looked it up, and yeah, "grimdark" was definitely not the right word to use... maybe "grim" and "dark" together, but I didn't mean "grimdark".

I think I'm going to PM you. :( I feel bad for pissing you off. I honestly didn't realize "grimdark" meant something totally different than I thought it did. I've been putting cute/whimsical stuff into the parasol universe, and a few of them made it into the Spearbreakers mod, like the bioluminescent "glowwhales", or the frogmoss, or the chardonnay/merlot Mr Frog is fond of drinking, etc... merr.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on March 29, 2014, 12:53:03 pm
Quote
I've been putting cute/whimsical stuff into the parasol universe, and a few of them made it into the Spearbreakers mod, like the bioluminescent "glowwhales", or the frogmoss, or the chardonnay/merlot Mr Frog is fond of drinking, etc... merr.

Eh, fair enough. Still think the setting in general is a bit grimdark in the traditional sense, at least from what I can see (I admit I'm probably not involved enough to really say for sure).

I'm not angry at you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 29, 2014, 04:56:01 pm
Note, while looking at recipe for Forfar birdies it appears onions ARE part of the recipe.

I guess all that Louisiana has done was upgrade the pepper.

In my defense, I havent actually had one in a few years, so...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 29, 2014, 05:01:05 pm
Hmmm... Alright. Well they are still delicious and now I know what's safe to eat in Scotland. :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on March 29, 2014, 05:02:42 pm
Fish is safe to eat in Scotland...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on March 29, 2014, 05:05:09 pm
Mm. That's true. I just don't want to try haggis or blood pudding.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 01, 2014, 02:08:03 am
Merry Christmas everyone!
Part 2 coming soon!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 02:16:44 am
Mr Frog unleashed an unprintable string of badass obscenities as his E-Z-Smith unleashed a searing blast of bullshit physics

Ladies and gentlemen, the internet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 07:36:51 am
This is either in response to how I said in PM that everyone takes everything you do seriously... or it's in response to how I said everything you do is awesome... OR it's in response to how I said everything you do is taken as canon. I think you're trying to prove me wrong.

Either way, that was the single most hilarious thing I've read in a long time - it has been a LONG time since I laughed so hard. I want to mod an ubermegaspawnslasher now. Also, someone MUST draw a kawaii Talvi. IT MUST BE DONE.

MORE! :D


Edit: Also, you just combined Spearbreakers, anime, Harry Potter, Duke Nukem, and My Little Pony all in one sitting. :-\ And it worked.  :o lmao.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 01, 2014, 08:04:33 am
Talvi your wish is my command

(http://i.imgur.com/Bd41CXc.png)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 08:25:41 am
Do I smell a Spearbreakers doujin?
(I am SO making an opening theme, with actual lyrics and everything!)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 01, 2014, 08:30:23 am
Do I smell a Spearbreakers doujin?
(I am SO making an opening theme, with actual lyrics and everything!)

XD Alright. I guess that would be kinda funny to watch.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 01, 2014, 09:22:26 am
  Mr Frog, you made my day. My April Fools Day, actually... (Hint, hint, people...)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 10:30:06 am
The eyes needed to be bigger... but I screwed that up.

Then the coat needed to be flashier... but I screwed that up too.

Then I wanted to give her a dress... but I said, "Screw that."

(http://tnypic.net/ih2zk.png)

Come to think of it, if this is anime, and she's looking at Mr Frog, her nose should be bleeding.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 01, 2014, 10:33:37 am
 That is friggin awesome. The armour+the coat? Priceless.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 01, 2014, 10:34:26 am
The eyes needed to be bigger... but I screwed that up.

Then the coat needed to be flashier... but I screwed that up too.

Then I wanted to give her a dress... but I said, "Screw that."

(http://tnypic.net/huil4.png)

Poor Talvi looks more terrifying than cute now. :/

(http://i.imgur.com/DEhelSI.png)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 10:35:23 am
The eyes needed to be bigger... but I screwed that up.

Then the coat needed to be flashier... but I screwed that up too.

Then I wanted to give her a dress... but I said, "Screw that."

-snip-

Poor Talvi looks more terrifying than cute now. :/
Yeaaaaaaaahhhhhh, this is why I don't do art. :P told you I suck.


edit: rofl, Reudh. :P She would eat his soul, if she could manage it.

I "fixed" the eyes, to a small extent... possibly. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 01, 2014, 11:00:46 am
Yeaaaaaaaahhhhhh, this is why I don't do art. :P told you I suck.


Nah, it's not really too bad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 11:18:47 am
Psychedelic Talvi... I thought she looked a little high.
(http://tnypic.net/lbwzs.png)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 01, 2014, 11:23:31 am
Haha! Much better. Also. http://www.youtube.com/watch?v=ml_wgYytj80
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 01, 2014, 12:01:10 pm
Psychedelic Talvi... I thought she looked a little high.
(http://tnypic.net/lbwzs.png)

Aha, I thought i recognised that song when I first heard it! That was in Shaun of the Dead.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 01, 2014, 01:52:08 pm
I'm not even sure I understand what's happening right now other than the phrase "pretty colors" from the frog moss.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on April 01, 2014, 01:53:00 pm
what the hell is happening i leave for a day and then this
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 01, 2014, 02:00:52 pm
For those of you who came in late, I should point out that, in the grand and immutable Spearbreakers canon, "Fuck-shit Assballs" is the name of Mr Frog's high-school biology teacher. I speak truth!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 01, 2014, 02:16:29 pm
That... Only makes me have more questions than answers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 01, 2014, 02:25:07 pm
That... Only makes me have more questions than answers.

Your mistake for asking the first question. Any philosopher knows that after one asks the first question they are forever doomed to fight the questions hydra.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 01, 2014, 04:52:28 pm
Okay guys here's the second part to my story. Merry Christmas!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 01, 2014, 04:54:09 pm
I'm going out on a limb here and say that Mr Frog might have gone stark raving mad. I'm almost afraid to actually read both parts.

Actually scratch that, I am. I am fucking terrified.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 06:10:19 pm
I'm going out on a limb here and say that Mr Frog might have gone stark raving mad had a strange mood. I'm almost afraideager to actually read both parts.

Actually scratch that, I am. I am fucking terrified.
fixed. reading it now. lol

Edit: I hate MLP, and I laughed quite a bit at that. :P that was awesome. lol    I almost want to do one of my own now, but I'd essentially be copying your writing style, so maybe not the best idea. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 01, 2014, 06:29:06 pm
Dare I ask what is contained therein?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 06:35:42 pm
Dare I ask what is contained therein?
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 01, 2014, 06:41:14 pm
That.... Is just as confusing as I was expecting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 01, 2014, 07:02:21 pm
Much less scary and offensive though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 07:16:19 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 01, 2014, 07:20:40 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 07:22:38 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.
I think he meant more along the lines of Mr Frog's indisputable badassery.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 07:30:00 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.

They're all unholy sins against nature, but the art style's adorable and the casting is spectacular, and the songwriting I've been told is magnificent, so I may end up watching it after all.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 01, 2014, 07:32:06 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.

They're all unholy sins against nature, but the art style's adorable and the casting is spectacular, and the songwriting I've been told is magnificent, so I may end up watching it after all.

Indeed! However, even though it's Christmas, we should probably keep discussion of the show's relative merits/demerits to a bare minimum. We don't want to end up on Snata's Naughty List!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 01, 2014, 07:33:13 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.

They're all unholy sins against nature, but the art style's adorable and the casting is spectacular, and the songwriting I've been told is magnificent, so I may end up watching it after all.

And I'm the only one left...

*finishes building fallout shelter, sits down in a chair and loads shotgun for the apocalypse, because that's what inevitably happens when you're the only one who hasn't turned*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 07:36:55 pm
Now if this kind of stuff was in the MLP canon, I would totally watch it.

Well, Pinkie Pie being an unholy sin against nature is more-or-less canon, particularly in light of the recent finale of Season 7, in which she skillfully banishes Mephistofillies to the ninth circle of hell after a long and bloody battle.

They're all unholy sins against nature, but the art style's adorable and the casting is spectacular, and the songwriting I've been told is magnificent, so I may end up watching it after all.

And I'm the only one left...

*finishes building fallout shelter, sits down in a chair and loads shotgun for the apocalypse, because that's what inevitably happens when you're the only one who hasn't turned*

Oh please, I'm in far too deep in far too many fandoms to even consider joining another. An episode watched does not a brony make.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 01, 2014, 08:17:36 pm
 One does not simply have 'too many fandoms'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 01, 2014, 08:22:05 pm
Well, let me put it this way...

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 02, 2014, 12:58:07 am
Well, boys and girls, Christmas is pretty much over, but here's one last present:


THE END.

Meanwhile, in an alternate reality, Kawaiivieno absentmindedly chews on Reudh's corpse, wondering who she should "romance" next...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 01:04:32 am
Well, boys and girls, Christmas is pretty much over, but here's one last present:


THE END.

Meanwhile, in an alternate reality, Kawaiivieno absentmindedly chews on Reudh's corpse, wondering who she should "romance" next...

Well, that was a bit anticlimactic...
<Quote button>

...Oh. Ok then... *flees*


Edit: A question for you guys; I'm trying to formulate lyrics for the doujin-style theme, but I'm not sure if I should go for Japanese or English. What do you guys think?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 02, 2014, 03:06:08 am
@Lolfail:

If you aren't completely 100% fluent in Japanese, please for the love of all that is good and pure write it in English. Don't embarass yourself. Speaking as a former weeaboo, there will come a time in your life when you will look back on every word of broken Japanese you've uttered and quietly wish to retroactively slap yourself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 02, 2014, 03:12:07 am
@Lolfail:

If you aren't completely 100% fluent in Japanese, please for the love of all that is good and pure write it in English.

This, sweet mother of fuck this. Spare us all the madness of unintelligible foreign-talk.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 03:27:00 am
@Lolfail:

If you aren't completely 100% fluent in Japanese, please for the love of all that is good and pure write it in English. Don't embarass yourself. Speaking as a former weeaboo, there will come a time in your life when you will look back on every word of broken Japanese you've uttered and quietly wish to retroactively slap yourself.

I'm not 100% completely fluent in the language, not even close... But my brother is a decent 87+%, I could try and get him to translate it...

I'll write them in English and see how they turn out. (Although do keep in mind I have literally no experience in the vocal arts)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 05:20:46 am
Ok, I've gone through and written a bunch of English lyrics, and screensharing with my brother (with his grammar textbook and bilingual dictionary) resulted in a translated version.

Spoiler: English (click to show/hide)

Spoiler: Japanese (click to show/hide)

I'm not sure if it's humanly possible to sing Japanese that fast although that won't stop me from trying

He also sent me this: "Spearbreakers: ブラックフォートレス" which Google translates into "Spearbreakers: Burakku Foutoresu" or "Spearbreakers: Black Fortress". Maybe I'll make a title/logo/thing or something out of it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 02, 2014, 06:08:21 am
I'm not sure how I feel about this. I don't object though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:06:32 am
Hahahahahaha. And one day... Japan will get our poorly dubbed anime! Then they will know... how it feels to deal with crappy fan subs, blind idiot translations, chronic waits, all the favourite characters dying ridiculous deaths, and an unintelligible plot that reeks of foreign. Muahahahah! MWAHAHAHAHAHHAHAH! ( Seriously, we should use Google Translate just for the lols. Then later we can reverse translate the translation for even more lols. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 08:09:45 am
Then they will know... how it feels to deal with crappy fan subs, blind idiot translations, chronic waits, all the favourite characters dying ridiculous deaths, and an unintelligible plot that reeks of foreign.

I'm waiting for an American sci-fi and I STILL deal with all that stuff. If it ever were to get dubbed and shipped to Japan, I don't know what would become of it...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:14:29 am
XD American Sci-fi! You mean those shows that appear and disappear and hide in other dimensions? Yea... I still don't know how Eureka ended, and what happened to Warehouse 13? Why'd they cancel Alphas? Why'd they cancel heroes? And then there's Firefly, but to be fair it didn't look that great. Oddly enough Farscape is still around for some reason. Anyway, it's not exactly Sci-fi, but have you guys heard of the show "Resurrection"? Let me ask, what with the sudden resurgent obsession with rising from the dead, eh?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 08:18:19 am
...I was referring to the longest running science fiction series in the United States...

Red vs Blue!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:19:24 am
I thought the Twilight Zone was the longest running series. Explain Red vs Blue?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 08:22:07 am
By "Explain RvB", do you mean explain the basic plot or explain how it's the longest running?

If it's the latter, Season 1 was first aired on April 1st, 2003, and Season 12 was announced eleven years later, April 1st this year 0:)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:24:29 am
The plot please.

Oh. "Impressive" A 12 Season show. * le eye roll *
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 08:27:13 am
Have the basic plot and some other information. (http://rvb.wikia.com/wiki/Red_vs._Blue)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:48:14 am
Ah! I take back my former snide comment, a 12 season web-show is something quite impressive indeed! Also, it looks pretty good. Perhaps I'll start reading.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 09:26:43 am
And then there's Firefly, but to be fair it didn't look that great.
Tell me you didn't just say that. TELL ME you didn't just say that. >.>

Firefly is my all-time favorite series. Seriously, watch the movie, Serenity. It's a continuation of the plot. The whole movie is packed with killer awesome lines, awesome scenes, and a plot that sends all those other sci-fi shows you mentioned to the bottom shelf.


Eureka was a little too goofy for me, and Warehouse 13 I actually kind of liked... besides the fact that absolutely everything in it was a glorified asspull. Fringe I actually absolutely hated - their intended target audience apparently had an IQ of 2, and they leave SO MUCH unexplained.
/endrant

Seriously, though, watch Firefly if you can. There's only 14 episodes, sadly, so it's not like it'll be a huge time sink. Watch Serenity first if you need to get hooked, otherwise, start on the two-hour "pilot episode" they apparently didn't air. And don't dis it until you see it. :P Then you can dis it all you want, if you still hate it.

Also, Lolfail - very awesome. lol   My brother is learning Japanese, actually - and pointed out that Mr Frog called Talvi "kowai" in the first part, which apparently means "scary", and I misunderstood. lol

My youngest brother also pointed out that our portals make no sense... and that they would make sense only if all planetary bodies remained entirely motionless. We'd have to constantly calculate new coords just to get from Parasol to Everoc and back.



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 09:34:39 am
...I feel ashamed to say that I fell asleep twenty minutes into Serenity...

And as for the whole portal thing, I was going to try and explain the basic concept of it all in my next Interlude chapter, by likening the basic concept of portals to the basic concept of the Entropy Tunnel. It's all trajectory-based mathematics with a few bends around spacetime and bam, you've got yourself a permanent portal.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 09:41:01 am
...I feel ashamed to say that I fell asleep twenty minutes into Serenity...
...shoot. I'm not even sure how you managed that.

And, a more convincing option for the portals is that coordinate systems involve gravitational fields, which would make portal coordinates constant enough that computers could calculate the rotation of the planets from there. Unless the Death Star comes along and blasts your planet into an asteroid field, I suppose.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 09:44:53 am
...I feel ashamed to say that I fell asleep twenty minutes into Serenity...
...shoot. I'm not even sure how you managed that.

It was two in the morning and I had been playing Magic: the Gathering all day. Ah, Gamescamp 2012...

And, a more convincing option for the portals is that coordinate systems involve gravitational fields, which would make portal coordinates constant enough that computers could calculate the rotation of the planets from there. Unless the Death Star comes along and blasts your planet into an asteroid field, I suppose.

I suppose that would not only make a slight bit more sense, but it would probably be more efficient, considering that grav fields are only three-dimensional whereas spatiotemporal relations are fourth-dimensional by nature.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 10:50:56 am
Oh don't worry Talvi, I thought Fringe was too stupid to watch before I read that. And yea, Warehouse 13's best quality was pulling it all out of their ass and such. I dunno, still cool. And Eureka was kinda goofy. That still doesn't mean I don't want to see what happened.

Also, space cowboys? How does that send all the other stories to the bottom shelf graveyard?

Also, to Talvi's brother: MST3K Mantra go! I mean we could try and explain the physics of the portals, but that's just a large complicated task that is so much easier to hand wave away or just not bring up at all.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 10:58:52 am
Quote
It was two in the morning and I had been playing Magic: the Gathering all day. Ah, Gamescamp 2012...
Ahhhh, Magic, the Gathering. They have a creature called the Spearbreaker Behemoth that annoys me to no end when I'm trying to google Spearbreakers stuff. :P

Quote
Oh don't worry Talvi, I thought Fringe was too stupid to watch before I read that. And yea, Warehouse 13's best quality was pulling it all out of their ass and such. I dunno, still cool. And Eureka was kinda goofy. That still doesn't mean I don't want to see what happened.
Seems we have the same tastes. My main issue with Eureka is that I arrived too late and missed most of it. oh well.

Also, space cowboys? How does that send all the other stories to the bottom shelf graveyard?
I think it's clear you haven't watched it either. :P Trust me, it's definitely worth a watch. Regardless of the setting, the plots, character development, lines, atmosphere, acting, everything is top-notch. I don't like westerns myself, actually - can't stand them - so it's pretty far removed from westerns - or at least the typical ones, anyway.

Also, this is one of the few things you'll see me go fanboy over.


Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 11:06:42 am
HA! You have that problem too?

Yea, so did I... I went back to watch two whole seasons on DVD though, and they were pretty good too. Mind you, this show is supposed to be more comedy than serious. Sometimes more comedy than Sci-fi. In fact, it's a concept that's rather over used. Still, they pull it off.

You misunderstand. It's not the cowboys that bother me, I actually rather like good westerns. It's that it's SPACE cowboys. I hate how people make a space version of all the normal things. Like Space Cheese, the Space King, and the Space Police. Also it has Sheldon from "The Big Bang Theory" as a fan, so that is a strong negative as the nerd culture referenced in that show is usually the "stupid" side of nerd-dom. However, since I have an actual person recommending it, I'm moving back to a "neutral" position on the show. And unlike before, when I was indifferent, now I'm curious. I dunno.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 11:22:08 am
Yeah, I didn't have DVDs to watch it on, unfortunately. :\ I watched Firefly online somewhere. Eureka I only got to watch what I saw - and yeah, the comedy was pretty good in some places, I'll admit. I think it was the goofiness that put me off.


Space cowboys, yes, but, it makes sense in context.

Spoiler (click to show/hide)

More on topic, I'm waiting for Reudh to reply to a PM before I continuing writing, but I'll post one of the stockpiled chapters in a bit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 11:48:23 am
Mm. Well, even despite the goofiness, the sci-fi was pretty solid. It'd at least score a seven on a scale where Fringe is two and a college science thesis is a 10. There was some crap that they just asspulled though, so it varies from episode to episode.

Mm... You're right, it does. It even sounds like something I would watch.


Also, I'm not really part of the Spearbreaker's canon, or I'd post stories too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 02, 2014, 11:52:17 am
*ahem* This is a helmet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 01:15:15 pm
*ahem* This is a helmet.

Yep. That's ok, one of his companions has a legendary sword called "Oblivious".
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 05:51:00 pm
GOBLIN COMIC! Love that thing... I need to finish reading it - I think I stopped around when he said he was worried about losing his house, I thought that meant it was over. And I think as Mr Frog demonstrated yesterday, it doesn't really matter, we're just mainly in this to have fun. (Except for me, apparently it's fallen to me to finish the Spearbreakers story. I'm not entirely sure how that happened.)

And, Captain, I don't think anybody would mind if you posted anything, particularly not if it was of good quality. :P

And now, the next chapter. Vanya even gets introduced to green tea. (thanks, Mr Frog :P )
Vanya's Journals, Entry 60: A Temporary Home
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 02, 2014, 06:00:34 pm
I think the guy has stopped for a while, and who finished a firefly discussion without me? I am a tad saddened by that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 02, 2014, 07:57:32 pm
Also, I'm not really part of the Spearbreaker's canon, or I'd post stories too.

Eh, as long as you're prepared to not completely suck, go right the hell ahead.

E: @Aseaheru: You may want to fix your sig; it says "SpearBeakers" :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:09:38 pm
]
"SpearBeakers" :V

:D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 02, 2014, 08:16:46 pm
beakers...

Thanks for catching that. Hang on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 08:49:13 pm

Sorry if I slipped tenses any, it's one of my weaknesses as a writer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 08:57:27 pm
That looks like the start of a very interesting story, McClellan...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 02, 2014, 09:01:24 pm
Thanks! It's the story of my dwarven avatar. "Ringo the Traveler". He ends up accidentally, and then later on purpose, travelling to many, many different dimensions. In the end he becomes a strange otherworldly creature in the Deathgate story. ( Chronologically, his settlement in the Murdermachines fort is the last thing chronologically, and his involvement in Spearbreakers is the first. ) First though, he has to wander Everoc to find it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 09:13:00 pm
Uhh, twisting the forts together?

That could cause a great many sparks with quite a few people. I'm all for it, but I'd tread lightly if I were you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 02, 2014, 09:29:53 pm
It seems harmless enough to me*, but... I dunno, it also kind of seems superfluous that he's a planeshifter. Like, the story would work just as well without it. Granted, it's only just started.

Why must all the characters be superpowered weirdos?

*E: I'm basing my assertion on the assumption that nobody will care if one single unimportant character also happened to be in Spearbreakers. That kind of stuff is easy enough to ignore.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 02, 2014, 10:02:23 pm
RRRAAAAAAGGGGGGGGGEEEEEEEEEEEE

nah, just kidding. It's fine by me, so long as we don't try to actively tie the forts together. As I recall, I think someone tried to do that before and AnimaRytak (or Splint) vetoed it. (Or it could've been Swordthunders, not sure.) Good post, though! :D


Also, @Lolfail about the Mary Sue thing - To be entirely fair, I couldn't ever quite figure out for certain exactly what was going on with your characters - whether it was one character with multiple personality disorder, or a large number of characters with superiority complexes. It always greatly confused me, so keep that in mind with the Mary Sue thing. They could still potentially be Mary Sues, I simply couldn't ever quite figure out what was going on. :P


@  Asea - you like Firefly too? :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 02, 2014, 10:27:18 pm
Okay, so I know retcons are bad (even if certain "perfect" characters need to be knocked down a couple pegs, *coughcough*) and all, but sometimes opportunities show up that I have a bitch of a time ignoring. Took a few revisions and running by Talvieno a couple times, but I think I got something down for Koth.


Spoiler (click to show/hide)



*Now, you're gonna have to put the pieces together as to what has just happened to Koth. This isn't the first time a human has experienced such a trance after all.  ;)

** Reference to the Ballpoint infiltration missions; She'd have been close enough to hear the conversations but time has of course eroded her memory of what Vanya's last name really was and she 's just trying to piece it together on her own.

Now I'm sure some will cry foul of something or another, but keep in mind that I did do my thinking for this stuff and Talvieno can back me up on that. And if there's any particularly monstrous event you feel you must say something about, keep it to a PM and note that the game makes no distinction on who is a viable target for intruders.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 02, 2014, 10:33:04 pm
[Also, @Lolfail about the Mary Sue thing - To be entirely fair, I couldn't ever quite figure out for certain exactly what was going on with your characters - whether it was one character with multiple personality disorder, or a large number of characters with superiority complexes. It always greatly confused me, so keep that in mind with the Mary Sue thing. They could still potentially be Mary Sues, I simply couldn't ever quite figure out what was going on. :P

It's kinda-sorta-maybe like multiple personality disorder.

Basically, the Creator has a really hyper-dynamic personality that he tries really hard to keep under control, and new parts of it bubble and crop up at various points. This is reflected in the Aspects, which by and large are normal people until this personality thing happens, when both the Creator and the Aspect go through some sort of psychotic breakdown similar to a panic attack, at which point the Creator's personality starts to calm down again, whereas the Aspect's becomes rooted in the new part. (A superiority complex was indeed one of these.) Scindite and Sarcirent have no bearing on this; I'll explain them in a later chapter.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on April 03, 2014, 12:48:08 am
Speaking of continuity, how much are we tying SB II with SB again? I assume there'll be a few returning characters (other then Mr. Frog), and it appears Parasol is lending/Mr. Frog borrowed some of their tech to the dwarves (picking rail weaponry over non-perishable snack cakes), and the holistic are spreading their nasty faces farther abroad, but how much room are we leaving for new material?

Whatever the case, I hope we'll have room for another chef.

Also, thinking about it a bit, are we going to be reusing Spearbreaker's seed for the new version? Better yet, what were Spearbreaker's generation parameters, anyways?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 03, 2014, 12:54:05 am
We won't be in the same region in SBII, and I couldn't tell you what the generation seed was anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 03, 2014, 08:10:43 am
Well, it isn't too important. What I mean is, he probably won't be game-breaking for anyone and by the time he got over to MurderMachines he had a different personality, one more befitting that particular story. ( He actually successfully argued with Terry, ok? And earned his respect. And the way it's shaping up it looks like they are going to be rivals. Go check it out and see it for yourself. Or ask lolfail, he's there too. ) Here though, he's just getting started in the Dwarf Fortress multiverse and I always intended for Spearbreakers's mysterious companies ( though I'm not sure which ) to be involved in how he got started. Right now, he's still fresh to being a dwarf and he isn't directly aware of Dwarf Fortress. He just knows that he's a middle-level office worker who was tired of being stuck at the cube farm and has lots of pent-up aggression against post-modern society. One that was mysteriously transported to Spearbreakers's Everoc. Everoc is where he cuts his teeth. Good thing too, or he might not have been mentally prepared to take over a fortress of fire and blood in the Master's Willedabyss. Later, at some point not yet developed into the plot he accidentally finds/falls into a portal to another realm, and so on. Moreover, this portal has more of a "John Carter" portal type. In that he leaves a corpse behind and reforms in the next universe. ( Simply so that his whole reincarnation schema and later body-snatching has a kick-start and so that his story here can continue until his in-game dorf dies. ) Not all of the portals he uses work this way and he'll probably use many of Spearbreakers's "normal" portals throughout the story. Depending on what Talvi, Mr.Frog, and myself decide. For now, he's just wandering to the second Spearbreakers fort. To make sure we're clear though, he doesn't really tie the fortresses together, he only brings what he needs and usually loses his weapons and armour in between forts, and makes only ambiguous references and/or shout-outs to other forts he's been a part of. That way it doesn't mess around with people's canons by attempting to tie all the plots together. He's just a common character along a certain period in many forts. Does that sound okay?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 03, 2014, 03:26:50 pm
@talvi
Indeed I do. I dident like the movie as much as the show, but I like both.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 03, 2014, 08:00:16 pm
@Splint:

  Nice job with Koth's story! As always, your battle sequences are seamless, and the character is well put together. What is it about Spearbreakers that attracts such good writers?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 03, 2014, 08:05:14 pm
@Splint:

  Nice job with Koth's story! As always, your battle sequences are seamless, and the character is well put together. What is it about Spearbreakers that attracts such good writers?

All the good writers who were already here.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on April 03, 2014, 08:19:10 pm
@Splint:

  Nice job with Koth's story! As always, your battle sequences are seamless, and the character is well put together. What is it about Spearbreakers that attracts such good writers?
Wrote this a couple years ago:
WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
There is absolutely no way in this world I'd make a good director.

And Spearbreakers practically begs to have stories written about it. Think about it - you've got tons of "bad guys" who aren't really bad guys at all, but are simply on their own side - Parasol, Joseph, Ballpoint, the necromancers, and if you want you can simply write from a different viewpoint and make the good guys into bad guys. You've got a huge history, you've got constant battles just to protect caravans passing through, you've got a sci-fi war going on at the same time, you have no shortage of "good guys", and even the middling characters have enough meat on them to pass as protagonists if you wanted. You've got plenty of space for romance (generally of the epic failing variety, leading to awesome drama), and more than enough room for betrayal - everyone in Spearbreakers is basically on their own side, as it's so hard to survive that if you focus on anyone else you wind up zombie food (figuratively speaking). And when someone nears becoming zombie food, it's a perfect opportunity for a hero to emerge and save the day (or a villain to emerge and ensure their downfall). It's a writer's paradise.

Spearbreakers has good writers possibly because it attracts them. A story about a happy aboveground fort with unicorns and rainbows and no problems to speak of begs for nothing to be written about it... and Spearbreakers is the absolute opposite. Nobody in the fortress is happy. ...except perhaps Draignean.

Actually, !Story Spearbreakers! is probably really close to a civil war.
Captain, you're a good writer too. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 03, 2014, 08:25:49 pm
Mmhmm. Thank you! And like I said, I was drawn in by all the good writers already here. Talvieno and Mr. Frog, you're both great writers. I just don't have the patience to read the full of your stories. That's why I'm glad that people are compiling PDF's for me to read late at night when my internet time's up but I still can't sleep.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 03, 2014, 08:38:01 pm
Mmhmm. Thank you! And like I said, I was drawn in by all the good writers already here. Talvieno and Mr. Frog, you're both great writers. I just don't have the patience to read the full of your stories. That's why I'm glad that people are compiling PDF's for me to read late at night when my internet time's up but I still can't sleep.
Heh, that sounds a lot like hinting. One moment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 03, 2014, 08:43:19 pm
Mmhmm. Thank you! And like I said, I was drawn in by all the good writers already here. Talvieno and Mr. Frog, you're both great writers. I just don't have the patience to read the full of your stories. That's why I'm glad that people are compiling PDF's for me to read late at night when my internet time's up but I still can't sleep.
Heh, that sounds a lot like hinting. One moment.
:D Thanks Talv!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 03, 2014, 08:47:23 pm
Spearbreakers, the main thread, will take a LOT longer to finish putting together - I actually worked for a couple weeks straight, spending all my free time on it, just to get it as far as it is now. lol   It involved sorting through all the convos and placing everything in the correct chronological order.

Vanya's story is considerably easier. There are currently sixty chapters posted, the order is obvious, and, as an added bonus, I don't have to search internet archives for lost images links. lol   You get it pretty much pulled straight from the thread.

Vanya's story is here, click for a PDF download. Hope you don't mind mediafire. (https://www.mediafire.com/?fidn0j6f86wu8fv) (I also put a huge link at the top of the Skulker's Tale thread - who knows, maybe somebody will read it that wouldn't have otherwise. lol)

I'll have to finish the Spearbreakers PDF sometime, but that's a monumental task all to itself. lol    I've decided I need to make a overseer-only PDF anyway, as well as a second one that includes the best bits of the thread. Spearbreakers PDF is in the second post - or what I had put together of it.

edit: Hey, Splint, Spearbreakers PDF has 1132 downloads. Holy shit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 03, 2014, 08:52:03 pm
Thanks again. And I grabbed the other PDF from the second post already, just haven't read it much yet. And maybe it could be easier, if everyone did their own characters' stories. What are you using to make the PDF's?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 03, 2014, 08:53:49 pm
Originally I was using a bunch of various programs cobbled together, because I lacked a computer of my own and couldn't install anything anywhere. Now, I just use Microsoft Word. Seems to work well enough.
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Reudh on April 03, 2014, 08:54:39 pm
@Splint:

  Nice job with Koth's story! As always, your battle sequences are seamless, and the character is well put together. What is it about Spearbreakers that attracts such good writers?
Wrote this a couple years ago:
WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
There is absolutely no way in this world I'd make a good director.

And Spearbreakers practically begs to have stories written about it. Think about it - you've got tons of "bad guys" who aren't really bad guys at all, but are simply on their own side - Parasol, Joseph, Ballpoint, the necromancers, and if you want you can simply write from a different viewpoint and make the good guys into bad guys. You've got a huge history, you've got constant battles just to protect caravans passing through, you've got a sci-fi war going on at the same time, you have no shortage of "good guys", and even the middling characters have enough meat on them to pass as protagonists if you wanted. You've got plenty of space for romance (generally of the epic failing variety, leading to awesome drama), and more than enough room for betrayal - everyone in Spearbreakers is basically on their own side, as it's so hard to survive that if you focus on anyone else you wind up zombie food (figuratively speaking). And when someone nears becoming zombie food, it's a perfect opportunity for a hero to emerge and save the day (or a villain to emerge and ensure their downfall). It's a writer's paradise.

Spearbreakers has good writers possibly because it attracts them. A story about a happy aboveground fort with unicorns and rainbows and no problems to speak of begs for nothing to be written about it... and Spearbreakers is the absolute opposite. Nobody in the fortress is happy. ...except perhaps Draignean.

Actually, !Story Spearbreakers! is probably really close to a civil war.
Captain, you're a good writer too. lol

That is very true. Spearbreakers really is a writer's paradise.

And remember, Reudh was radiantly happy while under the effects of Frog's tainted wine, as long as he was near Rose. (That wasn't a true happiness of course, as it was from being so high.)

Of course, it was at that time that the fortress came closest to a civil war, in my opinion. Splint was ready to depose Reudh if he didn't improve in behaviour and judgement.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 03, 2014, 08:58:45 pm
@Splint:

  Nice job with Koth's story! As always, your battle sequences are seamless, and the character is well put together. What is it about Spearbreakers that attracts such good writers?
Wrote this a couple years ago:
WHY ARE ALL YOU GUYS SUCH GOOD WRITERS? You could turn Spearbreakers into a good movie with the amount of information you guys have been throwing off.
There is absolutely no way in this world I'd make a good director.

And Spearbreakers practically begs to have stories written about it. Think about it - you've got tons of "bad guys" who aren't really bad guys at all, but are simply on their own side - Parasol, Joseph, Ballpoint, the necromancers, and if you want you can simply write from a different viewpoint and make the good guys into bad guys. You've got a huge history, you've got constant battles just to protect caravans passing through, you've got a sci-fi war going on at the same time, you have no shortage of "good guys", and even the middling characters have enough meat on them to pass as protagonists if you wanted. You've got plenty of space for romance (generally of the epic failing variety, leading to awesome drama), and more than enough room for betrayal - everyone in Spearbreakers is basically on their own side, as it's so hard to survive that if you focus on anyone else you wind up zombie food (figuratively speaking). And when someone nears becoming zombie food, it's a perfect opportunity for a hero to emerge and save the day (or a villain to emerge and ensure their downfall). It's a writer's paradise.

Spearbreakers has good writers possibly because it attracts them. A story about a happy aboveground fort with unicorns and rainbows and no problems to speak of begs for nothing to be written about it... and Spearbreakers is the absolute opposite. Nobody in the fortress is happy. ...except perhaps Draignean.

Actually, !Story Spearbreakers! is probably really close to a civil war.

  Man, I remember reading that now- it was actually one of the factors that got me out of lurking. My existence on these forums is partially your fault!

  You decide if that's a good thing. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 03, 2014, 09:54:22 pm
Just feel like saying it, the fortress is probably still teetering on a full blown war with itself due to a power vacuum left by many founders dying, our one human resident being murdered, and the mayor being a complete moron who thinks he can do a founder's job better.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 04, 2014, 08:01:43 am
Haha! Civil war? That's really awful actually...
Title: Re: Spearbreakers - Madness. Mayhem. Mugs.(I don't know what version it is anymore.)
Post by: Talvieno on April 04, 2014, 08:07:25 am
And remember, Reudh was radiantly happy while under the effects of Frog's tainted wine, as long as he was near Rose. (That wasn't a true happiness of course, as it was from being so high.)

Of course, it was at that time that the fortress came closest to a civil war, in my opinion. Splint was ready to depose Reudh if he didn't improve in behaviour and judgement.
I don't think everybody would've followed Splint. Reudh had a respected circle of good friends. Plus, the people who wouldn't follow Splint would've followed Reudh, so yeah, it could've been a civil war. :P It was rectified, though.

\
  Man, I remember reading that now- it was actually one of the factors that got me out of lurking. My existence on these forums is partially your fault!

  You decide if that's a good thing. :)
Most definitely a good thing. No question, really.

Just feel like saying it, the fortress is probably still teetering on a full blown war with itself due to a power vacuum left by many founders dying, our one human resident being murdered, and the mayor being a complete moron who thinks he can do a founder's job better.
Vanya's story isn't likely to go that far... more likely, I'll end Vanya's story after the in-story "Final Battle", but I'm not entirely sure how yet. There are a few different options, and none of them seem too promising.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 04, 2014, 08:08:42 am
Well, that's great. I'm gonna end up entering the fort in the midst of a Civil War. >.<
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 04, 2014, 08:13:57 am
Well, that's great. I'm gonna end up entering the fort in the midst of a Civil War. >.<
Not necessarily, just choose a time. If you want to arrive before Vanya gets back, I could even potentially include you in her story bits. Don't feel too bad about it, either - in most forts, if you arrived after it was over, that would mean it was the end, and everyone was dead.

Besides, even if you want to arrive after the fort's already "ended", I think Mr Frog could keep things under control in Splint's absence. If he can't, there's also Draconik, Wari, and whichever reincarnation of Jack Magnus/Maggie. Mitch is probably there, too, still - I don't recall him dying. Draignean too. Dauros. Plenty of folks still alive. :\

I should take a look at the final save, maybe. See what I can do with it. Maybe I could give the fort a more official, permanent end... but, I'm already biting off quite a bit already, so I don't know. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 04, 2014, 08:15:50 am
Hmm. I'll take a look at it, and see what I can do as per concluding it. If that's alright with you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 04, 2014, 08:19:29 am
Hmm. I'll take a look at it, and see what I can do as per concluding it. If that's alright with you.
It's up to Splint. You might want to be a little more up-to-date on the lore, though, but... that's a challenge in and of itself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 04, 2014, 08:24:16 am
Hmm. I'll take a look at it, and see what I can do as per concluding it. If that's alright with you.
It's up to Splint. You might want to be a little more up-to-date on the lore, though, but... that's a challenge in and of itself.

You're right. I accept your challenge though. Also, last night I wrote two new episodes of the adventures of Ringo McClellan. Unfortunately, school policy dictates that I cannot use flash drives at school, so you'll have to wait until this evening sometime. I'm getting a lot better at short, episodic writing. Of course, it helps that I'm writing in Everoc. Everything is violent and sporadic, plenty of room for drama, not very much for bonding with offspring. ( Yet. I hope that happens eventually, but due to the different nature of this story as compared to my usual more psychological ones it will probably be a much shorter time. I don't need to go into too much detail or it'll spoil things, but I bet at least half of you can guess. Put it in spoiler tags if you feel like saying it on this thread. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 04, 2014, 09:22:05 am
I, for one, look forward to this new story with eagerness!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 04, 2014, 09:10:20 pm
@Talvi: Read up to Chapter 4. Very nice, could be published as a book and marketed if it were written under different circumstances.

@Everyone:

Bear with me here, I don't use metric measures by nature. I just figure it would be most appropriate for Ringo.  I also have most of the next episode written, but I'm gonna try to finish several in advance so that I can have a steady release stream. In case anyone's wondering, the goblin boy's name is/will be Ux ( pronounced "Ush" ), which translates "Grim".
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 06, 2014, 04:10:45 pm
@Talvi: Read up to Chapter 4. Very nice, could be published as a book and marketed if it were written under different circumstances.
Not sure if you're saying that's as far as you've gotten, or that that's as far as you're going to go. :P Thank you, though, for the compliment. I've been getting some pretty heavy criticism on it lately, so it's nice to have something positive said about it.

@Everyone:

Bear with me here, I don't use metric measures by nature. I just figure it would be most appropriate for Ringo.  I also have most of the next episode written, but I'm gonna try to finish several in advance so that I can have a steady release stream. In case anyone's wondering, the goblin boy's name is/will be Ux ( pronounced "Ush" ), which translates "Grim".

Very nice! Everything matches so far, and you're a pretty good writer yourself.
I don't know if you've looked at it, but there's a map to the area around Spearbreakers hidden somewhere in the Spearbreakers art gallery - it might help you some with your storytelling.


I haven't been on much the past couple of days, so I need to catch up on PMs, and then I'll be finishing up on proofreading a chapter so I can post it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 06, 2014, 07:15:17 pm
@Talvi: I'm saying that's as far as I've gotten. I plan to read the whole thing. Also, why the heavy criticism?

I also can't find that on the Wiki, could you link me?

@Everyone:
Spoiler: The Attack! (click to show/hide)

EDIT: Does anyone have a world-map of the Spearbreakers's world?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 06, 2014, 07:28:45 pm
Spoiler broke.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 06, 2014, 07:30:11 pm
Spoiler broke.

Yea. Whoopsy. I fixed it. Got ninja'ed though, because I thought I'd fixed it before anyone saw.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 06, 2014, 07:33:52 pm
SPEARBREAKERS ART GALLERY (link) (http://www.bay12forums.com/smf/index.php?topic=102730.msg4784686#msg4784686)
Finished map:
(http://images.wikia.com/spearbreakers/images/2/2e/West_everoc_complete.png)

Other maps:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 06, 2014, 07:37:04 pm
The corner next to the amber barbs is North right?

EDIT: You guys don't mind me naming sections that you haven't put a name to yet? Or would I need to get approval for stuff like that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 06, 2014, 07:40:15 pm
Most places have a name in-game, I just can't be bothered to dig through my copy to look.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 06, 2014, 07:43:10 pm
The corner next to the amber barbs is North right?

EDIT: You guys don't mind me naming sections that you haven't put a name to yet? Or would I need to get approval for stuff like that.
That's actually north-east.  The sections have names, they just aren't labeled on that map. I think most of the stuff south of Spearbreakers is unnamed, but the areas to the north are named. The jungles are The Jungles of Binding, the deserts are "Gugiromon", as I recall, or something like that - humans live up there, and we named them for the human settlements. The Amber Barb is where the dwarven mountainhome is. There's an official name for the blood plains, but we just call them "the blood plains". For the most part, we've been using the ingame names. Those are the only ones I remember off the top of my head, though.

Everything south of Spearbreakers is basically uncharted territory. There aren't any stories taking place down there, as far as I know.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 06, 2014, 07:52:26 pm
Hmm... Well I put Westerroc to the south and west of some mountains, so I'm thinking that mountain range next to the long river is the mountain range we're headed to now. Where's new Spearbreakers going to be, cos I don't think I'll have us end up in old Spearbreakers at all. And can anyone, preferablly Splint or Talvi, send me a copy of the save so I can reasonably find a place to put Westerroc? ( As well as give me some advice on the matter in PM's. I'm not sure how to add the place in. Eh. It'll probably be in ruins anyway, since the last inhabitants just followed me out of there. So it may not matter.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 06, 2014, 08:54:25 pm
Also, just for the record... Is Everoc pronounced ever-rock or eve-rock? Because I've been pronouncing it ever-rock the whole time, but last night dreamed I was actually in the fortress and everyone pronounced it eve-rock.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 06, 2014, 08:56:00 pm
Not Ever-roc?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 06, 2014, 09:50:09 pm
I'd been going with ever-rock myself for pronunciation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 06, 2014, 09:58:42 pm
Yes, Gugiromon in story encompasses most of the desert north to north east of the Blood Plains. It is a varied country, inhabited almost exclusively by humans. It ranges from total aridity in the area near the Blood Plains, which is its southernmost border, to plains in its foodbowl east.

Sewaturet is situated somewhere near the border of Gugiromon and the Amber Barb, if I recall correctly.

The Four Counties of my stories are a tiny nation of four towns off the eastern tip of Gugiromon.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 06, 2014, 11:14:09 pm
For reference, Gugiromon is the untranslated name for the humans in Spearbreakers (or most of them anyway,) The Copper Realm.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 07, 2014, 08:24:41 am
I've pronounced it Ever-rock, but I'm new, so I dunno.

M'k. So Sewaturet is who?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 07, 2014, 12:57:46 pm
Vanya's Journals, Entry 61
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 07, 2014, 02:47:09 pm
I've pronounced it Ever-rock, but I'm new, so I dunno.

M'k. So Sewaturet is who?

Sewaturet is based on a human fort I played that is an independent city state that controlled many trade routes (and thus roads) in its area, making it a very attractive target for both Ballpoint and Parasol who could make use of them in the more modern era, as said roads lead to their "in-dimension" headquarters and Eris orchestrated an attack without using any of its own actual forces to try and take control of the city to use as a staging ground and production facility to attack both once Ballpoint and Parasol were done hammering both. The plan went tits up due to unforeseen events though and Eris lost its own facility on Everoc instead due to a combination of a Sewat-Ballpoint assault and mechanical failure on a maintenance door. Joseph managed to escape of course with the most important people in the facility, but left the majority plus a clone of himself behind to take the heat off himself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on April 07, 2014, 02:56:16 pm
That mechanical door failure sounds like the door getting jammed with a monarch butterfly remains in Battlefailed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 07, 2014, 05:58:06 pm
A nice shout-out if I ever saw one.

@Talvi:

  I am quite frankly amazed that you are getting such heavy flak, to be honest. Your work is amazing, and you've obviously put quite a bit of your heart and soul into your writing. It's something which I've read personally over and over, and I probably will continue to do so for a long time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 07, 2014, 06:03:01 pm
@Talvi:

  I am quite frankly amazed that you are getting such heavy flak, to be honest. Your work is amazing, and you've obviously put quite a bit of your heart and soul into your writing. It's something which I've read personally over and over, and I probably will continue to do so for a long time.

I'm wondering who's been voicing complaints really, I find his stuff good myself barring the occasional thing that makes me itch with annoyance, and those are pretty rare.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 07, 2014, 07:03:51 pm
In case anyone wonders, it's actually not me this time. I am curious as to what's going on as well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 07, 2014, 07:17:32 pm
That mechanical door failure sounds like the door getting jammed with a monarch butterfly remains in Battlefailed.
Actually, that was Boatmurdered.



And, no, Mr Frog, it's not you. Your criticism I could take - it's usually constructive. It's a family member that finally decided to read it and has been picking at me, mostly focusing on Vanya's character. :-\ Specifically that she's "pathetic" and "relies on everyone else to fight her battles for her". In other words, implying I was so cautious not to make her a Mary Sue that I ended up accidentally making her an equally bad, opposite version of it. There's been a lot of other stuff, but, that's what gets focused on the most...

edit: there's also another friend who's doing it, but he's not so much picking at it as acting vaguely displeased and condescending. I never really thought I was all that great to begin with, and I know you guys are trying to make me feel better, but, I really have to face that I'm not as great as I need to be. I just need to improve.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 07, 2014, 07:21:33 pm
I personally don't really mind having a somewhat-pathetic main character. I don't think you ever really implied that Vanya was meant to be a role model. I suppose if someone really finds her so unappealing that they can't stand reading about her then that's their opinion and I guess they're entitled to it.

Your writing has flaws, but Vanya kind of being a drip isn't one of them IMO.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on April 07, 2014, 07:25:02 pm
Are we ever going to start the sequel? What exactly are we waiting on? Also, I preemptively call the militia commander.  :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 07, 2014, 07:47:01 pm
She seems fine to me. She's not a fighter by nature and it's only natural that she'd rather have the people trained for that sort of thing like Reudh or Urist do it. He own abilities ingrained training notwithstanding probably puts her around competent (Rusty or Very Rusty) at best which would make her absolutely pathetic in a fight against and compared to professionals.

Are we ever going to start the sequel? What exactly are we waiting on? Also, I preemptively call the militia commander.  :P

Next stable release, and no guarantees we'll remember that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on April 07, 2014, 07:50:51 pm
Oh, and I'll probably remind whoever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 07, 2014, 11:31:26 pm
In regards to the recent pronunciation discussion... I don't think an 'official' pronunciation for Everoc was ever given, and I don't much care about whatever 1d4chan or whatever says.

By whatever amount of authourity happens to be vested in me, the official pronunciation of 'Everoc' is now 'shmip-shmip', emphasis on the second shmip.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 07, 2014, 11:33:07 pm
By whatever amount of authourity happens to be vested in me, the official pronunciation of 'Everoc' is now 'shmip-shmip'. emphasis on the second shmip.

Is that a short "i" or a long "i"?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 07, 2014, 11:36:32 pm
Short 'i'. Rhymes with 'snip-snip'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 08, 2014, 08:11:00 am
Short 'i'. Rhymes with 'snip-snip'.

Except with a backwards inflection. Must be European.

@Talvi: I thought Vanya was supposed to be kinda pathetic. Sort of like early Bilbo Baggins, relying on the dwarves and wizards to survive. O'course, I've still only read four chapters and I have to solder my flashdrive back together before I continue. This is a challenge. I have never had to repair this small a circuit-board. Anyone know how easy it is to heat damage flash memory? Cos I might have to use mercury and a gas-mask to back up my data. ( The biggest problem is the two data traces, the tabs were ripped off of the board because they were melted to the pins. It's ironic how easy the ground shield's mounting knots will rip off of the board but the pins are so amazingly attached that they take the copper tabs with them. ) In case anyone's wondering, I sat on it.

@Everyone: Have any of you had this problem before?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 08, 2014, 08:13:34 am
@Everyone: Have any of you had this problem before?

Yes. I fixed it by moving my recovered backups to my new flash drive, but I'm guessing that that's not an option... And I've soldered many things, but never circuitry that intricate. It *should* be fine if you keep the iron to a low heat.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 08, 2014, 08:20:29 am
@Everyone: Have any of you had this problem before?

Yes. I fixed it by moving my recovered backups to my new flash drive, but I'm guessing that that's not an option... And I've soldered many things, but never circuitry that intricate. It *should* be fine if you keep the iron to a low heat.

Mm... I might have to borrow my P-paw's soldering iron then, cos mine only has one heat setting. I think it's the lowest though. ( Now that I think of it, I left mine at his house anyway. ) And yeah, I need jeweler's glasses and my own roll of solder. Also, I had to move forward in the Ringo McClellan story, because that, along with all my other vital stuff, was on the drive. Mm... At any rate, I need to stop using flash-drives with enough surface area to easily destroy. Or always use a USB extension cord. On the upshot, I think I posted everything I had finished before I broke it last night.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 08, 2014, 01:57:41 pm
By whatever amount of authourity happens to be vested in me, the official pronunciation of 'Everoc' is now 'shmip-shmip', emphasis on the second shmip.
Why is this? Or is it only for a certain language that is not dwarven, english or there variants?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 08, 2014, 04:43:56 pm
  @Talvi:

 I consider Vanya an Regular Joe turned Badass- she reacts to things the way a civilian would, but will fight for what she believes in. She isn't so much dependant on others as she is willing to accept a hand- 'Can't hurt, right?' sort of deal.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on April 08, 2014, 05:42:15 pm
I think the most interesting thing about Vanya is that she isn't an arrogant "elfy knows best" cutout that views technology as eeeeevile. But then again, if she was, she'd hardly have survived Spearbreakers for very long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 09, 2014, 05:35:36 pm
Part 3:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Elephant Parade on April 10, 2014, 01:43:39 am
Since there's so much Spearbreakers discussion, it's obviously still alive and kicking. Why doesn't somebody start a sequel fortress?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 10, 2014, 01:58:09 am
NEW DRINKING GAME: Drink every time someone asks the above question.

Splint said that the sequel will be a thing once the next major version of DF is released and stable, which based on Toady's track record could be anytime from next June to the heat death of the universe. Or Ragnarok, whichever comes first.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 10, 2014, 02:20:19 am
NEW DRINKING GAME: Drink every time someone asks the above question.

Splint said that the sequel will be a thing once the next major version of DF is released and stable, which based on Toady's track record could be anytime from next June to the heat death of the universe. Or Ragnarok, whichever comes first.

Ragnarok was supposed to be February 24 this year.
I was rather disappointed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 10, 2014, 02:54:59 am
NEW DRINKING GAME: Drink every time someone asks the above question.

Splint said that the sequel will be a thing once the next major version of DF is released and stable, which based on Toady's track record could be anytime from next June to the heat death of the universe. Or Ragnarok, whichever comes first.

Ragnarok was supposed to be February 24 this year.
I was rather disappointed.

God damn it why do I always hear about all the cool events after the fact

Well, I guess this one was cancelled anyways, so whatever.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 10, 2014, 01:35:37 pm
In regards to the recent pronunciation discussion... I don't think an 'official' pronunciation for Everoc was ever given, and I don't much care about whatever 1d4chan or whatever says.

By whatever amount of authourity happens to be vested in me, the official pronunciation of 'Everoc' is now 'shmip-shmip', emphasis on the second shmip.
Unless Splint directly opposes this, I consider it headcanon now. :P Careful of abusing your power, Mr Frog. lol   (Actually, more seriously, I think it would be pretty difficult to change what I call it, after calling it "Everoc" for so long - kind of like I can't help but pronounce Lolfail's name as "Lol, fail" instead of "erhail" or... whatever he said.)


@Talvi: I thought Vanya was supposed to be kinda pathetic. Sort of like early Bilbo Baggins, relying on the dwarves and wizards to survive. O'course, I've still only read four chapters and I have to solder my flashdrive back together before I continue.
She outdoes Bilbo Baggins as far as relying on others by chapter 8. She can rely on herself, but only when circumstances permit it. (personally, 7 and 8 are a couple of my favorite chapters. my very favorite is probably 27 (so far), though (and do NOT skip ahead to read it, because it contains MAJOR SPOILERS.)

  @Talvi:

 I consider Vanya an Regular Joe turned Badass- she reacts to things the way a civilian would, but will fight for what she believes in. She isn't so much dependant on others as she is willing to accept a hand- 'Can't hurt, right?' sort of deal.
Heh, this made my day. :P Thanks, TalonisWolf. And yeah, she's willing to accept a hand. She relies on herself whenever circumstances permit. (It actually deeply surprised me how much character development she's undergone, when I suddenly realized it... I'm not sure if it's a good thing or a bad thing.)

Spoiler: only just saw this (click to show/hide)

Since there's so much Spearbreakers discussion, it's obviously still alive and kicking. Why doesn't somebody start a sequel fortress?
Because DF2014, and because I'm hard at work actually wrapping it up - at least Vanya's part.

NEW DRINKING GAME: Drink every time someone asks the above question.

Splint said that the sequel will be a thing once the next major version of DF is released and stable, which based on Toady's track record could be anytime from next June to the heat death of the universe. Or Ragnarok, whichever comes first.

Ragnarok was supposed to be February 24 22 this year.
I was rather disappointed.
Actually, it was a director from a British museum (primarily featuring Viking-related exhibits) trying to stir up people for an annual event that was going to happen on (shocker) February 22nd. Needless to say, she succeeded. Don't worry, we haven't missed Ragnarok yet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 10, 2014, 02:36:11 pm
Right, who demoted the frog?

He is now a janitor instead of a mad scientist according to his thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 10, 2014, 02:51:47 pm
Right, who demoted the frog?

He is now a janitor instead of a mad scientist according to his thing.
It's been like that for a long time. I actually miss him being a respectable sort of psychopath. I'm also surprised he has something that looks suspiciously like a meme as his avatar... Something is afoot.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 10, 2014, 03:05:26 pm
Has The Master been sending out his minions again?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 10, 2014, 03:48:09 pm
Right, who demoted the frog?

He is now a janitor instead of a mad scientist according to his thing.
It's been like that for a long time. I actually miss him being a respectable sort of psychopath. I'm also surprised he has something that looks suspiciously like a meme as his avatar... Something is afoot.

PEONS I DON'T HAVE TO JUSTIFY MY ACTIONS TO YOU

Well, see, I'd been having a sort of backlash against the whole 'look-at-me-I'm-so-edgy-and-insane' aesthetic, so I figured it was time to change my message to something marginally-more-grounded. I had recently managed to finally get something resembling a job and was super-excited, so I used that instead.

The avatar came about as part of a demonic pact I made with my sister to get her to change her Instragram avatar to one of her least-favourite Umineko characters making a stupid face. In return, I agreed to change my avatar to my favourite Umineko character (Rudolf, if anyone cares) making an equally-stupid face. To my knowledge, it is not even remotely a meme (I cobbled the image together myself using a panel from the manga) unless one counts the Impact font. I'll probably change it back once I get tired of seeing Rudolf in despair (which may well be never).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 10, 2014, 04:18:32 pm
 Since when have the users of the Bay12 forums ever got tired of watching other people suffer? :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on April 10, 2014, 07:10:34 pm
Well, I dont like them to suffer over much.

Except the single vampire I have encountered. When I find that asshole I will BURN his ass.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 10, 2014, 07:40:14 pm
@Mr. Frog: I think it suits you, wait at least two months before changing it again. Cos, there's people like kj and Knit Tie who go through seven different avatars a day. Also, the whole "Lookit me! I's crazy!!!" is very over done. I'd even call it blase if I fully knew what that word meant. Welcome to the new-old aesthetic of keeping a mentally healthy balance. ( Plus, it amuses me so much, because I can picture the voice that goes with it. It may well become a meme though, so let's be sure that all credit goes to the Frog. )

@Everyone else: The Janitor is one of the most important positions in all organizations! Why should hell be different? You may scoff, but the Janitor can take down any organization from the inside and does the least savoury but most morally upright job of any big business. All while wearing his dignified uniform. To all Janitors who truly do well at their job: never stop. You're almost as important as the good mother and the therapist in a societal infrastructure, though you well never receive even the honours due to those. I know. I respect. I care. Whenever I think of you, I clean up my own messes and leave a polite note.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 11, 2014, 11:35:44 am
No, I wasn't meaning anything bad by it at all. :P I was just joking around. I'm curious as to what Umineko is, though.
And yes, much respect to janitors. Very much.

The next chapter of Vanya's Journals:

Vanya's Journals, Chapter 62: A Tense Meeting
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 11, 2014, 02:57:09 pm
...Well. I wasn't expecting Trevor to say that.

*slow claps*

  Excellent! Now I have a dozen theories on Trebor's role in this story, and he's a Minor Protagonist/Antagonist (haven't decided yet)! I wonder how Katie would feel about this... about how he feels 'guilt' for his sisters death, and how he feels about Vanya and why.

  Looking forward to the next installment!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 11, 2014, 06:36:46 pm
Quote
I'm curious as to what Umineko is, though.

Wikipedia's got ya covered (http://en.wikipedia.org/wiki/Umineko:_When_They_Cry). It's really hard to explain, but it's basically an extended deconstruction of the mystery genre with a dash of mindfuck. My sister's really into it, although I kind of got tired of it around Episode 6 and am now so thoroughly spoiler'd that there's no real reason for me to continue reading any of it.

[epic janitor rant]

Oh, no, I do nothing so prestigious. I just help my dad sweep a bar, and he gives me some of his wages. 'Hell' is an appropriate metaphor, trust me ;_;
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 11, 2014, 06:40:02 pm
Quote
I'm curious as to what Umineko is, though.

Wikipedia's got ya covered (http://en.wikipedia.org/wiki/Umineko:_When_They_Cry). It's really hard to explain, but it's basically an extended deconstruction of the mystery genre with a dash of mindfuck. My sister's really into it, although I kind of got tired of it around Episode 6 and am now so thoroughly spoiler'd that there's no real reason for me to continue reading any of it.

[epic janitor rant]

Oh, no, I do nothing so prestigious. I just help my dad sweep a bar, and he gives me some of his wages. 'Hell' is an appropriate metaphor, trust me ;_;

Eh... Sorry to hear that man. Especially because it's a bar... :/ Ah well, we all love and respect you here and I'm guessing your dad and you are on pretty ok terms if he lets you help at his job and then pays you a share.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 13, 2014, 09:03:21 am
...Well. I wasn't expecting Trevor to say that.

*slow claps*

  Excellent! Now I have a dozen theories on Trebor's role in this story, and he's a Minor Protagonist/Antagonist (haven't decided yet)! I wonder how Katie would feel about this... about how he feels 'guilt' for his sisters death, and how he feels about Vanya and why.

  Looking forward to the next installment!
Trebor got most of his use in the Blood Plains/48D arc, but he's still proving to be useful, as far as story goes. I managed to establish a great deal while Vanya was going off on her wild goose chase, and it wasn't so useless after all, really. This isn't going to turn into a yo-yo plot point, though. Vanya's going to figure out who it is before much longer.

The past couple days I've been too busy IRL (cleaning and yardwork) to really get any work done, but I'm starting back today, hopefully. I haven't even been online much. (Doesn't help that I got sick, apparently from something outside/in the garage.)


Mr. Frog - I'm not sure I heard about that, but now I get why you've never seemed pleased with your job. :-\ And yeah, we love you here. As to Umineko, sounds like something I might be interested in, but, I spoiled it for myself a bit... and I don't think I'd be able to get ahold of it anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 21, 2014, 09:39:31 am
Where did everybody go?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 21, 2014, 09:41:18 am
For me, mostly the devlog. And Tumblr.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 21, 2014, 10:26:43 am
Where did everybody go?

Good question. I usually keep an eye on stuff now unless there's something  I feel I have worth saying or whatever, so the silence is a little jarring.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 21, 2014, 10:43:53 am
  It's the calm before the storm known as 'Spearbreakers II'.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Golbolco on April 21, 2014, 12:46:49 pm
After going through the three SomethingAwful greats again, then going through this, I've put together my theory of how Spearbreakers could be a sequel to Syrupleaf AND have the world survive the ending of Syrupleaf.

Here's a quote from the beginning of Headshoots:

War... war never changes.

The Hame of Severity waged war to gather slaves and wealth. The Blowing Cactus built an empire from its lust for gold and territory. Sazir Searchdikes shaped a battered Sword of Owning into an economic superpower.

But war never changes.

In the first century war was still waged over the resources that could be acquired, only this time the spoils of war were also its weapons: adamantine and magma. For these resources the Doom of Flags would invade the Boat of Society, the Sword of Owning would annex the Mute Continent, and the Blanketed Nations would dissolve into quarreling, bickering nation-states bent on controlling the last remaining resources in the Realms of Enchanting. In 27 the storm of world war had come again. In two brief hours, most of the world was reduced to cinders, and from the ashes of geothermal devastation a new civilization would struggle to arise.

A few were able to reach the relative safety of the large dwarven mountain halls. My family was part of that group that entered Palmlanterns. Imprisoned safely behind a large drawbridge under a mountain of stone, a generation has lived without knowledge of the outside world.

Life in Palmlanterns is about to change...


Note the geothermal devastation part. Later in Headshoots, it mentions the Great Magma Flood of 27. It's possible that if in Headshoots, the world recovers albeit in a different form in 100+ years, then what happens in Syrupleaf could be recovered from. It's also likely that with the obsidianization of the world in Syrupleaf, people took back to the dwarven halls like they dead pre-Headshoots.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 21, 2014, 08:25:32 pm
Where did everybody go?

Me? Uni. How've you been?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on April 21, 2014, 09:31:20 pm
 
Where did everybody go?

Me? Uni. How've you been?

  Heh. With me it was Gundam, then Bleach, then what I'm watching now: Code Geass.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 21, 2014, 09:50:24 pm
Heh, I really didn't want to double-post with story bits. Plus, been fighting some issues of my own. heavy depression stuff.

Golbolco - I'm not sure how far you've gotten into Spearbreakers, but we've decided on something that didn't require retconning anything (if you notice, though, Syrupleaf retcons itself twice near the end). To do this, we said that, when Armok destroys the world via obsidianizing due to the fact that Syrupleaf fell, Parasol goes back in time and traps Syrupleaf in a stasis bubble for all eternity, so that the time within can't move forwards. This appeases Armok and everything continues. (Although, you have to admit that the obsidianization is a bit overkill to begin with... unless Armok is making a last stand for himself against overwhelming demonic forces - and that's what Spearbreakers is based around.) Not that your story doesn't have some merit to it - that's actually what one of our images is about:
Spoiler (click to show/hide)
However, as it was pointed out, the narrative says specifically that every living thing was wiped off the face of the planet, as I recall... which is why we had Parasol go back in time.





AND NOW, the next chapter. Sorry for the wait. I didn't want to double-post. :P I am pretty happy that you all showed up, though - at least we're not dead yet. I was getting worried. :-\ I really don't want to wind up double-triple-quadruple posting with story bits.

Vanya's Journals: Returning Home
Spoiler (click to show/hide)


Also, I'm slowing down a little with the posting because I'm hitting what amounts to a wall. I have four chapters completed after this one, but I'm coming up on what was originally going to be the absolute highest point of Vanya's story, and I'm trying to make sure I get it right. Confidence is a little shaky right now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 22, 2014, 02:51:10 am
Where did everybody go?

I'm doing other stuff right now. There's a story I've been working on foreeeeeeever (like, at least a year, maybe two -- I don't even remember) and so that's currently the focus of my writing energies. I've also been playing the hell out of EarthBound (the origin of my old avatar, if anyone cares (http://earthbound.wikia.com/wiki/Armored_Frog)) and posting silly scribbles to Miiverse as I do so. Haven't had much to post.

E:
Plus, been fighting some issues of my own. heavy depression stuff.
:( I'm always here for you, ya know.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 22, 2014, 08:08:49 am
Where did everybody go?

I'm doing other stuff right now. There's a story I've been working on foreeeeeeever (like, at least a year, maybe two -- I don't even remember) and so that's currently the focus of my writing energies. I've also been playing the hell out of EarthBound (the origin of my old avatar, if anyone cares (http://earthbound.wikia.com/wiki/Armored_Frog)) and posting silly scribbles to Miiverse as I do so. Haven't had much to post.

E:

Earthbound! :D I've started playing again. I really like the game. I like the whole series really.

Heh, I really didn't want to double-post with story bits. Plus, been fighting some issues of my own. heavy depression stuff.

Why?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on April 22, 2014, 11:41:32 pm
Huh. I've sorta been playing out Earthbound a bit too ever since I found my SNES. Great minds think alike, no?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 22, 2014, 11:53:15 pm
Ah yes, the SNES...

I recently got mine working again, found an adapter that plugs into a digital TV. Super Mario All Stars was glitched as fuck. I don't know why playing as a brick/ghost hybrid was so amusing but it was.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 23, 2014, 01:54:32 am
Huh. I've sorta been playing out Earthbound a bit too ever since I found my SNES. Great minds think alike, no?

WiiU Virtual Console for me, as I'm not nearly rich enough to acquire one of the original cartridges (lucky punk).

I'd be throwing a classic Mr Frog hissy fit over this blatantly-OT discussion, except 1) the fortress and most of its storylines has concluded and all that's left is for poor put-upon Talvi to tie up absolutely every loose end by himself, therefore the thread itself has more-or-less achieved its purpose anyways and 2) I really don't give a fuck what the hell y'all do anymore 0:)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 23, 2014, 07:07:11 am
I finally found this file! It was only half-done at the time, and I'd lost my file on English/Void translations so there's a section in here where people are singing in poor Welsh. Sorry 0:)

I never got around to explaining portals/Tunnels, instead giving an example of Audiomancy. Next chapter should be the final Interlude chapter, ready to launch into the main story for SBII.


I'll start working on the next chapter as soon as I flesh out exactly how the Interlude/SBII transition is going to work.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 26, 2014, 04:32:41 pm
Chirp chirp motherfuckers. Where'd everyone go this time?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 26, 2014, 08:59:53 pm
I assumed everyone fled my poor writing '^^
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 26, 2014, 11:04:26 pm
Still plugging away on the Story That Will Not Die. I WILL GET IT FINISHED WITHIN THE YEAR DAMMIT (although at this rate I'll have to end it roughly 1/3 of the way through the intended plot, but that's okay because after eons of looking at it I have because so intimately-familiar with its shortcomings that it's actually kinda nauseating).

Talvi, if you'd please post some kind of anything just to assure us you're okay it'd be greeeeat. I'm kinda worried after your last post.

E: Because this thread is apparently about retro gaming now, I finally beat EarthBound for what I think is the second time yesterday and once again I cried like a fucking baby at the ending. I started tearing up halfway through the Giygas battle and then wept more-or-less continuously until the credits rolled. God I'm pathetic :'( I don't even know what it is; the plot is bare-bones and the characters are barely-developed and yet that damn game rips my heart out like a starving raptor every. single. time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 27, 2014, 02:20:14 am
Chirp chirp motherfuckers. Where'd everyone go this time?

I was kinda waiting for everyone else, and dealing with impending homelessness, and stressing about college finances, and playing a really difficult succession fort, and having relationship problems, and having deep philosophical discussions, and attempting to get grades up, and procrastinating on reading books, and wondering how I'm going to get a twenty chapter assignment done in three days, and preparing for High School graduation, and filling out an order for custom signs at my internship and what was the other thing...? Well, you get the point. Very busy. Also, at some point I need to finish writing the next chapter of my story, prepare my presentation on what the Louisiana School Board should do to achieve higher academic success, do some visual art, get a job, increase my programming skills, and play Minecraft again. Mmm... Right now though? Right now I need to sleep. Nighty-night folks!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 27, 2014, 03:30:14 am
I was kinda waiting for everyone else, and dealing with impending homelessness, and stressing about college finances, and playing a really difficult succession fort, and having relationship problems, and having deep philosophical discussions, and attempting to get grades up, and procrastinating on reading books, and wondering how I'm going to get a twenty chapter assignment done in three days, and preparing for High School graduation, and filling out an order for custom signs at my internship and what was the other thing...? Well, you get the point. Very busy. Also, at some point I need to finish writing the next chapter of my story, prepare my presentation on what the Louisiana School Board should do to achieve higher academic success, do some visual art, get a job, increase my programming skills, and play Minecraft again. Mmm... Right now though? Right now I need to sleep. Nighty-night folks!

Wow. This guy can juggle like a boss.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 27, 2014, 10:44:48 am
Talvi, if you'd please post some kind of anything just to assure us you're okay it'd be greeeeat. I'm kinda worried after your last post.
*posts some kind of anything*

Nope, I'm here... just "eh". Not feeling the greatest, and I haven't for a while. I hit a minor case of writer's block with the story... I can't figure out how to untangle it. That plus feeling depressed sets me at a less-than-optimal working capacity... I guess I got past the point where I craved socialization - not being able to find it, I guess I kind of retreated reclusively, almost as a reflex... it's not helping me feel any better, but at least I'm not feeling any worse anymore. :-\ That's a plus, I suppose. it's sort of like damage control.

A few nights ago I came very close to pouring everything out either in this thread, or making a new one in the Life Advice board... but ultimately decided against it. For here, it was because it seemed self-important, whiny and off-topic. For the lower boards, it was a heaping helping of the first two and the knowledge that it was very likely that the "advice" people gave me wouldn't be very helpful. I actually had someone try to urge me to kill myself a week or so ago. :-\ Never had that happen before... weird thing is, they actually seemed like they weren't being cruel, but like they thought they were helping and being compassionate. lol

so, at this point, I don't really know what to do. I'm mostly occupying my time coding where I don't have to think about anything. I'm writing what will hopefully be a pseudointelligent chat bot, in java. as to the story, my confidence got a little shakier and finally fell apart. :P Not sure how to piece it back together. My natural inclination would be to socialize it away, but when I tried that, it had the opposite effect, like I said above. Mr Frog, if you remember what I said happened last year/last October, it's not quite that bad right now... so don't feel too alarmed. I would've PM'd you, and I even started writing, but then felt bad about it because I basically feel like I'm beginning to sound like a broken record. People have given me advice, or suggested things I should try, but none of it is actually working. What I really needed, I think, was socialization, but I never feel comfortable with seriously asking it of anybody because I, myself, don't know just to what lengths I mean by that, and it feels like I'd be asking more than I deserve... anyway, the heavy depression stuff is still there. tried talking to my folks about it, but somehow they think I'm making it up. :-\

So... hmm. I don't really know what to do about it all anymore.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 27, 2014, 10:50:49 am
Talvi, if you'd please post some kind of anything just to assure us you're okay it'd be greeeeat. I'm kinda worried after your last post.
*posts some kind of anything*

Nope, I'm here... just "eh". Not feeling the greatest, and I haven't for a while. I hit a minor case of writer's block with the story... I can't figure out how to untangle it. That plus feeling depressed sets me at a less-than-optimal working capacity... I guess I got past the point where I craved socialization - not being able to find it, I guess I kind of retreated reclusively, almost as a reflex... it's not helping me feel any better, but at least I'm not feeling any worse anymore. :-\ That's a plus, I suppose. it's sort of like damage control.

A few nights ago I came very close to pouring everything out either in this thread, or making a new one in the Life Advice board... but ultimately decided against it. For here, it was because it seemed self-important, whiny and off-topic. For the lower boards, it was a heaping helping of the first two and the knowledge that it was very likely that the "advice" people gave me wouldn't be very helpful. I actually had someone try to urge me to kill myself a week or so ago. :-\ Never had that happen before... weird thing is, they actually seemed like they weren't being cruel, but like they thought they were helping and being compassionate. lol

so, at this point, I don't really know what to do. I'm mostly occupying my time coding where I don't have to think about anything. I'm writing what will hopefully be a pseudointelligent chat bot, in java. as to the story, my confidence got a little shakier and finally fell apart. :P Not sure how to piece it back together. My natural inclination would be to socialize it away, but when I tried that, it had the opposite effect, like I said above. Mr Frog, if you remember what I said happened last year/last October, it's not quite that bad right now... so don't feel too alarmed. I would've PM'd you, and I even started writing, but then felt bad about it because I basically feel like I'm beginning to sound like a broken record. People have given me advice, or suggested things I should try, but none of it is actually working. What I really needed, I think, was socialization, but I never feel comfortable with seriously asking it of anybody because I, myself, don't know just to what lengths I mean by that, and it feels like I'd be asking more than I deserve... anyway, the heavy depression stuff is still there. tried talking to my folks about it, but somehow they think I'm making it up. :-\

So... hmm. I don't really know what to do about it all anymore.

Whoa... I don't know how people cope with this stuff, but you really are the strongest type of people.

I might not be able to help, but if you ever need anyone to talk to, I'm here. And sometimes soft sunlight helps alleviate or mitigate some darker emotions, from my experiences... maybe you could try that Ignore that, it's a late night...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 27, 2014, 11:52:48 am
Talvi, if you'd please post some kind of anything just to assure us you're okay it'd be greeeeat. I'm kinda worried after your last post.
*posts some kind of anything*

Nope, I'm here... just "eh". Not feeling the greatest, and I haven't for a while. I hit a minor case of writer's block with the story... I can't figure out how to untangle it. That plus feeling depressed sets me at a less-than-optimal working capacity... I guess I got past the point where I craved socialization - not being able to find it, I guess I kind of retreated reclusively, almost as a reflex... it's not helping me feel any better, but at least I'm not feeling any worse anymore. :-\ That's a plus, I suppose. it's sort of like damage control.

A few nights ago I came very close to pouring everything out either in this thread, or making a new one in the Life Advice board... but ultimately decided against it. For here, it was because it seemed self-important, whiny and off-topic. For the lower boards, it was a heaping helping of the first two and the knowledge that it was very likely that the "advice" people gave me wouldn't be very helpful. I actually had someone try to urge me to kill myself a week or so ago. :-\ Never had that happen before... weird thing is, they actually seemed like they weren't being cruel, but like they thought they were helping and being compassionate. lol

so, at this point, I don't really know what to do. I'm mostly occupying my time coding where I don't have to think about anything. I'm writing what will hopefully be a pseudointelligent chat bot, in java. as to the story, my confidence got a little shakier and finally fell apart. :P Not sure how to piece it back together. My natural inclination would be to socialize it away, but when I tried that, it had the opposite effect, like I said above. Mr Frog, if you remember what I said happened last year/last October, it's not quite that bad right now... so don't feel too alarmed. I would've PM'd you, and I even started writing, but then felt bad about it because I basically feel like I'm beginning to sound like a broken record. People have given me advice, or suggested things I should try, but none of it is actually working. What I really needed, I think, was socialization, but I never feel comfortable with seriously asking it of anybody because I, myself, don't know just to what lengths I mean by that, and it feels like I'd be asking more than I deserve... anyway, the heavy depression stuff is still there. tried talking to my folks about it, but somehow they think I'm making it up. :-\

So... hmm. I don't really know what to do about it all anymore.

Mein Gott, Talvieno... Why didn't you say something? Listen. If you need someone to talk to, I'm available most days on Skype or Gmail. My Skype is the same as my username here, my Gmail I'll pm you if you need it. I have many friends who are coping with totally justified depression and I can understand it also in a very personal way. I have been and sometimes am still depressed, and amazingly even now that I'm not I still think about suicide from time to time. Fortunately it's becoming less and less. Anyways, from what I can tell we all care about you here, hell look at us all lining up to pat you on the back and offer our time and whatever small wisdom we've found. Don't throw your life away when there are people who love you man. We'd all miss you too much and I think you'd miss us. I don't know how much I can help but I'm always there for any friend, no matter how long I've known them. I'm direct, confidential, and actually helpful sometimes... and even if I'm not I hope it makes you feel better that we're trying.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 27, 2014, 11:25:35 pm
A few nights ago I came very close to pouring everything out either in this thread, or making a new one in the Life Advice board... but ultimately decided against it. For here, it was because it seemed self-important, whiny and off-topic.

Well, I honestly think you're close to the most important person here at the moment, so I'd consider any troubles you're having to be very relevant. Plus there's the fact that, honestly, if you're hurting that badly then I really think you should stop at nothing to get help.

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For the lower boards, it was a heaping helping of the first two and the knowledge that it was very likely that the "advice" people gave me wouldn't be very helpful.

Good instincts. I nipped down to the LA board on a whim a long time ago and came back horrified. A lot of the people there are waaaaay too arrogant and self-absorbed to meddle in someone else's affairs.

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I actually had someone try to urge me to kill myself a week or so ago. :-\ Never had that happen before... weird thing is, they actually seemed like they weren't being cruel, but like they thought they were helping and being compassionate. lol

WHAT. I don't even know what to say besides that person was either seriously mentally disturbed or trying way too hard to be edgy and grimdark.

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I would've PM'd you, and I even started writing, but then felt bad about it because I basically feel like I'm beginning to sound like a broken record. People have given me advice, or suggested things I should try, but none of it is actually working.

I don't care if it's the same shit over and over. If I can keep you going for even a bit longer while you try to find the answers you need then I'm fine.

Honestly, I think you should try to act on your own rather than rely on others' advice in this case, since as you've noted other people seem to be letting you down consistently.

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What I really needed, I think, was socialization, but I never feel comfortable with seriously asking it of anybody because I, myself, don't know just to what lengths I mean by that, and it feels like I'd be asking more than I deserve...

Deserve my ass. Ignoring the various Internet-related mishaps which were beyond your control, you have been nothing less than a blessing to this thread. Pretty much every individual post you've made has been beneficial to this little microcosm we've built here and that's a hell of a lot more than I can say for most of the schlubs we've had come in. You've created more content for us than pretty much anyone and have been pretty consistently friendly and helpful. You're a wonderful person and anyone too shallow to see that isn't worth your time anyways.

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anyway, the heavy depression stuff is still there. tried talking to my folks about it, but somehow they think I'm making it up. :-\

Your folks are dickbags. I'm way overstepping my station here, but I honestly think you should try to distance yourself from them as much as possible as soon as possible. They may be your family, and woohoo for family, but from what I've heard, these people are nothing but toxic and harmful to you.

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So... hmm. I don't really know what to do about it all anymore.

Maybe just try to get out into the world as much as you're comfortable with. I'm probably projecting, because your situation seems vaguely-similar to mine, but seem to be stuck in a nasty situation where you're doing the same unsatisfying things and dealing with the same shitty people day after day. I think your goal should be to extract yourself from this situation as quickly as possible, while burning as few bridges as possible in case you need to turn back. Even getting a job at McDonald's or whatever would be a good first step.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 28, 2014, 12:15:10 am
I agree with everything Mr Frog said except that you should try to have a relationship with your parents if you can. Still, if you have to detatch from them for a little while whilst you recover, it wouldn't be the worst thing ever but don't detatch completely or they're going to very likely make things worse when you have no choice but being in contact with them. Also, I haven't even been here that long but I'm decently certain you're one of the top ten most important people on this entire forum! ( Maybe even top 5! ) You and Mr Frog seem to solely sustain Spearbreakers and you are both much revered and beloved by the SB community. Just talk to somebody. Anybody that you can trust. Mr Frog's a friend and so am I. We're rooting for you pal, we want you to survive and thrive! And I know I speak for us all when I say that. Right everyone?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 28, 2014, 12:31:13 am
Right!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 28, 2014, 12:39:31 am
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I agree with everything Mr. Frog said except that you should try to have a relationship with your parents if you can. Still, if you have to detatch from them for a little while whilst you recover, it wouldn't be the worst thing ever but don't detatch completely or they're going to very likely make things worse when you have no choice but being in contact with them.

Point. I'm not a fan of Talvi's parents (for reasons which shall remain confidential) so I guess I was being a bit harsh there.


Also, for the the thousandth time, there is no period in my username. It's like Dr Pepper. If you're trying to show respect, Mr. Mr Frog would be more correct.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 28, 2014, 06:54:32 am
If you're trying to show respect, Mr. Mr Frog would be more correct.
Sorry Mr. Mr Frog sir.

EDIT: fixed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 28, 2014, 08:15:04 am
Whoa. o.o am I really that transparent?? :\ I thought I'd hinted at it very quietly so only Mr Frog would know...
Quote from: me
Mr Frog, if you remember what I said happened last year/last October, it's not quite that bad right now... so don't feel too alarmed.
but, yeah, I've had suicidal thoughts before... not entirely sure how you guys picked up on it. :\ I hadn't thought I'd been too obvious, but, apparently I was wrong on that count... :\ captainmcclellan picked up on it instantly, seems like.

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Whoa... I don't know how people cope with this stuff, but you really are the strongest type of people.
No, I'm not. I'm really, really not. :P

Quote from: captainmcclellan
If you need someone to talk to, I'm available most days on Skype or Gmail.
You're also juggling a ridiculous amount of work... still, added you anyway, just the same. If anybody else wants to add me, I'm Talvieno on Skype too. I used to have a different account, but it got... weird. I have a total of four people on my new account at the moment, and I need to delete one of them... but I'm not on Skype much.

Quote from: captainmcclellan
I have many friends who are coping with totally justified depression and I can understand it also in a very personal way.
Not sure it's justified in my case. Most of it's "Talv doesn't have a future" + "What has Talv honestly accomplished" + "Talv has a hard time severing emotional bonds and moving on".

Quote from: captainmcclellan
I don't know how much I can help
I got into a debate with a random person a few days ago about whether interpretation and reaction were the same thing. It lasted an hour and legitimately cheered me up... so I think it wouldn't be too hard to help. I really just need social interaction without people judging me negatively. But that's the thing, though... like I said, I don't know how much social interaction I need, and that's what worries me. deleted portion here where I explained my situation let's just say I'm in an unusual situation...

Quote from: captainmcclellan
I'm direct, confidential, and actually helpful sometimes... and even if I'm not I hope it makes you feel better that we're trying.
You are, and it does, a bit. Thank you.

Quote from: Mr Frog
Well, I honestly think you're close to the most important person here at the moment, so I'd consider any troubles you're having to be very relevant. Plus there's the fact that, honestly, if you're hurting that badly then I really think you should stop at nothing to get help.
either A. I'm seriously transparent, or B. you haven't lost that gift of phenomenal, superhuman psychological insight. I'm gonna go with B because it makes me feel better. :P

As to the lower boards... I had someone say people with depression are silly for being depressed, among other things... and that's really not something that's a good idea to say to someone with depression. :P They feel bad enough already...  ALSO, apparently it is "my own fault" that my life isn't going quite the way I'd hoped. Some people are helpful and friendly (Tiruin comes to mind). Others... not so much. As a result I kind of wound up just putting on a fake smile everywhere. Few people see through it.

As to the person trying to urge me to commit suicide, that was the weird thing. I'll admit to have told them possibly too much of my past, but. They seemed like they were trying to help. which just felt bizarre.

I'm not at risk of suicide right now, though. No worries. I tried to explain that in my post (subtly), but apparently I was a little too obvious. I've had thoughts of it a couple weeks ago, but I'm better now.

Quote from: Mr Frog
Deserve my ass. Ignoring the various Internet-related mishaps which were beyond your control, you have been nothing less than a blessing to this thread. Pretty much every individual post you've made has been beneficial to this little microcosm we've built here and that's a hell of a lot more than I can say for most of the schlubs we've had come in. You've created more content for us than pretty much anyone and have been pretty consistently friendly and helpful. You're a wonderful person and anyone too shallow to see that isn't worth your time anyways.

Quote from: Mr Frog
I don't care if it's the same shit over and over.
It's the same shit over and over, people are giving me advice and I'm not taking any of it. Granted, it's because of my situation, where I'm pretty much trapped at home 24/7 and can't even get out to make friends. Or work at McDonalds. I would gladly get a job at McDonalds if I could. People don't understand that when I say I'm trapped at home, I'm really, really trapped at home. :P The only way I could get out of here is if somebody decided to drive over and pick me up, or if I put myself out on the streets. On the second option, not an option - I wouldn't last a week. On the first, no RL friends. Haven't even talked to anybody in twelve years. I've only had internet for four years at this point, so that's eight where I had no social interaction whatsoever. That does weird stuff to a person.

anyway, if I was just saying "I'm depressed" and "I can't pull away from my ex" and "I don't feel like I can do enough" again and again, I think it would get old faster than you'd expect, and I'd start to annoy people. :-\ Especially if they gave me advice and none of it really worked.


Quote from: Mr Frog
Your folks are dickbags. I'm way overstepping my station here, but I honestly think you should try to distance yourself from them as much as possible as soon as possible. They may be your family, and woohoo for family, but from what I've heard, these people are nothing but toxic and harmful to you.
They are. McClellan, Mr Frog is right, more or less. I haven't seen my dad in 2-3 years, and my mom has never, ever spoken encouragingly about anything. It's always "it's not good enough" with her.


Quote from: captainmcclellan
Also, I haven't even been here that long but I'm decently certain you're one of the top ten most important people on this entire forum! ( Maybe even top 5! )
...wat. I am definitely not one of the top ten most important people on Bay12. Definitely, definitely not. I'm not even one of the top ten writers. Maybe I can write a ridiculous amount in one sitting, but that just means I'm fond of listening to myself talk. lol   It says nothing about my writing quality.

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Point. I'm not a fan of Talvi's parents (for reasons which shall remain confidential) so I guess I was being a bit harsh there.
Thank you sir, and no, you weren't being overly harsh.


Anyway, thank you, guys. It does help some. I don't feel much more motivated to write, to be honest, but. :P It definitely helps to have you guys supporting me. It was a good start to my morning.

(I'm still somewhat disturbed to find that I'm apparently so transparent, though.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on April 28, 2014, 02:06:29 pm
Talvi, I read your 'If Bay12 was a Mountainhome' stories yesterday and they were great. You are a great writer.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 28, 2014, 02:37:43 pm
As to the lower boards... I had someone tell people with depression are silly for being depressed, among other things... and that's really not something that's a good idea to say to someone with depression. :P

File under "dickbag". What, so you're supposed to force yourself to be happy no matter how crappy your life is?

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ALSO, apparently it is "my own fault" that my life isn't going quite the way I'd hoped.

Welcome, sweet naive Talvi, to the Just-World Fallacy! See, people like to believe that good things only happen to good people and bad things only happen to bad people, because this would by extension mean that they'll be able to make all their dreams come true just by trying really hard and also -- this is important -- that anyone who's in pain must somehow have done something to deserve it, thus sparing them the burden of feeling bad for you. Again, dickbags.

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I don't really care why you did any of the things you did. Motivations really don't mean much in the long run. Whatever your end goal, you still contributed a lot of good things to Spearbreakers and that's what I think is important.

Since you outed yourself as an OMG SO SELFISH AND EVIL person, I figure I might as well too: the only reason I'm as 0:) kindhearted and selfless 0:) as I am is because it makes me feel superior to the people who just rape and pillage their way through life. Yeah, I do genuinely care to an extent, but mostly it's to fuel my ego. Does that change the fact that I've gone out of my way to be kind to people in the past and will almost certainly continue doing so for the forseeable future? No, not really. Maybe people will hate me for posting this, but I seriously doubt anyone on this planet is as saintly as you seem to think you have to be.

It's your actions that speak of your worth as a person, I think. And, in your time in this thread, you have proven your competence and reliability to us many times over. You kept up with keeping all of the posts organised for a long time, far longer than I'd have thought possible, and busted your ass several times to catch up when you fell behind. You've kept going with the Vanya story even in the face of personal problems and shaky Internet access.

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People don't understand that when I say I'm trapped at home, I'm really, really trapped at home. :P

That is a problem, yes :-\ Have you tried negotiating with your mother? And I don't mean asking nicely, I mean seriously, honestly fighting for the right to be allowed out of the house with assistance. You won't be able to become independent without someone to help you onto your feet (which is something that needs to happen sooner rather than later) and she needs to realise both that and that she won't be around to play Mommy Dearest forever, and that if you aren't capable of fending for yourself by then then she has failed as a parent in every meaningful regard. More importantly, she needs to understand what being trapped like you are is doing to you psychologically, although part of me worries that she won't care.

Do you have a driver's license, or is it possible for you to acquire one? Failing that, do you have any other means of independent transportation (even a bicycle might work if civilisation is close enough)? I'm not sure how your mother would react if you disregarded her just randomly went off to the nearest town for a day (even if you be really careful and make sure to bring a map that you know how to read and stay away from people who look like they're trouble), but I think it's vital for you to have some kind of tangible connection to the outside world. Right now your mother has more-or-less absolute power over you, which is bad, because she's demonstrated quite clearly that she really really shouldn't.
Ugh, even as I type this it sounds dangerous and reckless. Probably should disregard this entire paragraph.

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The only way I could get out of here is if somebody decided to drive over and pick me up

I've actually toyed with the idea of arranging this, but it seems questionably-legal and I'm not sure how I'd go about enlisting people (I unfortunately can't drive; else I'd be hauling ass down to Texas or whereever as we speak) or where you'd stay.

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anyway, if I was just saying "I'm depressed" and "I can't pull away from my ex" and "I don't feel like I can do enough" again and again, I think it would get old faster than you'd expect, and I'd start to annoy people. :-\

Where did you get this idea that you're some humongous pain in the ass that people don't actually want around care about? :V  (Don't answer that.) Maybe it would get old, I don't know. But I'm willing to take that chance and I think you should be too.

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Maybe I can write a ridiculous amount in one sitting, but that just means I'm fond of listening to myself talk. lol   It says nothing about my writing quality.

Okay, so I'll say something: your writing is good. It's a bit rambly in parts, but I think you just need to learn how to distinguish between relevant and irrelevant bits. I've said some really brutal things about your writing, but honestly part of the reason why I kept judging you so harshly was because I felt threatened by your writing ability. I was trying to convince myself that your writing was crap probably even more than I was trying to convince you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 28, 2014, 03:20:31 pm
Not quite the activity I was expecting, but if we can help Talvieno out  in some fashion then awesome.

In less... I dunno how to word it without sounding like a douche, downer news, I may have accidentally tried to volunteer to work on a sci-fi  soviet themed mod.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 28, 2014, 05:32:16 pm
Texas you say? ... I uh. I live in Louisiana. I might not be able to legally do anything and I can't f***ing drive either, but at least I'm close by. ( Relatively speaking. ) Mmm... We have a forum full of intelligent strategists. I don't think it would be exceptionally hard to find a way to help. However, out of respect for your mother ( even if she doesn't deserve it ) and the law ( which also doesn't really deserve it ) we need to find a psychological ploy that actually works. Hhhhh... I have a friend in a similar situation, mind if I let him in on things Talvi?

Also, my ego is no concern. I just have this weird thing where I care about my friends. It's not to make me feel better... I guess it's more like to not feel terrible if you have to attribute it to a selfish reason. ( As I'm sure Mr Frog will and you'll want to even though you shouldn't because it's not healthy, believe me. ) I have a problem with taking on other peoples' problems and empathetically sharing their pain, even, if not especially when it's unhealthy. However, don't you dare claim that you're a waste of my time or a burden on my resources. You are equally as important as everyone and unlike the many I can't help, I might be able to actually do something for you. And hey, the payoff for me will to see you legitimately feel better and work your way out of some of the depression. Don't think you'll get away with putting on a paper mask either. Mmm... I hope you don't mind if I pray for you also. ( Mock all you like if you wish, but it helps. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 28, 2014, 05:48:15 pm
Coulda sworn he lived in Georgia.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 28, 2014, 05:54:36 pm
Coulda sworn he lived in Georgia.

Hmmm... That's much more an issue then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 28, 2014, 11:36:43 pm
My most absurd fantasy with the Vanya story was to eventually get it turned into a real primetime movie. *eyeroll*

You know, I'd pay good money to see that (provided the director kept the movie close to its roots). The Vanya story could amount to far greater than you give it credit for.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on April 29, 2014, 10:49:36 am
*That thing where you doubt yourself, cause I suck at quoting.*
I'm kinda curious, what other motives for writing are there? The only one I can think of is trying to entertain, which is the same thing really (Can't get famous with out entertaining). Circles in circles.

And Talvi, never doubt that you mean something here. You are literally the top of my list(of important people on Bay12), with Mr Frog and Splint tied for second. (Sorry for singling people out, won't happen again.)

And nice work on the Vanya story. Twisty Twist. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 30, 2014, 09:07:42 am
Wow... didn't expect to see all this when I logged in.  :-[ I don't know what to say.... lol, just that I'm blown away, I guess... That post you made, Starweaver, really hit me... I think about that point I realized that McClellan may have actually been serious about the "entire forum" thing, and... well, I'll admit to a few tears. >.> Thank you, guys. I don't have the words to express exactly how this made me feel... I guess "humbled", but in a good way. I still don't understand how you all seem to think of me like this, but... even if I don't see it myself I'll do my best to do you all proud. (that sounds cheesy, but really, I'm just blown away and don't quite know what to say. I didn't expect this. I mean, I expected "oh, don't be so hard on yourself" or maybe "okay, your writing isn't the best, but you're still good" or something... but not this.)

Quote from: Mr Frog
That is a problem, yes :-\ Have you tried negotiating with your mother? And I don't mean asking nicely, I mean seriously, honestly fighting for the right to be allowed out of the house with assistance.
yeah, I have. She says I'm "not responsible enough yet" or "it's not a good time", or some variation on the two. I think it's actually that she just doesn't want to lose her parental substitute. I've been standing in for her since I was 12. I even got/get my sister up to go to school in the morning. I would've reported it to CPS a long time ago, but doing that means I lose my siblings. There's no way my little sisters would be able to find me afterwards, or I them, even if my brothers would know to look for "Talvieno" online.
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others'
The grammar hammerer side of me rejoices; you almost never see anybody write this correctly. (note I'm hypocritical and not using capitalization for a lot of my sentences.)
Quote from: Mr Frog
You won't be able to become independent without someone to help you onto your feet (which is something that needs to happen sooner rather than later)
Yeah, I know. It does need to happen soon. Like you said, it's not doing much for me psychologically. When I took my GED a couple years ago it showed that I wasn't quite as ignorant as I thought - I scored in the top 5%, which I guess says something for how hard I pushed myself to learn. Or that everybody else in the 95% didn't try. (Might be worth mentioning that I was very displeased with myself for not scoring in the top 1%.)

Quote from: Mr Frog
Do you have a driver's license, or is it possible for you to acquire one? Failing that, do you have any other means of independent transportation (even a bicycle might work if civilisation is close enough)? I'm not sure how your mother would react if you disregarded her just randomly went off to the nearest town for a day (even if you be really careful and make sure to bring a map that you know how to read and stay away from people who look like they're trouble),
No, no, and she'd probably respond with a five-hour lecture and cutting off my Internet access again.

Quote from: Mr Frog
I've actually toyed with the idea of arranging this, but it seems questionably-legal and I'm not sure how I'd go about enlisting people (I unfortunately can't drive; else I'd be hauling ass down to Texas or whereever as we speak) or where you'd stay.
Quote from: Mr Frog
We have a forum full of intelligent strategists. I don't think it would be exceptionally hard to find a way to help.
Thanks, guys. I hate asking for help, but I kind of need it at this point. I'm worried I'll never get out otherwise. The law is fine - I'm 24, so I'm legally old enough to leave, or even call the cops and say my mom is forcing me to stay at home (which a good number of people elsewhere have suggested). They're both bad ideas, especially with calling the cops, because... well, first, I won't last long on the streets (I'd probably die of thirst, actually, not knowing where to get water from)... and the CPS would come, and I'd never see my little sisters again. (Also is note that I have no access to any form of ID, be it birth certificate or social security. also no bank account.) As to crossing into Canada, I dunno, it seems like something that might be an issue just because of citizenship. I understand neither of you can help me, though, and that's totally fine. :P I just appreciate the offer.

Quote from: Mr Frog
Where did you get this idea that you're some humongous pain in the ass that people don't actually want around or care about? :V  (Don't answer that.)
A great many people have said as much. :-\ Not gonna go into it farther because you said not to answer (although you posted it, so there must've been a reason for posting it, so I half-answered).

Quote from: Mr Frog
Okay, so I'll say something: your writing is good. It's a bit rambly in parts, but I think you just need to learn how to distinguish between relevant and irrelevant bits. I've said some really brutal things about your writing, but honestly part of the reason why I kept judging you so harshly was because I felt threatened by your writing ability. I was trying to convince myself that your writing was crap probably even more than I was trying to convince you.
Well, I've never tried to say I was better than you. :-\ In fact, your writing has a much more "mature" feel than mine does, in my opinion - it feels like it was aimed at an older audience, which is a quality I've always tried to instill in my work, but I don't feel I've ever really managed.
Quote from: TheFlame
Talvi, I read your 'If Bay12 was a Mountainhome' stories yesterday and they were great. You are a great writer.
Thanks. :P I like the first post I made, and I'm kind of proud of it (keeping that fort alive for six months was the single hardest DF game I've ever played), but I feel the quality dropped off sharply after that.
Quote from: CaptainMcClellan
Hhhhh... I have a friend in a similar situation, mind if I let him in on things Talvi?
Not at all. Go right ahead. I'm not concerned much with confidentiality unless I think it could get me attacked and/or in trouble. :P (at least when it relates to me, I keep other peoples' stuff confidential.
Quote from: Captain McClellan
Also, my ego is no concern. I just have this weird thing where I care about my friends. It's not to make me feel better... I guess it's more like to not feel terrible if you have to attribute it to a selfish reason. ( As I'm sure Mr Frog will and you'll want to even though you shouldn't because it's not healthy, believe me. ) I have a problem with taking on other peoples' problems and empathetically sharing their pain, even, if not especially when it's unhealthy.
I do the same thing, but I never feel bad about helping people out. I feel good about it, actually... part of me just legitimately wants other people to feel better. There's a psychological term for it, but I can't remember it at the moment - basically, it's a desire to help others that arises from being unable to help myself.
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Mmm... I hope you don't mind if I pray for you also. ( Mock all you like if you wish, but it helps. )
I won't mock. I believe in God myself, and consider myself a Christian after a fashion. ("After a fashion" because I believe a lot of what the Bible says, but not quite all of it.)
And yes, I live in Georgia. Northwest Georgia, actually, about one hour from Chattanooga, two hours from Knoxville, and two from Atlanta. roughly.

Quote from: Lolfail
You know, I'd pay good money to see that (provided the director kept the movie close to its roots).
Heh, I would too. >.> Thank you. :P

Quote from: starweaver
I'm kinda curious, what other motives for writing are there? The only one I can think of is trying to entertain, which is the same thing really (Can't get famous with out entertaining). Circles in circles.
uhhhh... good point. :-\ I didn't think of that. Still, hoping to use Spearbreakers to piggyback to the Hall of Legends and beyond wasn't entirely ethical of me. On the plus side, I never fully intended to publish Vanya's story as an actual book... at least not without everybody's permission. (and giving anything it made to Toady.) I'd have to rewrite some of it for it to make sense outside of the context of the thread, but...

Quote from: starweaver
And Talvi, never doubt that you mean something here. You are literally the top of my list(of important people on Bay12), with Mr Frog and Splint tied for second. (Sorry for singling people out, won't happen again.)
and this is the line that made me break down. :P didn't help I was listening to music (http://youtu.be/8JckkYM9WIw) at the time, probably, but still. it really got to me that anyone could think that highly of me... I still can't comprehend it, to be honest - how anyone could think so much of me (even if you just meant Spearbreakers, McClellan didn't) - but. I'm shaken, humbled, and grateful. thank you.

Quote from: starweaver
And nice work on the Vanya story. Twisty Twist. :P
"twisty twist"? thank you, though. :P I'm going to start working on it again as soon as I finish this post. You can expect another chapter today, sometime after someone else posts. (Splint should be excited in particular.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on April 30, 2014, 11:07:14 am
I don't know what to say that hasn't already been said, Talvi, but you know if you're ever over this way you've got a couch, assuming i have a house. :P

Also, I added you on skype.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on April 30, 2014, 12:37:16 pm
I forgot to link it yesterday, but this seemed appropriate. All her pictures moved me, but I think this one applies directly. http://destinyblue.deviantart.com/art/Friends-set-you-Free-359112677 (http://destinyblue.deviantart.com/art/Friends-set-you-Free-359112677)

And I meant what I said; your writing (and Spearbreakers) are what got me back into DF. I know things will go well for you.

And for grins, I should warn you that it is far easier to live outside a house than inside some houses. Chew on that for a little bit before you draw conclusions.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 30, 2014, 03:07:33 pm
Huh, I was expecting southern Georgia. Either way if I had the time, space, and resources that's somewhere perfectly feasible to go.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 30, 2014, 05:43:19 pm
I feel as though I should remind everyone to be extremely cautious, and that this isn't a game and should be approached with a appropriate degree of gravity. I think something should be done about this, because it has kept me awake at night many times over the past couple years, but this also has the potential to get very bad for Talvi if the wrong move is taken, and I don't want that on my head. I really only suggested running away or organising a rescue expedition as a last resort.

I should also clarify that I do not fancy myself a strategist in any way, shape or form. I'm good at giving the impression that I know what I'm talking about, but I'm really only marginally-less sheltered and naïve than Talvi himself is and am quite prone to making hasty decisions that I immediately regret. I just want to provide as much assistance as I can, however poorly-informed and incompetent as it turns out to be.

I should call attention to what Talvi said about his mother revoking his Internet access both as punishment and to cut him off from outside influences. This is something she has done repeatedly and has frequently been the reason for him losing contact with us in the past. This is a critical point -- Talvi must avoid angering his mother at all costs or letting her think we're giving him ideas, else his one line to the outside world and by extension us is taken away.
    This leads me to the second, and most important, factor, which is that TalviMom essentially has all the power right now. She may not be able to prevent Talvi from leaving outright, but she's the only one at the moment capable of facilitating his transition to the outside world in a stable, healthy manner. From what I understand, Talvi currently lives in a rural area and lacks a driver's license, so he literally cannot go anywhere meaningful without his mother voluntarily taking him there. As he's indicated that running away is not a practical option, Talvi will either have to circumvent this advantage by calling in someone from outside to 'rescue' him or convince his mother to willingly give him ground.

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I've been standing in for her since I was 12. I even got/get my sister up to go to school in the morning. I would've reported it to CPS a long time ago, but doing that means I lose my siblings. There's no way my little sisters would be able to find me afterwards, or I them, even if my brothers would know to look for "Talvieno" online.

That may be a sacrifice you'll have to end up making. In particular, if she's really as awful and controlling as I'm imagining right now then I really don't like the idea of your siblings having to grow up with her as well.

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She says I'm "not responsible enough yet" or "it's not a good time", or some variation on the two.

Try getting her to set her terms more precisely. When is "a good time", and what exactly do you have to do in order to prove to her that you're "responsible enough"? Additionally, I don't know her well enough to say, but she may have other priorities besides keeping you "safe" that you can try appealing to.
    Try to avoid turning it into a fight if you have to. I'd hate for you to lose your Internet again.

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I won't last long on the streets (I'd probably die of thirst, actually, not knowing where to get water from)... and the CPS would come, and I'd never see my little sisters again. (Also is note that I have no access to any form of ID, be it birth certificate or social security. also no bank account.)

That's a problem... I'm pretty sure there'd be shelters where you could stay, and you might be able to ask where to get necessities, but I don't know if either of those are true. It might be possible to work around the lack of ID, but I'd rather avoid having to do that as it'd make a risky situation even more dicey.
    I think we can pretty much state outright that any option that risks leaving Talvi homeless or without someone to care for him until he's self-sufficient is not worth taking.

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As to crossing into Canada, I dunno, it seems like something that might be an issue just because of citizenship.

Citizenship, no. My father is a British immigrant who *still* hasn't bothered getting citizenship and he gets by without problems. Not having a social insurance number would be a hassle if you're looking for employment but getting one approved may still be possible (it's been a while since I got mine, so I can't remember what's required). There's admittedly probably some kind of law or something against immigrating to Canada without some kind of documentation or some such, which could be troublesome to work around.

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A great many people have said as much.

Not sure what you were doing differently with them, because around here you're nothing less than a pleasure.

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In fact, your writing has a much more "mature" feel than mine does, in my opinion - it feels like it was aimed at an older audience, which is a quality I've always tried to instill in my work, but I don't feel I've ever really managed.

BWAHAHAHAHA

This is more-or-less exactly what I think about my own writing. When I read my own stories, they just seem like childish reams of simplified prose punctuated by loving descriptions of gore and horror. I think it's more of a perspective thing than anything else. Your own writing will always seem bland, because to you there really isn't anything special about it -- that's the way you look at and think about things anyways, so there are no moments of 'wow, I never would have thought of that' and such.

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Still, hoping to use Spearbreakers to piggyback to the Hall of Legends and beyond wasn't entirely ethical of me.

Ethical schmethical. As far as I can tell from my limited viewpoint, you can't get anywhere in life without using somebody as a stepping-stone. It sucks, but that's how it is. At least you'd be giving us something nice in the process.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 30, 2014, 08:54:09 pm
Can we set up a fund? I don't have much... but I can square away some money for Talvi. A safety net for him to land on after his big leap, if you like. However, I quite agree with Talvien that there's no way you should abandon your siblings. Mr Frog, I know you think that it'd be better to put them into Protection Services, but honestly there's a lot worse places they could end up and Talvi's psyche would never be able to handle not knowing. Surely, you gotta realize this. That, unfortunately, makes things all the more difficult for us working around things.

I myself have no driver's license and am dependent on my very tired father to get things done in many cases. He thinks of me as partially to completely incapable and is loath to allow me to take care of my own funds. I'll admit I haven't shown much sign of fiscal responsibility, but then again I have never had any finances to be responsible for, at least until recently. Upon turning 18, I've come upon a small bit of government money. ( A diagnosis goes a long way into getting free money, but it's barely enough to live on by itself. ) This money, whether my dad will try to cut off access to it or not, is mine. Along with my scholarships I may well have an excess of money, and I'm quite willing to use said money to help Talvien. I'm sure all of us have some pennies we can use.

This, obviously, won't be enough. Especially if, and we do want this even though we don't, we want Talvi to keep a relationship with his mother. ( 'Tis a necessary evil for the sake of the Sisters Talvieno. ) However, if we could somehow get these funds to him in a way that seems legitimate... then perhaps we have a bargaining tool. "Look, I am capable of making enough to live on." Problem is, TalviMom will likely ( read: almost certainly ) be super suspect of said money, attempt to take possession of it, and accuse him of being involved in illicit/immoral activity. All the while, still depriving Talvien of his freedom... And Talvi, it's imperative that you don't just run away. As hard as it may be, you must persevere. Ask your mother about pursuing Tertiary Education. When she says "it cannot be afforded", then combat this with... hmm. Well then, we're writers here. Why not just invent a scholarship tailored to Talvi and post a web-page for such?  Hhghgh. It's so crazy it might work, yes?

So then... If we can convince TalviMom to allow him his college education, then that provides an nice little transition point and his freedom. At least, partially. Meanwhile, he can, if he's able, attempt to get an on-campus job. Said job can be put into private funds. These TalviMom can never find out about. This money can be used to further sustain Talvieno's independence. As per your younger siblings, encourage them to start early with pursuing college funding. It'll help them not to get stuck... assuming that your mother doesn't believe college is evil. Hmm. On what grounds Talvieno, are you being kept at home anyway? Is there any further reason she gives as to why you're not allowed to be independent?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 30, 2014, 09:08:23 pm
This all sounds highly convoluted. Sad fact remains though that while we may be supportive unless one of us has space for I'm guessing... Three people, and means to keep them fed, nevermind transportation, we can't do much to help.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 30, 2014, 09:22:50 pm
This all sounds highly convoluted. Sad fact remains though that while we may be supportive unless one of us has space for I'm guessing... Three people, and means to keep them fed, nevermind transportation, we can't do much to help.

Splint... you're gonna make me cry.

Anyone else have any bright ideas that might be able to do something? Is one of us insanely wealthy? Hhh...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 30, 2014, 09:38:41 pm
Why not just invent a scholarship tailored to Talvi and post a web-page for such?  Hhghgh. It's so crazy it might work, yes?

That smells illegal to me...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 30, 2014, 09:43:04 pm
Why not just invent a scholarship tailored to Talvi and post a web-page for such?  Hhghgh. It's so crazy it might work, yes?

That smells illegal to me...
Probably... but it's a low level fraud that's never going to get investigated and we're giving our money so it's not like we're stealing anything. But what Splint said pretty much is sadly accurate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 30, 2014, 10:14:44 pm
We should probably avoid discussing crazy schemes until it becomes clear that Talvi can't negotiate his way out of this. Besides, (@McClellan) I don't think TalviMom's reasoning for not allowing Talvi to leave is so much that he can't make money as it is that he (supposedly) can't keep a schedule or generally perform basic tasks needed to maintain a home and feed himself and such. If he came at her with money that he got from doing some nondescript job she wasn't aware he had taken and had no possible way of getting to without her noticing, it probably wouldn't change anything even if she somehow fell for it.

E:
Quote
So then... If we can convince TalviMom to allow him his college education, then that provides an nice little transition point and his freedom. At least, partially. Meanwhile, he can, if he's able, attempt to get an on-campus job. Said job can be put into private funds. These TalviMom can never find out about. This money can be used to further sustain Talvieno's independence. As per your younger siblings, encourage them to start early with pursuing college funding. It'll help them not to get stuck... assuming that your mother doesn't believe college is evil. Hmm. On what grounds Talvieno, are you being kept at home anyway? Is there any further reason she gives as to why you're not allowed to be independent?

This sounds valid enough, I guess, though my intuition is telling me there are holes in the plan somewhere.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on April 30, 2014, 10:21:55 pm
Let's hope your intuition is better than mine screaming "Do this before September 13."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 30, 2014, 10:28:51 pm
Mr Frog, you're probably right. My intuition tells me that it has nothing to do with Talvien, but rather it's something in TalviMom's mind that is warped. The college should be an agreeable choice by any standard. It provides a supposedly safe, structured environment with a potential payout. Does Talvien have any sort of disability or condition that can be diagnosed? If so, he can be issued certain accomodations by the school and possibly draw SSI'
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on April 30, 2014, 10:32:59 pm
Holy shit, guys, eight posts in the time it took me to proofread this. o.o   I'm going to have to respond to it all tomorrow - really sorry, but I'm dead tired and have to get my sister up for school tomorrow. Today's been a busy day today - lots of moving furniture. (long story.) (I haven't read the last eight posts yet. wow, I haven't been ninja'd eight times in forever. o.o) I'm running on fumes right now and there may be typos or glaring errors in here somewhere...

But I got the chapter done! Couldn't stand to break my promise. :P

Vanya's Journals, chapter 64: A Mysterious Stranger

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on April 30, 2014, 11:06:53 pm
This all sounds highly convoluted. Sad fact remains though that while we may be supportive unless one of us has space for I'm guessing... Three people, and means to keep them fed, nevermind transportation, we can't do much to help.

Splint... you're gonna make me cry.

Sorry, just calling it as I see it. For example, I may be closest and while I'd have the space for Talvieno himself and a means to go and get him, I'd have nowhere for his sisters,  along with explaining how I know him and why he's suddenly asking to hole up in our spare room that is barely used, though in that regard my own family may be more annoyed than rejecting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 30, 2014, 11:15:27 pm
Mr Frog, you're probably right. My intuition tells me that it has nothing to do with Talvien, but rather it's something in TalviMom's mind that is warped.

That's a distinct possibility, but I'm trying to avoid thinking that way for now. Parenthood does funny things to people. I don't agree with the decisions Talvi's mother has made, but until I have definitive proof otherwise I'm approaching this from the standpoint that she is simply trying to protect her son and being somewhat-overzealous in doing so. I don't want to turn her into some kind of crazed villain that can't be sympathised with; it'll be a lot harder to stay detached and rational in that case.

As far as the college situation goes, I don't think Talvi's mother trusts the US's educational system based on the fact that she pulled him out of public schooling (I think this was the hole in your plan my gut was telling me about). It'd probably take a lot of convincing on that front. It'd probably be better for him to prove his self-sufficiency through other means and then pursue higher education on his own power if he so chooses.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on April 30, 2014, 11:30:06 pm
I wasn't suggesting villainizing her! ( In fact, I think you're taking a harsher view/approach to TalviMom than me. ) Rather, I just suggest keeping a level view-point and admitting that there may be more going on here than just over-protective. She could have a co-dependent attachment to Talvi in that she needs him to need her, or some such. That's sympathizable. Still bad for Talvien though. Both are just guesses really, and how useful are guesses?

Ah. Well then... Huh. I'm outta ideas. I'll wait for Talvieno to come back and input his own info before saying much else...

On unrelated news, y'all might actually be getting an update to my story soon. I feel like writing... We'll see how it goes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on April 30, 2014, 11:40:12 pm
I wasn't suggesting villainizing her! ( In fact, I think you're taking a harsher view/approach to TalviMom than me. ) Rather, I just suggest keeping a level view-point and admitting that there may be more going on here than just over-protective. She could have a co-dependent attachment to Talvi in that she needs him to need her, or some such. That's sympathizable. Still bad for Talvien though. Both are just guesses really, and how useful are guesses?

Fair enough. I've been in correspondence with Talvi for a very long time, so I guess I've been kind of ticked at her for a while. I'll try to be less gung-ho if possible.

It feels like we're talking too much about Talvi and his situation without letting him speak for himself, so I'll sign off on this issue until he can respond again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 01, 2014, 06:41:20 am
It feels like we're talking too much about Talvi and his situation without letting him speak for himself, so I'll sign off on this issue until he can respond again.

Same.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 01, 2014, 10:57:32 am
Okayyyyy, hello!  surprised nobody mentioned my post. :P

reading now.
I don't know what to say that hasn't already been said, Talvi, but you know if you're ever over this way you've got a couch, assuming i have a house. :P

Also, I added you on skype.
Thanks, Reudh. I don't think it's likely I'll be heading over there anytime soon, but if I do, I'll remember to keep that in mind.
And I accepted. Didn't see you on, though. (I'm not on often, you may have to say "Hey Talv, get on Skype" to let my know you want to talk. (that goes for everybody, lol))

I forgot to link it yesterday, but this seemed appropriate. All her pictures moved me, but I think this one applies directly. http://destinyblue.deviantart.com/art/Friends-set-you-Free-359112677 (http://destinyblue.deviantart.com/art/Friends-set-you-Free-359112677)

And I meant what I said; your writing (and Spearbreakers) are what got me back into DF. I know things will go well for you.

And for grins, I should warn you that it is far easier to live outside a house than inside some houses. Chew on that for a little bit before you draw conclusions.
Mmm, it's a nice picture, but keep in mind that art has never "moved me". Music yes. Stories yes. Visual art not so much... it's still a good picture, though. I actually wound up looking at some of her other stuff while I was at it.

I'm... honestly kind of surprised that my writing got someone back into DF... :P And I'm not so sure about things going well for me.

As to your last line of the three, I'm actually "comfortable" living here - as in, I have food, I have water, I have a bed and even a room of my own. (Granted, it's been years since I've had most foods (the menu for supper generally consists of either corn dogs, oven-cooked pizza, mac&cheese, or beef stroganoff (I don't cook well, and suffer from a severe lack of ingredients))... but, after a while the lack of variety doesn't bother you as much.) (ooh, while I'm talking about it, might ought to mention just for kicks that my mom and stepdad go out to eat every night.)

Huh, I was expecting southern Georgia. Either way if I had the time, space, and resources that's somewhere perfectly feasible to go.
((And all the other stuff Splint said))
It would be just me. 75% of my siblings are younger than 18, so it would be illegal to move them.

Quote from: Mr Frog
I should also clarify that I do not fancy myself a strategist in any way, shape or form. I'm good at giving the impression that I know what I'm talking about, but I'm really only marginally-less sheltered and naïve than Talvi himself is and am quite prone to making hasty decisions that I immediately regret. I just want to provide as much assistance as I can, however poorly-informed and incompetent as it turns out to be.
I appreciate it nonetheless.

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I should call attention to what Talvi said about his mother revoking his Internet access both as punishment and to cut him off from outside influences. This is something she has done repeatedly and has frequently been the reason for him losing contact with us in the past. This is a critical point -- Talvi must avoid angering his mother at all costs or letting her think we're giving him ideas, else his one line to the outside world and by extension us is taken away.
    This leads me to the second, and most important, factor, which is that TalviMom essentially has all the power right now. She may not be able to prevent Talvi from leaving outright, but she's the only one at the moment capable of facilitating his transition to the outside world in a stable, healthy manner. From what I understand, Talvi currently lives in a rural area and lacks a driver's license, so he literally cannot go anywhere meaningful without his mother voluntarily taking him there. As he's indicated that running away is not a practical option, Talvi will either have to circumvent this advantage by calling in someone from outside to 'rescue' him or convince his mother to willingly give him ground.
To the bolded part - she doesn't necessarily do it as a punishment. In fact, she doesn't even tell me it's intentional. She actually usually makes it out to be an accident - and for a while, I believed it. After it happened over and over again, though, and always directly following something that could've ticked her off, it seems far more likely that she's doing it because of my actions, and that it is intentional. (As an example: I called a taxi place one time up in Chattanooga, and was disappointed to find it would be over $100 for a one-way trip - a round trip would be more than I could afford. When the bills came in, my connection disappeared. (Yes, she would've been able to tell I made a long-distance call to the taxi place.) She later blamed it on "ants", saying "they chewed through the cables".)

Talvi!Mom does have all the power, and that's the main problem. She knows she has all the power, too, and she makes sure she keeps it that way. I never have any kind of bargaining chips, or any way to turn anything in my favor. I suppose I could steal her computer and threaten to destroy it if she doesn't do exactly as I say, but realistically, I'm not that kind of person and wouldn't really be able to handle that effectively. :-\

As to the part of your quote in italics, I have a learner's permit, but she and my stepdad have it. It's also never been used: I've never been allowed in the driver's seat of a moving car (except for when my dad was around - he tried to teach me when I was 16, but he only had a day or so to do it in when he came for a visit). Anyway, the rest of what you said is true. I live around 15 miles from the nearest city (pop. 30k), and that's a bit much.

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That may be a sacrifice you'll have to end up making. In particular, if she's really as awful and controlling as I'm imagining right now then I really don't like the idea of your siblings having to grow up with her as well.
My sisters have special needs, and without going into details... neither will ever be capable of living on their own. My brothers... I don't know. They've had a similar education experience with the exception that they never went to public school at all - they only know what they've taught themselves, and they aren't as driven as I was. It's just a mess and I'm not sure what to do about any of it.

Keep in mind, though, that CPS doesn't ever tell anyone where they move the kids, in order to "keep them safe". After they split us up, my sisters would be functionally "dead" to me - I would never see them again, or even hear from them.

Oh, and, I would be out on the streets, or worse, still at home with a mom who was livid about losing three of her children. CPS doesn't care about people that are over 18. That means the older of my two brothers would face the same situation.

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Try getting her to set her terms more precisely. When is "a good time", and what exactly do you have to do in order to prove to her that you're "responsible enough"? Additionally, I don't know her well enough to say, but she may have other priorities besides keeping you "safe" that you can try appealing to.
    Try to avoid turning it into a fight if you have to. I'd hate for you to lose your Internet again.
I did that a while back. As an answer, I got both "It's totally fine with me if you live here until you're thirty or older" and "When I was in college I saw people there who were as old as 63, so you shouldn't have to worry about getting there too late."
...yeah, no. just no.

Quote from: Mr Frog
That's a problem... I'm pretty sure there'd be shelters where you could stay, and you might be able to ask where to get necessities, but I don't know if either of those are true. It might be possible to work around the lack of ID, but I'd rather avoid having to do that as it'd make a risky situation even more dicey.
I could live under a bridge, and if I had friends "IRL", I could lean on them for support - even if just enough that they'd point me in the right direction of food and water, maybe help me find jobs, etc... but, I don't have friends here. Some people consider "internet friends" to be of minimal importance, but not so with me, possibly because you guys are literally all I have. :P it's just a mess.

As to the citizenship thing - that's nice to hear. I still doubt you're going to drive... what... 2,000 miles? :P That's a 36 hour trip. Very noble of you to offer, by the way.
Quote from: Mr Frog
This is more-or-less exactly what I think about my own writing. When I read my own stories, they just seem like childish reams of simplified prose punctuated by loving descriptions of gore and horror. I think it's more of a perspective thing than anything else. Your own writing will always seem bland, because to you there really isn't anything special about it -- that's the way you look at and think about things anyways, so there are no moments of 'wow, I never would have thought of that' and such.
Seriously? :\ huh... that's a surprise... I note you didn't say what you personally thought of my writing in respect to this, though. :P

Quote from: Mr Frog
Ethical schmethical. As far as I can tell from my limited viewpoint, you can't get anywhere in life without using somebody as a stepping-stone. It sucks, but that's how it is. At least you'd be giving us something nice in the process.
:\ eh, meh. I'd still like to publish it, though.

Quote from: McClellan
Can we set up a fund? I don't have much... but I can square away some money for Talvi. A safety net for him to land on after his big leap, if you like. However, I quite agree with Talvien that there's no way you should abandon your siblings.
"Talvien" means "The alone" in Lithuanian - quite fitting, I suppose, at least in regards to my IRL situation. (I'm gonna pull a Mr Frog and point out that there's an "o", but offer to let you call me "Tal" or "Talv" if it's easier.)
Fund... mmmm. I don't like that idea so much. If anybody's gathering money, let's send it to Toady, not me. :P

I imagine it working like this: I move out, get on my feet, and then I "rescue" my brothers when they get old enough. Once I'm actually on my feet and can drive, my mom can't force us to stay at home, and I can visit my sisters whenever I like. Yeah, she'd have to pick up her share and take care of them like she's actually the parent, but I figure she could manage that.

Quote from: Captain McClellan
I know you think that it'd be better to put them into Protection Services, but honestly there's a lot worse places they could end up and Talvi's psyche would never be able to handle not knowing.
YES. This. I'd never know what happened to them and it's... just not something I want to think about, even if it makes it harder. I've been a parent to them for the past twelve years, how close do you think I've gotten to them? :-\ I don't think I could just pull myself away.

Quote from: McClellan
Along with my scholarships I may well have an excess of money, and I'm quite willing to use said money to help Talvien. I'm sure all of us have some pennies we can use.
No. No, no, and no. No. Just no. That's your money, McClellan, and I couldn't take it. While I admit moving into somebody's house is essentially the same thing, at least I'd be able to make up for it partially with housework, home maintenance or landscaping - whatever needed to be done.

Quote from: McClellan
This, obviously, won't be enough. Especially if, and we do want this even though we don't, we want Talvi to keep a relationship with his mother. ( 'Tis a necessary evil for the sake of the Sisters of Talvieno. )
Sadly, 'tis true.

Quote from: McClellan
However, if we could somehow get these funds to him in a way that seems legitimate... then perhaps we have a bargaining tool. "Look, I am capable of making enough to live on."
No. Funds. You'd have to raise a ridiculous amount ($500 at the least) if I'm even going to sustain myself for a month in the cheapest apartment I could find. I'm capable of living off sandwiches (I did for a while there), and that comes to just a few dollars a week (even with - that's easily made up, and I'd be able to do more than return that money in housework to begin with, and then, later on, I'd be able to pay you back after I got a job.

Quote from: McClellan
Problem is, TalviMom will likely ( read: almost certainly ) be super suspect of said money, attempt to take possession of it, and accuse him of being involved in illicit/immoral activity.

And Talvi, it's imperative that you don't just run away. As hard as it may be, you must persevere.
Yep, she would. And then it's "Goodbye, Internet."
As to the second bit I posted in your quote, yeah, no worries. I seem to be good at perseverance, if nothing else. I'm still at home and alive, aren't I? :P

Quote
Why not just invent a scholarship tailored to Talvi and post a web-page for such?  Hhghgh. It's so crazy it might work, yes?
There's another point I should touch on. She's roughly as intelligent as I am, maybe very, very slightly less at best. She just has very skewed priorities and a high opinion of herself. If she saw this scholarship web page, she would definitely research it, soon find it didn't have anything to back it up, and denounce it as a scam. If the money arrived, she would confiscate it and demand to know what was really going on. (On that note - she doesn't normally confiscate mail, even if it comes from girls (she hates the thought of me finding someone). Or even packages - I got a book from someone once and she didn't bat an eye. If something that sounded illegal popped up, she would, though.)

Quote from: McClellan
It'll help them not to get stuck... assuming that your mother doesn't believe college is evil.
She might. I wouldn't put it past her. (actually, she doesn't, and has fond memories of her college days. she just doesn't seem to actually want me to go.)

This all sounds highly convoluted. Sad fact remains though that while we may be supportive unless one of us has space for I'm guessing... Three people, and means to keep them fed, nevermind transportation, we can't do much to help.
One person, not three. Keeping me fed is easy, I don't eat much, never have, and I'd be fine on PB&J sandwiches. As to transportation, I'd be fine on a bike, I'd just need a bike... and I could probably buy that myself. I do have $200 saved, after all. I'm a bit of a miser. I don't like spending unless I have to. Or unless I'm buying Christmas/birthday gifts. (the only day I'm guaranteed to get out of the house is a few days before Christmas for shopping at walmart.)

The issue is finding someone close by who could help... and I know you guys can't. :P

We should probably avoid discussing crazy schemes until it becomes clear that Talvi can't negotiate his way out of this.

 Besides, (@McClellan) I don't think TalviMom's reasoning for not allowing Talvi to leave is so much that he can't make money as it is that he (supposedly) can't keep a schedule or generally perform basic tasks needed to maintain a home and feed himself and such.

 If he came at her with money that he got from doing some nondescript job she wasn't aware he had taken and had no possible way of getting to without her noticing, it probably wouldn't change anything even if she somehow fell for it.

E:
Quote
So then... If we can convince TalviMom to allow him his college education, then that provides an nice little transition point and his freedom. At least, partially. Meanwhile, he can, if he's able, attempt to get an on-campus job. Said job can be put into private funds. These TalviMom can never find out about. This money can be used to further sustain Talvieno's independence. As per your younger siblings, encourage them to start early with pursuing college funding. It'll help them not to get stuck... assuming that your mother doesn't believe college is evil. Hmm. On what grounds Talvieno, are you being kept at home anyway? Is there any further reason she gives as to why you're not allowed to be independent?

This sounds valid enough, I guess, though my intuition is telling me there are holes in the plan somewhere.
Split this up into bits.

1. Talvi can't negotiate his way out of this. My mother is more stubborn than a mule. You can't reason with her, I've tried, she either ignores you, uses troll logic, or yells at you for interrupting.

2. I'm fine with keeping a schedule and performing basic tasks. She knows it, too, or I wouldn't be taking care of my siblings more or less by myself. I get up at six, I go to bed at 9, I handle cooking and cleaning, arguments, entertainment, all of that mess. For several years I've been slowly starting to delegate stuff to my brothers to teach them to be responsible, too. The only things I don't do are shopping and paying bills. My experience in bill-paying is null.

3. Nothing will change anything, this is why I'm convinced reasoning with her isn't an option. :P I've been trying to reason with her for the past six years - I even went as far as trying for both a guilt trip, and trying to appeal to her sense of humanity. It's not happening. She wants me to stay. That's why I'm convinced at this point that I'm not getting out without outside help.

4. Your intuition is correct.

Mr Frog, you're probably right. My intuition tells me that it has nothing to do with Talvien, but rather it's something in TalviMom's mind that is warped. The college should be an agreeable choice by any standard. It provides a supposedly safe, structured environment with a potential payout. Does Talvien have any sort of disability or condition that can be diagnosed? If so, he can be issued certain accomodations by the school and possibly draw SSI'
She's... well, she takes depression medication and she's prone to mood swings (sometimes violent, if she has a real reason to be legitimately angry (no worries, she just damages stuff, hasn't hit me in years (I'd be concerned about keeping my laptop safe, though))). She has a real problem with prioritizing, too.

I may have clinical depression, and I may be bi-polar. I very much don't want to take anything for it, though... but I'm not entirely sure why. I do take adderall daily, after all (ADHD). Other than that... I'm perfectly normal... besides being weird.

Parenthood does funny things to people.
I agree. Parenthood does some really, really weird stuff to folks, like making them write LOTR-length books so they can get their name posted in a "Hall of Fame" thread, while they fantasize about being discovered by a major publisher.

As far as the college situation goes, I don't think Talvi's mother trusts the US's educational system based on the fact that she pulled him out of public schooling (I think this was the hole in your plan my gut was telling me about). It'd probably take a lot of convincing on that front. It'd probably be better for him to prove his self-sufficiency through other means and then pursue higher education on his own power if he so chooses.
Your phenomenal, superhuman sense of intuition strikes again. No, I'm not being sarcastic.

I wasn't suggesting villainizing her! ( In fact, I think you're taking a harsher view/approach to TalviMom than me. ) Rather, I just suggest keeping a level view-point and admitting that there may be more going on here than just over-protective. She could have a co-dependent attachment to Talvi in that she needs him to need her, or some such. That's sympathizable. Still bad for Talvien though. Both are just guesses really, and how useful are guesses?

Fair enough. I've been in correspondence with Talvi for a very long time, so I guess I've been kind of ticked at her for a while. I'll try to be less gung-ho if possible.

It feels like we're talking too much about Talvi and his situation without letting him speak for himself, so I'll sign off on this issue until he can respond again.
You really have been. :P You're actually my oldest correspondent on Bay12, besides Splint, and the oldest correspondent who still talks to me at all online (besides Splint). You have every right to be gung-ho, in my opinion. You've kind of earned it.



Anyway, all that said (wow, that took a LONG time to respond to), yeah. There's a reason I feel trapped - it's because I'm trapped. This isn't going to have a simple solution. If there was one, I would've found it already and taken it. I've been fighting staying at home pretty hard. I want out. :P I'd be happy flipping hamburgers so long as I was able to live comfortably on my own.


so, as was mentioned earlier but not explained, the major depressants in my life as of late have been feeling trapped, not being able to distance myself emotionally from my ex (we've been apart for almost two months but it still hurts), worriment that I'll never find anybody (I'm a romantic at heart and miss feminine companionship/friendship), and people telling me that I'm good for nothing, my writing sucks, and that I'd be doing myself a favor if I jumped off a cliff. These actually aren't all that bad right now, though. I start feeling depressed when I actually think about the future, but so long as I don't... I'm okay. I used to think about the future all the time, and it was horrible for me, but I guess slowly, over time, I've been focusing more on the present.



Kind of disappointed that nobody mentioned the chapter, but, oh well. :P

And have an AI picture. (it's not really AI, it's just viewing the emotional construct I created for an AI with spring physics.) it's what I was working on... now I'm working on the story again.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 01, 2014, 11:37:23 am
Interestingly... "Talvi" is Finnish for Winter and "Talvien" is the plural. So Talvien also translates "Winters". Also, I know that there's an o, but it feels so awkward there. I will stick to calling you Talvi then, if you don't like Talvien.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 01, 2014, 12:37:03 pm
Interestingly... "Talvi" is Finnish for Winter and "Talvien" is the plural. So Talvien also translates "Winters". Also, I know that there's an o, but it feels so awkward there. I will stick to calling you Talvi then, if you don't like Talvien.
yeah, "talvi eno" is Finnish for "winter uncle", although I didn't know that when I came up with the name (I thought it sounded Italian). I'm guessing "talvi en" must therefore be "winter uncles" which... o.o Not sure what to think about that. It doesn't really matter, but I was wondering if it was intentional or not, as you weren't doing it consistently, which was why I wondered. I could probably get used to Talvien. It doesn't really matter, like I said.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 01, 2014, 02:49:09 pm
Welp, my sleep patterns are fucked six ways to Sunday. And I think we kind of had a more pressing concern, more well written stuffs aside.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on May 01, 2014, 03:00:22 pm
That AI man... I don't even understand it. Very, very impressive. I haven't been stumped in at least a week. lol

As to the Vanya story, I thought she decided not to get the PEA cause she was worried about Trebor? Still, it seems like something she would do. :P
Koth is from Splint's stories right? I knew she survived! Good read.

As to the rest, your mom sounds a lot like my sister.  :( There's really nothing to do directly against that kind of thing. Outside help is a good call.
Quote
(ooh, while I'm talking about it, might ought to mention just for kicks that my mom and stepdad go out to eat every night.)
Really?!? That's just mean. (Also, everything you named, those are some of my favorite foods. I could eat noodles every night of the weak.)
I sadly don't know what else to say, as usual. I can't help you directly, but I'll continue to comment.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 01, 2014, 03:08:46 pm
Koth is from Splint's stories right? I knew she survived! Good read.

It was a bit of a retcon on my part but one that was fitting, since Koth at the time of my loss of the shockedtowns save was a Legendary +1 - +3 soldier, with all the skill that entails including fighting enemies armed primarily with ranged weapons (though admittedly, goblins with bows and crossbows are a bit different from dwarves and humans with magnetic accelerator weapons,) and it gives Vanya a little extra help in a few areas. Whether or not Koth will actually make it back may well entirely depend on Talvieno at this point.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 01, 2014, 05:24:54 pm
That AI man... I don't even understand it. Very, very impressive. I haven't been stumped in at least a week. lol

As to the Vanya story, I thought she decided not to get the PEA cause she was worried about Trebor? Still, it seems like something she would do. :P
Koth is from Splint's stories right? I knew she survived! Good read.

As to the rest, your mom sounds a lot like my sister.  :( There's really nothing to do directly against that kind of thing. Outside help is a good call.
Quote
(ooh, while I'm talking about it, might ought to mention just for kicks that my mom and stepdad go out to eat every night.)
Really?!? That's just mean. (Also, everything you named, those are some of my favorite foods. I could eat noodles every night of the weak.)
I sadly don't know what else to say, as usual. I can't help you directly, but I'll continue to comment.
It's not AI, it's just a viewer showing exactly how the AI would connect all the different emotions together... using spring physics. :\ emotions are complicated.



As to the Vanya story, I'm almost positive that you missed a chapter (maybe two) if you didn't see the part where she got the PEA.

Chapter 63: http://www.bay12forums.com/smf/index.php?topic=102730.msg5207832;topicseen#msg5207832 (getting the PEA)
Chapter 62: http://www.bay12forums.com/smf/index.php?topic=102730.msg5174079;topicseen#msg5174079 (meeting trebor)
Chapter 61: http://www.bay12forums.com/smf/index.php?topic=102730.msg5160879;topicseen#msg5160879 (jade/lydena)
Chapter 60: http://www.bay12forums.com/smf/index.php?topic=102730.msg5146850;topicseen#msg5146850 (stuck at Jade's apartment)

Koth is from Splint's stories right? I knew she survived! Good read.

It was a bit of a retcon on my part but one that was fitting, since Koth at the time of my loss of the shockedtowns save was a Legendary +1 - +3 soldier, with all the skill that entails including fighting enemies armed primarily with ranged weapons (though admittedly, goblins with bows and crossbows are a bit different from dwarves and humans with magnetic accelerator weapons,) and it gives Vanya a little extra help in a few areas. Whether or not Koth will actually make it back may well entirely depend on Talvieno at this point.
... *zooms in*
Whether or not Koth will actually make it back may well entirely depend on Talvieno at this point.
*starts digging grave*

nah, I'm not going to kill her off without your permission. :P I don't have a real reason to kill her off anyway. In fact, I kind of have a reason to keep her around... but that'll come later.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 01, 2014, 05:52:51 pm
So, Talvien, I printed a copy of Chapter 64 to read... and promptly forgot it at school. >.< Oh well, at least I can still read it here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 01, 2014, 11:01:16 pm
(ooh, while I'm talking about it, might ought to mention just for kicks that my mom and stepdad go out to eat every night.)

For how long are they out?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on May 02, 2014, 01:15:51 am
As to the Vanya story, I'm almost positive that you missed a chapter (maybe two) if you didn't see the part where she got the PEA.

Wow. I just finished reading all the stuff I missed,(including Koth surviving lol) and I have to say... HAHA. Things make so much more sense now. They seemed to make sense at the time, but now things are much clearer. I may have to reread just to pick up the things I missed. But it's late now. Night.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 02, 2014, 08:53:33 am
So, Talvien, I printed a copy of Chapter 64 to read... and promptly forgot it at school. >.< Oh well, at least I can still read it here.
Heh, lucky, I'd love to have a printed copy of it all to read. ...Then again, I'd probably mark it all up with proofreading. I regularly correct my own grammar in the Skulker's Tale thread.

(ooh, while I'm talking about it, might ought to mention just for kicks that my mom and stepdad go out to eat every night.)

For how long are they out?
Two to three hours, usually... Why, do you have an idea?

As to the Vanya story, I'm almost positive that you missed a chapter (maybe two) if you didn't see the part where she got the PEA.

Wow. I just finished reading all the stuff I missed,(including Koth surviving lol) and I have to say... HAHA. Things make so much more sense now. They seemed to make sense at the time, but now things are much clearer. I may have to reread just to pick up the things I missed. But it's late now. Night.
:P I'm glad I was right, I was worried I'd forgotten something serious. (fun fact: a lot of the reason I had Vanya "study under Mr Frog" was because I was finding it very difficult to keep track of what advanced tech/science she'd learned of.  :-[ I used it as an excuse for her to already know most of it. It still didn't help with her being awestruck every time she saw something new, though.)
Might be easier for you to read it here: http://www.bay12forums.com/smf/index.php?topic=119562.0
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 02, 2014, 09:09:28 am
Two to three hours, usually... Why, do you have an idea?

Kinda, sorta... If you have access to mainstream telecommunications, and if it's in any way plausible, you could try and get your biological father to help. (Unless your relationship and those of your siblings with him are less-than-amicable, in which case don't listen to me :S)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 02, 2014, 09:26:39 am
No, we're on very good terms with him, he's just... well, just barely scraping by. He moves around the country (and world) a lot. Being in a really specialized field of chemistry, it's usually hard for him to find a job. He hasn't had the funds to visit us in over two years, and my mom loathes him. I think she might actually hate me a bit just because I look like him. She certainly doesn't act the same way towards my brothers as she does me.
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 02, 2014, 09:27:54 am
Ah. I see...

Back to the Void to run some more ideas around for me, then :/
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 02, 2014, 12:10:24 pm
So, Talvien, I printed a copy of Chapter 64 to read... and promptly forgot it at school. >.< Oh well, at least I can still read it here.
Heh, lucky, I'd love to have a printed copy of it all to read. ...Then again, I'd probably mark it all up with proofreading. I regularly correct my own grammar in the Skulker's Tale thread.

Oh good, because I've made it my personal mission to have it "published" for you. In effect, I'm going to use my leatherworking skills to bind you your own personal copy of each major section of A Skulker's Tale and send them to you via mail.

Also... can we send any funds to TalviDad? Seems like he could be a big help if he were capable of doing so.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 03, 2014, 10:59:06 am
I doubt my dad would accept anything, and more importantly, I have no idea where he is - he's without a way to talk to us most of the time. :P It still goes against everything I am to accept money from people without offering something in return, though. I'm not sure what I would have to offer, anyway.

As to the bookbinding, that would be awesome. :o I love that idea, though I'd still like to offer you something in return for it, if you can think of anything. lol
I'll try not to "edit" them. >.>
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 03, 2014, 11:03:21 am
It still goes against everything I am to accept money from people without offering something in return, though. I'm not sure what I would have to offer, anyway.

You could consider it payment or endorsement for the Vanya story.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 03, 2014, 11:15:02 am
Hmm... I guess I could do that, yeah... still. >.> The Vanya story isn't just me - all of you guys put work into it, in one way or another, even if just with feedback - if you affected the Spearbreakers canon in any way, it's reflected in her tale.

Something I've been working on related to that... I needed a song for Vanya to hear in an upcoming scene, but I'm not going to put the lyrics/poem into the story. It'd be weird to have a single song/poem in the book when the rest of it's text, and in addition, it comes close to breaking the suspension of disbelief for her to remember the lyrics to an entire song long enough for her to write in her journal. :P I guess it could be in an appendix or something.

It's supposed to be an emotional song that particularly shakes her to her core, but I wanted to be careful to make sure it sounded vague enough that it wasn't forced... like it was tailored for a wider audience than just her, but that she got something special from it. It'll be a big moment for her... but I don't want to spoil anything by telling too much about it.

Spoiler: Lyrics (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 03, 2014, 11:28:47 am
Well, you're a far better lyricist than I, that's for sure :P

(Those lyrics... :O Do you mind if I synth a melody for it and then get someone (or, if worst comes to worst, me) to sing it? That is, if I ever lose my fascination with Black MIDIs...)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 03, 2014, 11:45:22 am
(Those lyrics... :O Do you mind if I synth a melody for it and then get someone (or, if worst comes to worst, me) to sing it? That is, if I ever lose my fascination with Black MIDIs...)
Go right ahead. :D I'd love to hear what you come up with.

I kind of imagine that Vanya's favorite musical genre would be something along the lines of synthpop/electronica/trance (something like Ellie Goulding's "Lights" (http://www.youtube.com/watch?v=0NKUpo_xKyQ&feature=kp), as an example)... which isn't generally my preferred genre of music, but I think it's what she'd like, and in the story, that'll be about what she's listening to (though I won't specifically say what genre it is). You can do whatever you want with it, though. (just warning that I won't necessarily use your version in the story, as I already have it planned out.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 04, 2014, 03:21:55 am
How about we all try to sing it? :p  Embarrassing oneself is always more fun if it's done as a group.

E: Just a suggestion (I really need to read the damn story so I can have a better basis for this stuff), but instead of having the whole song be pertinent to her (not that I'm saying it is, I have no way of knowing short of reading the story), maybe have just one or two parts that jump out at her? That's usually how it is with me.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 04, 2014, 07:15:25 am
How about we all try to sing it? :p  Embarrassing oneself is always more fun if it's done as a group.

E: Just a suggestion (I really need to read the damn story so I can have a better basis for this stuff), but instead of having the whole song be pertinent to her (not that I'm saying it is, I have no way of knowing short of reading the story), maybe have just one or two parts that jump out at her? That's usually how it is with me.
That'll be hard. lol   I don't know if you've ever tried to say stuff at the same time as somebody else online before, but when you try to do it in Skype, it comes out as a huge mess due to the tiny fraction-of-a-second lag delays. I guess we could each record ourselves singing it and then send it in, but then you lose the "as a group" feeling and you feel singled out. Or maybe you weren't really serious and I'm taking you too seriously. (also, I imagined a girl singing it. random.)

As to your suggestion, yeah, most of the song is just poetic stuff that doesn't apply to her, really. What's really going to get her moving is going to be the music - the beat of the song, and all that - and then halfway through, she'll hear these lines:

"Stone, moon, and shadow
I need you here with me"

I'll probably have her mention those lines in her journal, because it'll remind her so much of her almost-kiss with Urist in the Gorlak Caves that she'll break down.
edit: I had her write this about the gorlak cave in her journal:
"The moonlight shifted again, throwing moonbeams upon the walls, glittering gems catching the reflections and throwing them about in a beautiful cascade of colors; the shining elven moonlight combining, intertwining, with the solid dwarven stone."



A big thing to note is that she's never really listened to music before, so any music she hears is going to have a much stronger psychological effect on her than it would on most other people - I speak from experience here.
Spoiler (click to show/hide)

edit: what'll be interesting is seeing if I can pull off giving her an experience that will make her actually be able to relate to the rest of the song - but afterwards. Although, Urist has technically rescued her at least twice before, so she might be able to most of the rest of it already... but, the point is largely moot because she'll be listening to the music instead of the lyrics... it's how I do things. I could never be content with writing two lines and pretending the rest of the song was actually there - I have to write the rest of it to be satisfied. I may have her mention some of the rest of it, but I'm not entirely sure yet.

I was mainly just posting it in thread because "why not", though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 04, 2014, 09:49:36 am
Something I've been working on related to that... I needed a song for Vanya to hear in an upcoming scene, but I'm not going to put the lyrics/poem into the story. It'd be weird to have a single song/poem in the book when the rest of it's text, and in addition, it comes close to breaking the suspension of disbelief for her to remember the lyrics to an entire song long enough for her to write in her journal. :P I guess it could be in an appendix or something.

Oh really? I'd believe it.

In fact, here's some lyrics from random songs I have memorized.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Ok. Bad examples, I don't really remember the rest of the lyrics. I still think it's an acceptable break from reality. The thing I'd be concerned about is a break of flow. Those lyrics are long enough to break the flow of a chapter, 'specially with how short some of your chapters tend to be. An insert should never outweigh the rest of the content in a chapter. Mr Frog is probably right. Pick out the parts that are most emotionally significant to Vanya.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 04, 2014, 10:38:04 am
Okay, so question. Does anyone want to have at a standardizing of the materials for certain creatures for SBII? I figure with all the changes that will be made we'll need to do something to reduce the eventual drag from so much crap to keep track of, especially since I want to try and merge it with a slightly reduced Civilization Forge (until its Alchemy feature is made more useful and less novelty,) and some weaker fortress defense races. I'd do it myself but I have absolutely no understanding of materials beyond mildly modifying metals.

I figure an increase in cultures such as the xelics and chaos dwarves (possibly here as deranged Holistic Detective worshipers or something like that,) as well as beak wolves and stranglers, roving spawn, and other assorted nasties will make the inlands as dangerous as intended to be.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: MDFification on May 04, 2014, 10:39:57 am
Okay, so question. Does anyone want to have at a standardizing of the materials for certain creatures for SBII? I figure with all the changes that will be made we'll need to do something to reduce the eventual drag from so much crap to keep track of, especially since I want to try and merge it with a slightly reduced Civilization Forge (until its Alchemy feature is made more useful and less novelty,) and some weaker fortress defense races. I'd do it myself but I have absolutely no understanding of materials beyond mildly modifying metals.

IIRC you can use Rubble to automatically standardize materials in your mod without any real knowledge of how rubble works. Duplicate the file beforehand though, since it can sometimes delete the raws in my experience.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 04, 2014, 10:44:27 am
Okay, so question. Does anyone want to have at a standardizing of the materials for certain creatures for SBII? I figure with all the changes that will be made we'll need to do something to reduce the eventual drag from so much crap to keep track of, especially since I want to try and merge it with a slightly reduced Civilization Forge (until its Alchemy feature is made more useful and less novelty,) and some weaker fortress defense races. I'd do it myself but I have absolutely no understanding of materials beyond mildly modifying metals.

IIRC you can use Rubble to automatically standardize materials in your mod without any real knowledge of how rubble works. Duplicate the file beforehand though, since it can sometimes delete the raws in my experience.

I think it pretty much does delete some files out of necessity unless I read something wrong. Guess I can give it a go myself.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: MDFification on May 04, 2014, 10:45:07 am
Okay, so question. Does anyone want to have at a standardizing of the materials for certain creatures for SBII? I figure with all the changes that will be made we'll need to do something to reduce the eventual drag from so much crap to keep track of, especially since I want to try and merge it with a slightly reduced Civilization Forge (until its Alchemy feature is made more useful and less novelty,) and some weaker fortress defense races. I'd do it myself but I have absolutely no understanding of materials beyond mildly modifying metals.

IIRC you can use Rubble to automatically standardize materials in your mod without any real knowledge of how rubble works. Duplicate the file beforehand though, since it can sometimes delete the raws in my experience.

I think it pretty much does delete some files out of necessity unless I read something wrong. Guess I can give it a go myself.
I've seen it delete everything and seen it delete precisely nothing, so I have no idea.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 04, 2014, 10:48:44 am
I'm sure this will be absolutely wonderful then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 04, 2014, 11:33:29 pm
That'll be hard. lol   I don't know if you've ever tried to say stuff at the same time as somebody else online before, but when you try to do it in Skype, it comes out as a huge mess due to the tiny fraction-of-a-second lag delays. I guess we could each record ourselves singing it and then send it in, but then you lose the "as a group" feeling and you feel singled out. Or maybe you weren't really serious and I'm taking you too seriously. (also, I imagined a girl singing it. random.)

Honestly, a bunch of untrained amateurs taking turns recording themselves singing an amateur's attempt at setting a tune to amateur lyrics and then syncing it all up afterwards into a horrifying ear-raping clusterfuck seems as pure an expression of the spirit of succession forts as one can possibly achieve. (Holy wow that sentence was long.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 04, 2014, 11:42:10 pm
That'll be hard. lol   I don't know if you've ever tried to say stuff at the same time as somebody else online before, but when you try to do it in Skype, it comes out as a huge mess due to the tiny fraction-of-a-second lag delays. I guess we could each record ourselves singing it and then send it in, but then you lose the "as a group" feeling and you feel singled out. Or maybe you weren't really serious and I'm taking you too seriously. (also, I imagined a girl singing it. random.)

Honestly, a bunch of untrained amateurs taking turns recording themselves singing an amateur's attempt at setting a tune to amateur lyrics and then syncing it all up afterwards into a horrifying ear-raping clusterfuck seems as pure an expression of the spirit of succession forts as one can possibly achieve. (Holy wow that sentence was long.)

Oh I am so double-timing that synthing now. That's the best thing I've read all day.
(I hope you guys don't mind a slow tempo, but these lyrics lend themselves to a slow, kinda swingin' beat~)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 05, 2014, 02:43:27 am
Not sure if I have already posted this... but the long awaited fourth installment to the Ringo McClellan series is now:

Spoiler: Fight for Survival! (click to show/hide)

Mmm... In time I'll get around to the fifth bit. Talvi, I didn't forget what I have agreed to do for you, but man it might well take a while. In the meantime, anything you'd like me to contribute to the actual Vanya story? Art? Words? I can do either or hire talented folke in both to do so. A'matter of fact, my significant other might well be able to contribute much high-quality visuals to the Vanya story. Just give me a summary of where we are now and I'll see what I can do.

Mr Frog. There was something I had to ask you, but I don't recall it.

Splint, hi. Thanks for starting Spearbreakers. Continue to contribute stuff n' stuff. ( Tired now, eloquence fading. )

Lolfail, I've seen you roundabout... why don't you write things? You are funny, rather interesting guy. Oh also, you should play my Roll to Dodge. I'll PM you about it tomma. If I remember.

Everyone: Talented artists yes? May I have? Yeah. So like. Illustrations, no? Yea. Show me what you have to offer, assuming you have time. Good luck to everyone on their finals and God bless. I'm gonna sleep before the head-pain makes me unable. Please. Comment on my writing, critique if you like. Stuff and stuff. And stuff. Talvi, are you feeling any better than you were?

That'll be hard. lol   I don't know if you've ever tried to say stuff at the same time as somebody else online before, but when you try to do it in Skype, it comes out as a huge mess due to the tiny fraction-of-a-second lag delays. I guess we could each record ourselves singing it and then send it in, but then you lose the "as a group" feeling and you feel singled out. Or maybe you weren't really serious and I'm taking you too seriously. (also, I imagined a girl singing it. random.)

Honestly, a bunch of untrained amateurs taking turns recording themselves singing an amateur's attempt at setting a tune to amateur lyrics and then syncing it all up afterwards into a horrifying ear-raping clusterfuck seems as pure an expression of the spirit of succession forts as one can possibly achieve. (Holy wow that sentence was long.)

Oh I am so double-timing that synthing now. That's the best thing I've read all day.
(I hope you guys don't mind a slow tempo, but these lyrics lend themselves to a slow, kinda swingin' beat~)

Yes lyrics yes. Can and will do. Might not sound too great. Still try. But I can't compose. I'm too broken to do. Never finished training. Timing so quintessential, so complex too. Fractured sentences.... I will have the results soon(-ish) but I will try to sing Talvien's song. Talvien, you had damn well sing your own song too sometime. We'll help establish the music of the thing, but you need to sing it yourself. It is the pinnacle of achievement in such, yes? Yes. And I want to see you show some confidence to your friends. Noone's gonna laugh, so be brave with it.   ( At any rate, noone's gonna laugh at you. If they do, I'm pretty sure Mr Frog will flay them alive. Noone laugh at me either, eh? ) Compose yon' ehrfail, will do the vocals. Yes... Matter o' fact might cross inspire yes? I make an ugly muse, but ah well, since when has something so vain as a face been a factor in the minds of the truly inspired? Pfft. Silly modern music industry and it's silly silliness. Danke schon alle. Gute Nacht mein freunde.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 05, 2014, 02:51:26 am
Lolfail, I've seen you roundabout... why don't you write things? You are funny, rather interesting guy.

Well, I can't be bothered looking for LFTON's main story arc but perhaps I could point you to my Interlude miniseries?


Part 1: The Sisters (http://www.bay12forums.com/smf/index.php?topic=102730.msg4977420;topicseen#msg4977420)
Part 2: Kyh's Sorrow (http://www.bay12forums.com/smf/index.php?topic=102730.msg5124123;topicseen#msg5124123)
Part 3: Kaishi! (http://www.bay12forums.com/smf/index.php?topic=102730.msg5211686;topicseen#msg5211686)
Part 4 is in the works, still need to do some research into the fields of quantum spacetime.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 05, 2014, 07:02:36 pm
Quote from: Captain McClellan
I still think it's an acceptable break from reality. The thing I'd be concerned about is a break of flow. Those lyrics are long enough to break the flow of a chapter, 'specially with how short some of your chapters tend to be. An insert should never outweigh the rest of the content in a chapter. Mr Frog is probably right. Pick out the parts that are most emotionally significant to Vanya.
    D: ...Short? Really? :-\ None of them (at least the ones past chapter 8) are shorter than 3000 words... and that's about half of the 40,000 character limit. I knew they weren't long, but short? :-\ really? huh... well, I guess could be, relatively speaking...
    However, that also means that the song (180 words) is just 6% of the length of one of my chapters, so it wouldn't necessarily interrupt the flow.
    It does break the suspension of disbelief, though. I can remember lyrics to songs pretty easily, if I've heard them enough:
Spoiler: demonstration (click to show/hide)
    But Vanya only gets to hear her song once. Yes, I've established that her memory is uncommonly good (and attributed it to Mr Frog's experiments/training), but keep in mind that she's also dancing while part of the song is playing, and then crying, and also preoccupied with her thoughts. (Yes, Vanya dances. In my notes, that's even the name of the scene: "Vanya Dances".)

That'll be hard. lol   I don't know if you've ever tried to say stuff at the same time as somebody else online before, but when you try to do it in Skype, it comes out as a huge mess due to the tiny fraction-of-a-second lag delays. I guess we could each record ourselves singing it and then send it in, but then you lose the "as a group" feeling and you feel singled out. Or maybe you weren't really serious and I'm taking you too seriously. (also, I imagined a girl singing it. random.)

Honestly, a bunch of untrained amateurs taking turns recording themselves singing an amateur's attempt at setting a tune to amateur lyrics and then syncing it all up afterwards into a horrifying ear-raping clusterfuck seems as pure an expression of the spirit of succession forts as one can possibly achieve. (Holy wow that sentence was long.)
I lol'd. I agree quite heartily. It'd be extremely amusing. If I'm singing, though, you're singing too. >.> It took me forever to talk myself into humming that little bit that's somewhere in the thread.


Oh I am so double-timing that synthing now. That's the best thing I've read all day.
(I hope you guys don't mind a slow tempo, but these lyrics lend themselves to a slow, kinda swingin' beat~)
I imagine the lyrics might be relatively slow, but the music itself would probably be upbeat and pretty fast. That's just in my head, though. Also, for the record, you can switch up the verses however you see fit. I couldn't decide between using the chorus three times, or using it twice... And couldn't decide whether I wanted to cut two of the stanzas out of there or not.

@McClellan: I think I missed one of your posts... I'm going to have to go back through and search for it. In the meantime:

Mmm... In time I'll get around to the fifth bit. Talvi, I didn't forget what I have agreed to do for you, but man it might well take a while. In the meantime, anything you'd like me to contribute to the actual Vanya story? Art? Words? I can do either or hire talented folke in both to do so. A'matter of fact, my significant other might well be able to contribute much high-quality visuals to the Vanya story. Just give me a summary of where we are now and I'll see what I can do.

Talvi, are you feeling any better than you were?
I'm feeling much better now, thanks to you guys. I'm finally getting into the swing of things again. :P Wish I'd come here first off, even though I do feel somewhat embarrassed for dumping everything on everybody. >.>
    And... don't worry about how long it takes. :P If it gets here at all, I'll be tickled pink. (not literally.)
As to contributing to the actual Vanya story... Read it first. :P And don't skip to the last chapters I'm posting, either. XD I could spoil the whole thing for you, but then some of the plot twists just fall flat. (I don't always put in plot twists, but when I do, I prefer Spearbreakers Bitters they tend to be biggish.) And I'd love art. :P I'm curious about these high-quality visuals you speak of. There are a few places that sorely need a piece of art... like Urist and Vanya sharing their almost-kiss in the gorlak cave (seems like a pic-worthy moment).

Quote from: McClellan
Yes lyrics yes. Can and will do. Might not sound too great. Still try. But I can't compose. I'm too broken to do. Never finished training. Timing so quintessential, so complex too. Fractured sentences.... I will have the results soon(-ish) but I will try to sing Talvien's song. Talvien, you had damn well sing your own song too sometime. We'll help establish the music of the thing, but you need to sing it yourself. It is the pinnacle of achievement in such, yes? Yes. And I want to see you show some confidence to your friends. Noone's gonna laugh, so be brave with it.   ( At any rate, noone's gonna laugh at you. If they do, I'm pretty sure Mr Frog will flay them alive. Noone laugh at me either, eh? ) Compose yon' ehrfail, will do the vocals. Yes... Matter o' fact might cross inspire yes? I make an ugly muse, but ah well, since when has something so vain as a face been a factor in the minds of the truly inspired? Pfft. Silly modern music industry and it's silly silliness. Danke schon alle. Gute Nacht mein freunde.
Aw, flapping carp pancakes. >.> I can sing, but I just about die doing it. Nervousness + shy + embarrassment. At least I don't have as big of an ego as I did before my voice changed, I guess. But, finnnnneeeee. I'll do it. lol   And I won't laugh at you either.

erhail shall make excellent musics, I am sure. I attempted it this morning, and it was a shabby attempt. I came up with a melody for the lyrics, but sadly, couldn't find a time signature that fit it quite the way I wanted it to. (It wound up ending at a bizarre cross between a 4/4 and a 5/4.)


@Lolfail: I need to read that stuff. :P Today's been a bit busy for me, but I'll be sure to get everything read soon.




(also, random and unrelated to everything: I appear to have an attachment_modifier (in raws terms) to any music that contains a piano.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 05, 2014, 11:35:12 pm
Mr Frog. There was something I had to ask you, but I don't recall it.

I had a witty response to this, but I forgot it.

If I'm singing, though, you're singing too. >.> It took me forever to talk myself into humming that little bit that's somewhere in the thread.

Of course! Besides, after hearing the unmitigated hilarity that is Mr Frog attempting to sing, you probably won't be nearly as afraid of embarrassing yourself.

Quote
And I'd love art. :P I'm curious about these high-quality visuals you speak of. There are a few places that sorely need a piece of art... like Urist and Vanya sharing their almost-kiss in the gorlak cave (seems like a pic-worthy moment).

Ugh. I wish I could grant this wish myself, but this sounds wayyyy too complicated to attempt to draw with a mouse.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on May 06, 2014, 12:05:57 am
Talvieno, it's good to hear you're feeling better! :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 06, 2014, 12:10:32 am
erhail shall make excellent musics, I am sure. I attempted it this morning, and it was a shabby attempt. I came up with a melody for the lyrics, but sadly, couldn't find a time signature that fit it quite the way I wanted it to. (It wound up ending at a bizarre cross between a 4/4 and a 5/4.)

*giggles* Ok, I see where you may or may not be confused because I cannot explain anything for shit (this has been proven IRL several times)

My username here is pronounced as you would expect it; Lol-fail. (If I could change said username to EightTimesNine, I would :/)
However, the character of mine named Lolfail's name is pronounced Er-hail.

...When I post my next Interlude chapter, I'll go through all my writing and Ctrl+H the names.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 06, 2014, 02:02:23 am
I'd offer my skills with a tablet for that piece mentioned earlier, but I... Splint no good with that sort of thing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 06, 2014, 02:20:30 am
I'd offer my skills with a tablet for that piece mentioned earlier, but I... Splint no good with that sort of thing.

Tablet! Yes! I should save money to get a tablet! THAT WOULD BE LITERALLY PERFECT. THERE WOULD BE NO END TO THE SHITTY FANART I'D POST.

Any advice/recommendations, Splint?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 06, 2014, 03:49:21 am
I really don't have any other than they're expensive (which is a given,) and that the one I've had is years old. I guess I'd recommend a wacom one, since mine's lasted me so long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 06, 2014, 06:55:24 am
I really don't have any other than they're expensive (which is a given,) and that the one I've had is years old. I guess I'd recommend a wacom one, since mine's lasted me so long.

Seconded. Wacom is an excellent brand. Also, Mr Frog, I have to use a mouse or a vertical touch-screen to digital art. ( When I remember that I have it, that is. ) It's really not too bad and it lends itself to certain artistic styles quite well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 06, 2014, 12:46:16 pm
Well... I just recorded myself singing six different songs... after working up the nerve for it... annnnndddddd it turns out the mp3 player I was using to record has a bad mic, and it's all buzzy.  ::)

edit: songs on the list were:
only Mad World and You are the Moon seem to have partially survived... probably because I was singing more quietly for those. Also, I shouldn't have listened to the recordings because my nerves came back after I had. lol

On the plus side...  I got a lot of work done with the story today. I had to rewrite a couple chapters after I discovered a plot hole, but that's a good example of why I keep chapters stockpiled and don't post them right after I finish them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 06, 2014, 04:23:07 pm
I really don't have any other than they're expensive (which is a given,) and that the one I've had is years old. I guess I'd recommend a wacom one, since mine's lasted me so long.

Seconded. Wacom is an excellent brand. Also, Mr Frog, I have to use a mouse or a vertical touch-screen to digital art. ( When I remember that I have it, that is. ) It's really not too bad and it lends itself to certain artistic styles quite well.

Pretty much every single image I've posted (except one) has been done by mouse, which is largely why I never ever ever want to draw with a mouse again for as long as I live :V

Well... I just recorded myself singing six different songs... after working up the nerve for it... annnnndddddd it turns out the mp3 player I was using to record has a bad mic, and it's all buzzy.  ::)

edit: songs on the list were:
  • Lights (ellie goulding)
  • Percussion Drum (white rabbits)
  • Mad World (gary jules)
  • To Build a Home (the cinematic orchestra)
  • You are the Moon (the hush sound)
  • Kiss From a Rose (seal)
only Mad World and You are the Moon seem to have partially survived... probably because I was singing more quietly for those. Also, I shouldn't have listened to the recordings because my nerves came back after I had. lol

I have long ago come to the conclusion that everyone, even famous TV personalities, loathes the sound of their own voice. It's something about how it sounds almost but not quite like what you hear in your head, to the point where all you can hear is how it sounds off. Don't worry too much about it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 06, 2014, 04:44:10 pm
Nnnnope, I mean it's buzzy. Lesson learned... I need some higher-quality way to record.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 06, 2014, 06:04:43 pm
Well... I just recorded myself singing six different songs... after working up the nerve for it... annnnndddddd it turns out the mp3 player I was using to record has a bad mic, and it's all buzzy.  ::)

edit: songs on the list were:
  • Lights (ellie goulding)
  • Percussion Drum (white rabbits)
  • Mad World (gary jules)
  • To Build a Home (the cinematic orchestra)
  • You are the Moon (the hush sound)
  • Kiss From a Rose (seal)
only Mad World and You are the Moon seem to have partially survived... probably because I was singing more quietly for those. Also, I shouldn't have listened to the recordings because my nerves came back after I had. lol

On the plus side...  I got a lot of work done with the story today. I had to rewrite a couple chapters after I realized a plot hole, but that's a good example of why I keep chapters stockpiled and don't post them right after I finish them.

:O Mad World and Kiss From a Rose? Brilliant! I love those songs. Please tell me you've heard the original, Tears for Fears "Mad World" though...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 06, 2014, 08:09:27 pm
Nnnnope, I mean it's buzzy. Lesson learned... I need some higher-quality way to record.

I was referring more to this part:
Quote
Also, I shouldn't have listened to the recordings because my nerves came back after I had. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 07, 2014, 09:31:50 am

Quote
And I'd love art. :P I'm curious about these high-quality visuals you speak of. There are a few places that sorely need a piece of art... like Urist and Vanya sharing their almost-kiss in the gorlak cave (seems like a pic-worthy moment).

Ugh. I wish I could grant this wish myself, but this sounds wayyyy too complicated to attempt to draw with a mouse.
No worries. :P Honestly, it's not that important. I was actually just listing the first thing that came to mind. The first part/book of the four has 15 pictures, the second has four, and the third only has one... so the first part doesn't really need any more pictures, I guess... granted, I just "stole" most of them from the Spearbreakers thread, though it's debatable whether they were actually "stolen" as they're for the same story in either place... Only ten of them were actually specifically made for the story, distributed as 6/3/1, comparedd to 15/4/1, so that's about 40%/75%/100%... i.e. the stuff from this thread only really helped the first part of the story.


McClellan requested a summary of Vanya's tale at some point... hrm. I'm not too sure I want to spoil the book. Generally, people have a tendency to click spoilers without discretion on Bay12. :P So... hmm. I'll summarize while avoiding major spoilers, major dramatic moments, and plot twists. You'll miss a lot, but you'll have a basic idea of where the story is.
Spoiler (click to show/hide)



I'd offer my skills with a tablet for that piece mentioned earlier, but I... Splint no good with that sort of thing.
...huh? Since when were you not good at art? :P It's okay, though... but really, you're good at art, don't think otherwise.

My username here is pronounced as you would expect it; Lol-fail. (If I could change said username to EightTimesNine, I would :/)
However, the character of mine named Lolfail's name is pronounced Er-hail.
Ahhhhhh, okay. I got confused. >.> At least I know now. :P


:O Mad World and Kiss From a Rose? Brilliant! I love those songs. Please tell me you've heard the original, Tears for Fears "Mad World" though...
There was also Yellow (by Coldplay) but I forgot to mention that. And yes, I've heard the original Tears for Fears... but I like Gary Jules's better because the slower tempo makes it sound more melancholy, whereas in the original, "I find it kind of funny, I find it kind of sad, the dreams in which I'm dying are the best I've ever had" sounds somewhat sarcastic and scathing instead of legitimately unhappy and depressed, because of how upbeat it is.

Nnnnope, I mean it's buzzy. Lesson learned... I need some higher-quality way to record.

I was referring more to this part:
Quote
Also, I shouldn't have listened to the recordings because my nerves came back after I had. lol
Ahhhhhhhh. My mistake. :P But really, the mic was awful. In addition to the buzzing, my voice sounds "tinny", if that makes sense... like I'm singing through a metal box or something, I don't know. It's hard to describe. My regular mp3 mic is better, but I have to have the songs going while I sing or else I just flail about and shut up... so I was playing it on my regular mp3 player and recording on a second one. There's no way I'm singing in front of my family. >.> I was recording outside.


edit: looks like yardwork again today, so I'm not going to be able to get much done. :(

Also: RE: Tablets:
I have one, and I've had it for... I guess eight years? :-\ I've only used it once or twice. I can't draw at all unless I have a pencil, for some reason - I lack the fine motor control skills for low-friction styluses, and that means my handwriting looks awful in pen. I can't draw at all unless I'm holding a pencil... so my tablet has seen very little use. I could ship it to you, but... one, it's old, two, it's cheaply made, and three... I have no idea how I'd ship it in the first place. :-\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 07, 2014, 10:13:39 am
I meant that eh, romantic-y stuff isn't quite my forte. I'd be happy to produce stuff, it's just I'm a lazy sumbitch and need things explained in depth before I begin/need some references, depending on the situation.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 07, 2014, 10:21:06 am
I meant that eh, romantic-y stuff isn't quite my forte. I'd be happy to produce stuff, it's just I'm a lazy sumbitch and need things explained in depth before I begin/need some references, depending on the situation.
Ah, gotcha. Don't worry about it, I was just writing down the first thing that came to mind. :) Although I go nuts over art created for my story, I don't like asking for stuff, so I didn't really want to think about it for very long.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 07, 2014, 10:25:12 am
I meant that eh, romantic-y stuff isn't quite my forte. I'd be happy to produce stuff, it's just I'm a lazy sumbitch and need things explained in depth before I begin/need some references, depending on the situation.
Ah, gotcha. Don't worry about it, I was just writing down the first thing that came to mind. :) Although I go nuts over art created for my story, I don't like asking for stuff, so I didn't really want to think about it for very long.

Pff. Ask anyway. I might be slow but I may be able to make ya something, provided I have the details needed to do so.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 07, 2014, 07:29:20 pm
Uploading a mess of mp3s soon.

and I am NOT listening to any of them beforehand this time.  >:( well, except for the one that's all speech.

edit: too late.  :-[ bleeeeeeech. kill me now.

reedit: can I just pretend that they turned out bad this time too? >.>

re-re-edit: and again. >.> okay, I see the benefit of practicing first now. a capella sounds terrible. >.< if I'm the one singing, at least.

quad edit: i'm going to die.

penta edit: it's not totally obvious I'm freaking out over this... is it?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 07, 2014, 10:02:42 pm
Okay, well. I had a voice recording I was going to do, but it ended with me nervously chattering and rambling, so if you want to listen to it, that's HERE:
https://soundcloud.com/talvieno/00-speech

And here are the songs. I didn't practice, I was very nervous, and tired from push-mowing the lawn, SO. Don't listen to all of them, you don't really need to. I just did a lot because it was exceptionally easy to do. Do not be fooled: I will suck, and I will suck badly. I also hadn't practiced... so I will suck even worse. lol
https://soundcloud.com/talvieno/01-lights
https://soundcloud.com/talvieno/02-percussion-drum
https://soundcloud.com/talvieno/03-mad-world
https://soundcloud.com/talvieno/04-kiss-from-a-rose
https://soundcloud.com/talvieno/05-you-are-the-moon
https://soundcloud.com/talvieno/06-radioactive
https://soundcloud.com/talvieno/07-scientist
And now I shall disappear.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on May 07, 2014, 10:05:21 pm
Okay, well. I had a voice recording I was going to do, but it ended with me nervously chattering and rambling, so if you want to listen to it, that's HERE:
https://soundcloud.com/talvieno/00-speech

And here are the songs. I didn't practice, I was very nervous, and tired from push-mowing the lawn, SO. Don't listen to all of them, you don't really need to. I just did a lot because it was exceptionally easy to do. Do not be fooled: I will suck, and I will suck badly. I also hadn't practiced... so I will suck even worse. lol
https://soundcloud.com/talvieno/01-lights
https://soundcloud.com/talvieno/02-percussion-drum
https://soundcloud.com/talvieno/03-mad-world
https://soundcloud.com/talvieno/04-kiss-from-a-rose
https://soundcloud.com/talvieno/05-you-are-the-moon
https://soundcloud.com/talvieno/06-radioactive
https://soundcloud.com/talvieno/07-scientist
And now I shall disappear.


nonononoNONNONONONONONO don't disappear
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 07, 2014, 10:44:05 pm
no, I meant I'm going to sleep. =p *brofist to Reudh* thanks, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 08, 2014, 02:18:16 am
@Talvi:

Listened to the 'Mad World' recording... before I even say anything else, it was far from bad. I actually found myself sort of getting into it towards the middle. However, something I noticed is how your quality changed throughout it... you sounded really squeaky and crappy at the beginning (lol did you really expect the great and terrible Mr Frog to be tactful about this) but smoothed out a lot towards the middle and end. Part of me wonders if the song was a bit too high for you, because (and take this with a grain of salt, I am incomprehensibly-terrible at picking out nuances in voices) your voice sounded a bit thin and tense to me. Maybe try singing something a bit lower? In any case, you are certainly capable of carrying a tune, which is more than I can say about myself.

(I should point out that I actually kind of like that song, so if I'd thought you'd defiled it in any way I'd be textually ripping your throat out right now. Rest easy.)

I suppose that demonic pact we made earlier now obligates me to record myself yowling blorpily into a microphone. I guess you all are pretty much fucked now! MUHUHUHAHAHAHA

I don't actually know much music which I am actually physically capable of singing beyond that which pertains to anime I've watched (besides a couple Adele songs, and there is no way in hell I am defiling those), so I'm currently in a tossup between horribly butchering Katayoku no Tori (http://www.youtube.com/watch?v=5_vGeHAM4gM) (the gorgeous opening theme to the otherwise-crummy Umineko anime) or playing it safe and doing La Divina Tragedia (aka "OH DESIRE") (http://www.youtube.com/watch?v=LyymN-osUjY) (the ending theme to said anime, which is far more in line with the quality of the rest of the show) on the grounds that I honestly can't sound that much worse than the original singer. If anyone has some suggestions for songs which I might be able to sing and are actually in a language I understand, please do lay them on me. (NOTE: I cannot hit high notes with any degree of grace. Don't make me sing Owl City, for example. It won't be pretty.)

NotAnEdit: Actually, I think I might be able to pull off Mad World (inasmuch as I am capable of pulling off any song) if I sing it in a lower octave. Don't really want to directly compete with Talvi, though ^^;
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 08, 2014, 05:54:48 am
=p yeah, I was extremely nervous. I was outside with two MP3 players, recording onto one, while the other blasted music in my ears. I love the feeling of singing, but I hate hearing myself sing. About being tense: I was very tense. If someone had tapped me on the shoulder, I probably would've jumped six feet six inches.

And yes, you're very right, that song was a little too high for me, and I could barely hit some of the higher notes of some of the songs I sang. Sad thing is, I tend to prefer listening to higher-pitched songs... which means I wind up with songs I can't easily sing. :\ it's all I had on my mp3 player, for the most part.

Quote
I suppose that demonic pact we made earlier now obligates me to record myself yowling blorpily into a microphone. I guess you all are pretty much fucked now! MUHUHUHAHAHAHA
I lol'd. :P Which I suppose is what you were going for.

Quote
NotAnEdit: Actually, I think I might be able to pull off Mad World (inasmuch as I am capable of pulling off any song) if I sing it in a lower octave. Don't really want to directly compete with Talvi, though ^^;
I wouldn't consider it competing. I was really just trying to show Lolfail and everybody else what they could expect if they wanted me to sing something. (hence part of why I didn't practice beforehand - I didn't want anybody to expect too much of me.) I was originally worried it would feel like showing off... but it does not. It feels like nerves and panicking. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 08, 2014, 06:03:31 am
Wait... that pact included all of us, didn't it... that pact means I have to sing now... If y'all don't mind, I'll do it tomorrow.

I still can't get the damn Vanya song right! I've tried so many things and none of it fits! ARGH
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 08, 2014, 01:31:08 pm
Hey everyone! So yeah, I did the music thing too, and in a few minutes you'll get to hear part of the result of that. In the meanst, I'll probably record some music. And Lolfail, keep at it, we believe in you. :3
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 08, 2014, 01:34:20 pm
Makes me glad I didn't agree to any of that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 08, 2014, 01:41:30 pm
Makes me glad I didn't agree to any of that.

Why not Splint?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 08, 2014, 02:49:31 pm
Honestly? Because people can hear me through my wall and I don't have a good mic for that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 08, 2014, 11:02:23 pm
So, is there a specific song(s) I should to sing or should I just play Tic-Tac-Toe with iTunes shuffle?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 08, 2014, 11:25:53 pm
So, is there a specific song(s) I should to sing or should I just play Tic-Tac-Toe with iTunes shuffle?

The Gary Jules version of "Mad World", unless you can pull off the Tears for Fears version, in which case both. The comparison comes in that song. Besides that, whatever the heck you'd like to share with your favourite folks!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 09, 2014, 12:43:22 am
Ah. I highly doubt I'll be able to do that song justice, but it truly is a gorgeous song.

Maybe I'll do a couple of faster ones as well. Maybe Creeping In My Soul, or the remix of Bad Apple.

E: Not doing Bad Apple, not after listening to the playback of Creeping In My Soul and cacking myself to pieces.

E2: Hoo, boy...

(I don't know if they're playable in-browser)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 09, 2014, 02:04:42 am
[quote author=Lolfail0009 link=topic=102730.msg5264417#msg5264417 date=1399614202

E: Not doing Bad Apple, not after listening to the playback of Creeping In My Soul and cacking myself to pieces.
[/quote]

Ppspsh. I doubt you did any worse than me.

Introduction (https://www.mediafire.com/folder/undefined/) WARNING! MUCH LOUDER THAN THE REST OF MY RECORDINGS.

Mad World (http://www.mediafire.com/listen/joki2lb71ryvxnd/Mad_World.wma) ( Though heck if you can actually hear me. )
Everybody Wants to Rule the World (http://www.mediafire.com/listen/zdbkwniob61ibqa/Everybody_Wants_to_Rule_the_World(3).wma) ( One of my best! )
Eight Melodies, Take One (http://www.mediafire.com/listen/01bqdzw1gpg6md2/Eight_Melodies.wma)
Eight Melodies, Take Two (http://www.mediafire.com/listen/0244s1jiwty01cn/Eight_Melodies_take_2.wma)
German Rap Fail (http://) Another fail to upload, making a Double failure.
Heart-Shaped Box (http://Heart-Shaped Box) A failure in lyric recall.
Here It Goes Again! (http://Here It Goes Again!) Both the Song and the Recording Problems!
Knocking on Heaven's Door (http://www.mediafire.com/listen/fttaidegrbrrz9h/Knockin&#39;_on_Heaven&#39;s_Door.wma)
Lullaby I Made Up (http://www.mediafire.com/listen/8eg5omjkfrgwbxm/Lullaby.wma)
Somebody That I Used to Know (http://) Did not upload, will have to try again later
Silent Night (http://www.mediafire.com/listen/b61e3b373qk1m43/Silent_Night.wma)
Stille Nacht (http://www.mediafire.com/listen/o4nju9ij0akdk0g/Stille_Nacht.wma)
Sweet, Sweet Spirit (http://www.mediafire.com/listen/bqajfrcgy35dw0h/Sweet,_Sweet_Spirit.wma)

Keep in mind, I was recording with a pair of broken headphones and the default Windows recording software, which has no great love for me, as can be told to what it did to my rendition of "Knocking on Heaven's Door". ( And to a lesser extent everything I recorded. ) Still... I uploaded everything I did. Even the bad stuff.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 09, 2014, 02:19:48 am
Ah. I highly doubt I'll be able to do that song justice, but it truly is a gorgeous song.

Maybe I'll do a couple of faster ones as well. Maybe Creeping In My Soul, or the remix of Bad Apple.

E: Not doing Bad Apple, not after listening to the playback of Creeping In My Soul and cacking myself to pieces.

E2: Hoo, boy...
  • Mad World (https://www.dropbox.com/s/hcx5zymaunbst9a/etn_mad_world.wav)
  • Creeping In My Soul (https://www.dropbox.com/s/a4ej5gtygp4mr27/etn_creeping_in_my_soul.wav) (pfffffft)

(I don't know if they're playable in-browser)

Listened to Mad World... the pitch sounded really off to me on a lot of notes. I have a lot of problems with that as well, though, and I don't know how to fix it; I'm just noting it down in case you aren't aware (I know firsthand that it's possible to think one's singing something perfectly until listening to the song carefully and realising that, oh shit, I was doing it all wrong).

Also, you were very thin and quiet throughout most of it. There were a couple points where you momentarily got louder and stronger, but it seemed to me that you were scared to put any amount of power behind it (nothing really to support this, just a frog's intuition). Something my drama instructor told me when we were discussing projection was to imagine the entire area around you as belonging to you, and to try to 'fill it up' with your voice. (Of course, if you're in a situation where being too loud can have legit consequences I guess there's nothing really for it.)

And yes, you're very right, that song was a little too high for me, and I could barely hit some of the higher notes of some of the songs I sang. Sad thing is, I tend to prefer listening to higher-pitched songs... which means I wind up with songs I can't easily sing. :\ it's all I had on my mp3 player, for the most part.

Welcome to the wonderful world of being a baritone, in which 95% of songs written for your gender are either intended for tenors and thus too high or intended for basses and thus too low.

McClellan, you ninja'd me, so I haven't listened to you yet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 09, 2014, 02:26:57 am
Ah. I highly doubt I'll be able to do that song justice, but it truly is a gorgeous song.

Maybe I'll do a couple of faster ones as well. Maybe Creeping In My Soul, or the remix of Bad Apple.

E: Not doing Bad Apple, not after listening to the playback of Creeping In My Soul and cacking myself to pieces.

E2: Hoo, boy...
  • Mad World (https://www.dropbox.com/s/hcx5zymaunbst9a/etn_mad_world.wav)
  • Creeping In My Soul (https://www.dropbox.com/s/a4ej5gtygp4mr27/etn_creeping_in_my_soul.wav) (pfffffft)

(I don't know if they're playable in-browser)

Listened to Mad World... the pitch sounded really off to me on a lot of notes. I have a lot of problems with that as well, though, and I don't know how to fix it; I'm just noting it down in case you aren't aware (I know firsthand that it's possible to think one's singing something perfectly until listening to the song carefully and realising that, oh shit, I was doing it all wrong).

Also, you were very thin and quiet throughout most of it. There were a couple points where you momentarily got louder and stronger, but it seemed to me that you were scared to put any amount of power behind it (nothing really to support this, just a frog's intuition). Something my drama instructor told me when we were discussing projection was to imagine the entire area around you as belonging to you, and to try to 'fill it up' with your voice. (Of course, if you're in a situation where being too loud can have legit consequences I guess there's nothing really for it.)

Yeahh... I'm one of ten people in a University dormitory and I wasn't sure if anyone else was home to chastise me for being loud again. (Like they can talk, getting drunk and yelling every night... Being underage does have fringe benefits, I guess.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 09, 2014, 03:01:15 am
@Lolfail:

Fair enough.


Aaand here's me attempting Mad World (http://www.mediafire.com/listen/kr2wumq9kx90kjx/Mad+World.wav). (The shoobity-doobity bit at the beginning is just me warming up.) I flubbed more than a few notes and even when singing it in a lower octave I still struggled with some of the higher notes (I really need to learn to hit those better; I don't think I was ever meant to produce high notes in general, but most of it is nevertheless lack of skill).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 09, 2014, 03:14:33 am
Lolfail was very flat for most of the song, I just didn't wanna be ass and say so.

@Lolfail:

Fair enough.


Aaand here's me attempting Mad World (http://www.mediafire.com/listen/kr2wumq9kx90kjx/Mad+World.wav). (The shoobity-doobity bit at the beginning is just me warming up.) I flubbed more than a few notes and even when singing it in a lower octave I still struggled with some of the higher notes (I really need to learn to hit those better; I don't think I was ever meant to produce high notes in general, but most of it is nevertheless lack of skill).
Wow. You have a really nice bass voice. :D Also, I too cracked on some of the high notes. What'd you think of mine?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 09, 2014, 03:36:27 am
Lolfail was very flat for most of the song, I just didn't wanna be ass and say so.

Haha, I know I was flat. I can use my voice musically, just not lyrically.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 09, 2014, 03:44:26 am
Lolfail was very flat for most of the song, I just didn't wanna be ass and say so.

@Lolfail:

Fair enough.


Aaand here's me attempting Mad World (http://www.mediafire.com/listen/kr2wumq9kx90kjx/Mad+World.wav). (The shoobity-doobity bit at the beginning is just me warming up.) I flubbed more than a few notes and even when singing it in a lower octave I still struggled with some of the higher notes (I really need to learn to hit those better; I don't think I was ever meant to produce high notes in general, but most of it is nevertheless lack of skill).
Wow. You have a really nice bass voice. :D Also, I too cracked on some of the high notes. What'd you think of mine?

Mad World: The recording quality was shit, so it's a teensy bit hard to say, but I must grudgingly admit you have a nice enough voice. (Please understand that in the weird fantasy world I inhabit, I am The Guy With The Cool Voice, and do not take kindly to having my throne challenged.) Flubbed a few notes (although hahaha like I'm one to talk), and you do indeed sound screechy on some of the high notes. It was in kind of an odd key, though it still sounded okay for the most part (a few parts still sounded off-key to me).

Eight Melodies (1st attempt): I listened to like 5 seconds of this and couldn't take it anymore. You were singing waaaaaay too high, bro >>;
(2nd attempt): Still too high, I think. The lower notes sounded nice enough. It sounded like you were having problems with tone consistency/control (you randomly got really nasally on one note, and it sounded like you were having a bit of trouble controlling your pitch in general), but the recording was awful so I can't say for sure.

Everybody Wants to Rule the World: Setting it to the actual song was a bad idea :V  It made you sound much worse in comparison. It didn't help that either you or the recording kept getting quieter and louder at random, yet the song stayed the same volume throughout.


Fuck. Your voice is also pretty deep :V  Fuck you for making me not be special anymore :p

E:
Quote
Lolfail was very flat for most of the song, I just didn't wanna be ass and say so.

I'd like to think that any fretting over being an ass became completely-pointless the moment I decided to involve myself in this project. Heh.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 09, 2014, 04:09:17 am
Lolfail was very flat for most of the song, I just didn't wanna be ass and say so.

@Lolfail:

Fair enough.


Aaand here's me attempting Mad World (http://www.mediafire.com/listen/kr2wumq9kx90kjx/Mad+World.wav). (The shoobity-doobity bit at the beginning is just me warming up.) I flubbed more than a few notes and even when singing it in a lower octave I still struggled with some of the higher notes (I really need to learn to hit those better; I don't think I was ever meant to produce high notes in general, but most of it is nevertheless lack of skill).
Wow. You have a really nice bass voice. :D Also, I too cracked on some of the high notes. What'd you think of mine?

Mad World: The recording quality was shit, so it's a teensy bit hard to say, but I must grudgingly admit you have a nice enough voice. (Please understand that in the weird fantasy world I inhabit, I am The Guy With The Cool Voice, and do not take kindly to having my throne challenged.) Flubbed a few notes (although hahaha like I'm one to talk), and you do indeed sound screechy on some of the high notes. It was in kind of an odd key, though it still sounded okay for the most part (a few parts still sounded off-key to me).

Eight Melodies (1st attempt): I listened to like 5 seconds of this and couldn't take it anymore. You were singing waaaaaay too high, bro >>;
(2nd attempt): Still too high, I think. The lower notes sounded nice enough. It sounded like you were having problems with tone consistency/control (you randomly got really nasally on one note, and it sounded like you were having a bit of trouble controlling your pitch in general), but the recording was awful so I can't say for sure.

Everybody Wants to Rule the World: Setting it to the actual song was a bad idea :V  It made you sound much worse in comparison. It didn't help that either you or the recording kept getting quieter and louder at random, yet the song stayed the same volume throughout.


Fuck. Your voice is also pretty deep :V  Fuck you for making me not be special anymore :p

Again: Recording with a broken headphone. The recording quality was guaranteed to fail. A distance of half a centimeter = about 10 dB difference.

I was having tone control problems. It happens whenever I try to sing songs written to high for me when my voice will tolerate high notes until it's just like NOPE and goes aaaaa-creak, croak uuhhh-ah-uhhh. Plus it doesn't help that I'm having really bad allergy issues.

ALSO. I was listening to the actual song through headphones! I don't even know how it ended up in my recording! My two best guesses are some kind of weird feedback or I accidentally left on the "record from speaker" function.

Sorry 'bout that, but actually you're a bass and I'm a baritone. Talvien is surprisingly a tenor. ( And a fine one at that! ) If you sing much lower you'll dip into contrabass and when we get in my friend Ckisocoa we'll have a full ensemble!

(( In case anyone's curious the scale is: earthquake, contrabass, bass, baritone, tenor, alto, mezzosoprano, soprano, inhuman wailing, theremin music, mosquitoes ))
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 09, 2014, 04:15:11 am
Also, Mr Frog... just for fun, could you say "LINE PIECE" in your most dramatic voice?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 09, 2014, 04:40:35 am
I'm not blaming you for the mic sucking or anything, merely explaining that I can't really give an accurate assessment (which you admittedly never asked for, but it wounds my pride to not put in an effort to analyse).

lol at somehow accidentally picking up what was on your headphones :) Thank you for accidentally making me smile.

I wouldn't say Talvi is a full-on tenor, given that he describes himself as having difficulty comfortably hitting most of the notes in Mad World. To give an extreme example, I can technically sing some higher notes too (my range is roughly D2 up to C4) but it is physically-painful for me to do so and I sound awful. Admittedly the only way to classify him for sure would be to make him sing as low and high as he can possibly reach and thus see what his range is.

I was aware that you still weren't quite as low as me, but I'm just that easily-threatened >>;

As far as LINE PIECE goes... maybe tomorrow, if y'all are lucky.

E: We now have well over a page which is entirely about singing and barely about Spearbreakers at all. The crazy thing is I actually find it funny.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 09, 2014, 04:55:24 am
I'm not blaming you for the mic sucking or anything, merely explaining that I can't really give an accurate assessment (which you admittedly never asked for, but it wounds my pride to not put in an effort to analyse).

lol at somehow accidentally picking up what was on your headphones :) Thank you for accidentally making me smile.

I wouldn't say Talvi is a full-on tenor, given that he describes himself as having difficulty comfortably hitting most of the notes in Mad World. To give an extreme example, I can technically sing some higher notes too (my range is roughly D2 up to C4) but it is physically-painful for me to do so and I sound awful. Admittedly the only way to classify him for sure would be to make him sing as low and high as he can possibly reach and thus see what his range is.

I was aware that you still weren't quite as low as me, but I'm just that easily-threatened >>;

As far as LINE PIECE goes... maybe tomorrow, if y'all are lucky.

E: We now have well over a page which is entirely about singing and barely about Spearbreakers at all. The crazy thing is I actually find it funny.
Understood.

Danke.

Mmmm... maybe not, but I'd say his average range hits in there. He's just not an 80's tenor. As per the physically painful to sing, I know what you mean. With proper preparation ( and/or luck ) I can hit mezzosoprano and sustain it for a whole second. At a cost of, well being able to breathe for five seconds and speak for forty. I have a semi-reliable trick for hitting higher notes that involves manually compressing my larnyx by depressing my Adam's apple with my thumb. Very painful, but it lets me hit that extra octave.

Ptttchu! Well then, I should shudder to think what it's like to be your relative. At any rate, it's ok, cos noone's gunnin' for your position here.

Hahah. Alright.

And why not? Music can easily be a great thing, and the Spearbreakers discussion has been rather sparse for the past 15 pages or so. Mostly this thread has become an artistic forum and self-help blog. Shouldn't think that's a bad thing, as it's probably the most creative thing here all told, and it just makes Spearbreakers that much more epic to exist inside such a fleshed out world with ancillary materials. Speaking of! I'm out of high school now, so I might actually have time to devote to continuing the Adventures of Ringo McClellan! ( If I don't keep getting distracted by my RtD's. )



Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 11, 2014, 08:52:53 am
Hey, guys! Read through, listened to all your recordings. :) (Well, only a few of McClellans, to be honest, but I don't think either of us really expected someone to listen to all of it.) I tried to combine them all into one mp3, but it didn't go well... at all. We each sang at different speeds, and even when I tried increasing/decreasing the tempo (Audacity is a godsend), we were still singing at different keys. :\

Captain McClellan: You're actually pretty capable of carrying a tune, although you appear to have a little difficulty with switching notes - your voice wavers a bit immediately after you switch. You seemed to slow down more, the further into the song you went, but when I listened to it a second time... it wasn't there, so I think my ears must've been playing tricks.

And no, I'm not really a tenor. I can actually hit the notes that Mr Frog sang, and most of them comfortably. My voice doesn't sound as deep when he does it, though, because I have a hard time with applying force, the deeper I go, but they're the same pitch. I'm not sure what it is. I can do it if I'm thinking about it, but it just doesn't feel natural. I guess I just need practice. I'll record something with me singing Frog-deep later, if I get the opportunity.

On that note, bravo, Mr Frog! I wouldn't have expected that to sound so good (you've been unnecessarily hard on yourself in our conversations, and it was misleading). There were a few places where you were noticeably off-key, but they seemed to just be flukes. You hit the notes, though.


Lolfail - mmm. I'm just going to second what everybody else said. I've heard worse, though - you should hear my youngest brother tarzan through twinkle-twinkle little star. :P


I'm not a tenor, though. :\ Can't hit half the notes. My voice just sounds higher than it really is. I have no idea why, and I don't know how to explain it. I'll show you when I get that recording of me trying to match Mr Frog. (which means his voice is going on my MP3 player, lol) It'll make it more obvious


And I got the LINE PIECE reference, yay.


Finally, chapter productivity is up. I managed a chapter each, the past two days, both over 4k words. I think I've gotten everything I needed down in my notes, so it's full steam ahead at this point. Mostly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 11, 2014, 09:05:21 am
After some additional 'sperimentation, I've determined that my voice can shatter itself trying to sing anything remotely mid-high pitched, but singing in a low voice actually works. I'll subject you all tomorrow ;P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 11, 2014, 09:20:54 am
Awesome! Can't wait to hear it.

Oh, and about the lyrics - no worries. I'm patient. :P I ought to write the chapter they're meant for first anyway, I guess.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 11, 2014, 02:18:32 pm
Quote
And no, I'm not really a tenor. I can actually hit the notes that Mr Frog sang, and most of them comfortably. My voice doesn't sound as deep when he does it, though, because I have a hard time with applying force, the deeper I go, but they're the same pitch. I'm not sure what it is. I can do it if I'm thinking about it, but it just doesn't feel natural. I guess I just need practice.

Poop. Guess I'm not special anymore.

I wish I could give some kind of useful input, but this is beyond what little knowledge I have in the subject :( I have vague hunches regarding what may be going on but I'm not sure enough of any of them to want to share them.

If you have a piano or MuseScore or something similar, would you indulge me in a little experiment? I want you to see what the lowest and highest notes you can hit (without growling or going into falsetto) are.

Quote
On that note, bravo, Mr Frog! I wouldn't have expected that to sound so good (you've been unnecessarily hard on yourself in our conversations, and it was misleading). There were a few places where you were noticeably off-key, but they seemed to just be flukes. You hit the notes, though.

Blame my sister; there was a six-month period where our primary form of entertainment was singing along to Vocaloid songs :V

As far as me thinking I suck, it's largely because you are literally the first person to tell me with any degree of credibility that I don't :( My parents tell me I suck and I overheard one of my fellow drama students whispering to another that I sounded terrible after we'd been practicing singing (admittedly, the song in question was way too high for me). My sister says I sound good, but she's still sort of in her "Big Brother is the Second Coming of Christ" phase, so I'm not sure I trust her to remain unbiased :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 11, 2014, 02:32:18 pm
Don't feel like you're not special. If I drop down to your level, the lowest note in Mad World is literally the absolute lowest note I can reliably hit - by complete chance. :P

MuseScore, though? It's interesting that you mention it. XD Here, have a link to musics. http://musescore.com/user/14950/scores/25903

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Blame my sister; there was a six-month period where our primary form of entertainment was singing along to Vocaloid songs :V
heh, don't worry about it, I had a six-month period where I was recording weird stuff with an old microphone on Windows 98 with my brothers. Weirdest stuff ever.

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My parents tell me I suck
That's kind of harsh. :-\

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My sister says I sound good, but she's still sort of in her "Big Brother is the Second Coming of Christ" phase
Awww, that's cute. :P

You don't suck, though. Not remotely. That actually sounded pretty nice.

I'm going to go record now, I think. Or try to. I feel a little congested today, but I guess we'll see how it goes. I'll let you hear what notes I can hit. lol (interested to know what those hunches are, though.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on May 11, 2014, 04:06:36 pm
 Tech Issues. Technology and I agree to stubbornly disagree. And technology is winning due to pure numbers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 11, 2014, 05:57:31 pm
@Talvien: You hit the highest notes out of any of us. Apparently this just means you have the most impressive range of us all.

@Mr Frog: You're probably one of the most consistent singers out of all of us. I have moments where I sound amazing, only to devolve into suck on that one high note... ( Usually it's second D over middle C, if I remember correctly. ) After that my voice just doesn't want to cooperate anymore. I'm not sure what the lowest note I can hit is though.

@lolfail: Just keep practicing. Biggest thing right now is increasing your range, then we can work on control. It only seemed like you were using four notes the whole song, so try to hit the highest note you can and hold it for as long as you can without hurting yourself, then the lowest. Every day try to get a little higher or lower, or at least maintain the notes for longer. Your larynx will begin to develop and adapt to the vocal range.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 11, 2014, 09:05:57 pm
I actually feel really good today. It's pretty terrifying.

@Talvi:
Quote
That's kind of harsh. :-\

They're never that blunt about it, but that pretty much sums up what they say. They may just be "teasing" me, though (my parents kind of have a cruel sense of humour).

Quote
(interested to know what those hunches are, though.)

My first thought was something called "puberphonia", which is actually very common in men with overbearing/controlling mothers. The voice drops as normal at puberty, but due to psychological reasons the new range is never fully explored or developed and the afflicted continues to phonate in an unnaturally-high register, and has a significant degree of trouble using the lower half of their range. I believe additional signs of this syndrome include an inability to shout or project one's voice comfortably (because that's something that happens towards the lower end of most people's range). I don't know your voice very well, though, and I'm certainly not a trained vocal pathologist, so I really can't give a definitive diagnosis.

My second theory is that you have a similar range and thus voice type to me, but the subtype is different. To give an example, in the Fach system of voice classification (and keep in mind that I am getting this basically just from skimming Wikipedia) basso catante (high lyric bass) and hoher bass (high dramatic bass) are defined as having the exact same range (E2-F4), but with different dynamics and such. Hoher bass (aka bass-baritone) is deeper and more-dramatic whereas bassa catante is higher and more lyrical (hence the names).

E: I suppose it's also possible that you just have a really low voice as well, albeit not as much as me. Though that song was indeed very close to the bottom of my range as well, I could probably go a few semitones lower.

@McCllelan:
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You're probably one of the most consistent singers out of all of us.

Hahaha. Honestly though, I think Talvi's the best at actually carrying a tune. He probably made the fewest actual mistakes out of all of us (besides picking a song he couldn't comfortably sing, hahaha).

E: Besides, it seems far more likely to me that I'm not so much more-consistent as that song just so happened to fall precisely into that small, magical range where I actually know what to do with my voice. Hahaha.

Quote
I have moments where I sound amazing

Mmm. Way to keep it real.


I'd like to thank everyone here for continuing to treat me with respect and dignity. As what few friends I have leave me behind socially and professionally it's really gotten hard to find anybody who doesn't talk down to me. I have one old friend who seems to have decided that he's the greatest thing since sliced bread because he's in college and has a stable job and my god he's gotten arrogant. Never misses an opportunity to subtly remind me that he's a successful man with a career and a girlfriend and I'm a dumb, stunted little manchild (at least as far as he's concerned).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on May 11, 2014, 09:14:34 pm
I wonder if I can be understood more when I am singing...

Hell, I wonder if I can be understood when I am not.
Go speech impediments!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 11, 2014, 09:16:00 pm
I wonder if I can be understood more when I am singing...

Hell, I wonder if I can be understood when I am not.
Go speech impediments!

Asea dear, where have you been?

E: Also if you want to subject us to your singing voice feel free, seeing as how this is now apparently the amateur singing thread
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on May 11, 2014, 09:23:10 pm
I have been lurking, apparently missing all the good bits.
And I may go and shove in a recording at some point, or (helpless self promotion), you can check out my disgustingly bad mostly garbage YouTube (https://www.youtube.com/user/DADeathinacan/videos), in which there are many videos containing my singing.

But I will also shove in a link to me just singing, or mostly singing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 11, 2014, 10:33:54 pm
I'll give the other posts a read tomorrow - I've been busy cleaning today, dead tired. >.> just barely managing to get this uploaded. lol
me realizing to my horror that I'm one note short of Mr Frog (https://soundcloud.com/talvieno/just-stuff)
a disaster that gives a good feel of my range (https://soundcloud.com/talvieno/blam-it-all-over-the-place)

edit: so I lied. I had to read.

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Tech Issues. Technology and I agree to stubbornly disagree. And technology is winning due to pure numbers.
Talonis! Hey! I was wondering where you'd gone off to! Hope to see you back soon. (also, lol at the pun, I think)


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@Talvien: You hit the highest notes out of any of us. Apparently this just means you have the most impressive range of us all.
Lol, thanks... guess we'll see about that. I couldn't hit Frog's lowest note, but I could hit the one above it. :\ Mr Frog - you win. :P *hands over the prize* Weird thing is, I could hit it earlier in the day, but I practiced it, trying to make it easier, and eventually my voice started to give out when I hit that note, feeling all raw and scratchy.

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My first thought was something called "puberphonia", which is actually very common in men with overbearing/controlling mothers. The voice drops as normal at puberty, but due to psychological reasons the new range is never fully explored or developed and the afflicted continues to phonate in an unnaturally-high register, and has a significant degree of trouble using the lower half of their range. I believe additional signs of this syndrome include an inability to shout or project one's voice comfortably (because that's something that happens towards the lower end of most people's range). I don't know your voice very well, though, and I'm certainly not a trained vocal pathologist, so I really can't give a definitive diagnosis.
mmm. Do not want. I really don't like the sound of this. lol


Quote
My second theory is that you have a similar range and thus voice type to me, but the subtype is different. To give an example, in the Fach system of voice classification (and keep in mind that I am getting this basically just from skimming Wikipedia) basso catante (high lyric bass) and hoher bass (high dramatic bass) are defined as having the exact same range (E2-F4), but with different dynamics and such. Hoher bass (aka bass-baritone) is deeper and more-dramatic whereas bassa catante is higher and more lyrical (hence the names).
This sounds about right. I can hit the same general range, and comfortably, until I hit those last 3-4 notes... I just don't sound as dramatic and "full" as you do.


Quote
I actually feel really good today.
:D This makes me happy.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 12, 2014, 12:11:35 am
Quote
me realizing to my horror that I'm one note short of Mr Frog

O_O Are you sure you could comfortably hit those? It sounded like you were really straining for most of that... Not trying to gloat or make you feel bad or anything, just cautioning against overestimating yourself. You're probably the best singer here regardless of range, so relax.

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a disaster that gives a good feel of my range

I actually thought you sounded good here. Heh. 0:06 to 0:20 sounds like a good place for you.

I'm not sensitive enough to quantify your range based on this, though :V  I meant like playing some scales in Musescore and seeing how low/high it can go before you can't match the pitch anymore. That would be the most accurate way to judge, I'd think.

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Weird thing is, I could hit it earlier in the day, but I practiced it, trying to make it easier, and eventually my voice started to give out when I hit that note, feeling all raw and scratchy.

Yeah, that happens, especially if you've been overusing or stressing your voice. Shit gets all tense and then you can temporarily lose a bit of range. I'll be kind and call it a tie :>

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Do not want. I really don't like the sound of this.

Eh, don't worry too much. Once you realise you have it, it's easily-reversible just by training yourself to use your lower range better. I think.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 12, 2014, 12:28:59 am
TALVIEN YOU SOUND LIKE A DOLPHIN ON THOSE HIGH NOTES! ( My ears... >_< )

Quote
me realizing to my horror that I'm one note short of Mr Frog

O_O Are you sure you could comfortably hit those? It sounded like you were really straining for most of that... Not trying to gloat or make you feel bad or anything, just cautioning against overestimating yourself. You're probably the best singer here regardless of range, so relax.

I concur. And I dunno, it maybe the same pitch but it certainly sounds a lot higher... An' like on the lower notes you sounded pretty gravelly, which is a sign of lower spectrum vocal strain. Mr Frog didn't have that, so I'd still class him as having a lower range. Not that it's a competition... ( Right Mr Frog? ) At any rate. I'd quite like to get some good recording equipment so that you all can get a better feel of my voice, since Talvi and Mr Frog know a lot more about music than I do. I'd like a full vocal diagnostic. XD

Edit: Also, Talvien, don't take this the wrong way, but I could listen to you sing all day. ( You and Mr Frog should collab on something also. I like both of your voices a lot. )

Edit Edit: @Talvi: Here's one of my lame compositions. http://www.noteflight.com/scores/view/b35d0d7a324c1f552ff04571723d81c11ad67ad8
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 12, 2014, 12:55:01 am
@MaptainCmMlellan
Quote
Not that it's a competition... ( Right Mr Frog? )

NO FUCK YOU
EVERYTHING IS A COMPETITION
I CHALLENGE THEE TO A FROG-OFF, HE WITH THE FROGGIEST AVATAR SHALL WIN
I WIN
HAHAHA

But yeah honestly I just can't take not being the absolute best at anything or anyone being better than me. If I were a demon I'd be Leviathan, for Envy.

Quote
I'd quite like to get some good recording equipment so that you all can get a better feel of my voice, since Talvi and Mr Frog know a lot more about music than I do. I'd like a full vocal diagnostic. XD

Goddammit why does everyone assume I'm an expert and trust my judgement just because I can rattle off facts from Wikipedia and act like I know everything? :V

E:
Quote
You and Mr Frog should collab on something also. I like both of your voices a lot.

Flattery successful

@Talvi:

I just listened to that music you posted and what the hell Talvi I had no idea you could even do that. Seriously, that was amazing. HOW DO YOU DO THAT. TEACH ME.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 12, 2014, 01:02:26 am
* shrug * Mr Frog, you just come off as an expert of everything. Probably because of your envious nature. Mmm... I'd likely fall into Wrath strongest, but it's difficult to say because I can be [censored] and vain as well... Well not vain really, because I don't give the damndest what anyone else thinks of me, but proud yes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 12, 2014, 10:27:24 am
O_O Are you sure you could comfortably hit those? It sounded like you were really straining for most of that... Not trying to gloat or make you feel bad or anything, just cautioning against overestimating yourself. You're probably the best singer here regardless of range, so relax.
No, I could not comfortably hit those, which is why I basically said, "You know what, screw it" and started singing the song again a few notes higher in pitch. :P Those notes I could comfortably hit. I never said anything about comfortably, though. :P I just wanted to prove I could hit them... but I failed, wore out my voice and it got all raw and scratchy in the lower register. Ah, well. You still win, though. :P You have the deeper voice.


Quote

Quote
a disaster that gives a good feel of my range

I actually thought you sounded good here. Heh. 0:06 to 0:20 sounds like a good place for you.
Hmmm... Most of that (besides when I was trying to show my highest and lowest points (and that awful falsetto) was comfortable, I just started to waver later on because I got past the "mindless charge headlong into danger" stage and into the "wait a minute, I'm singing on a mic ._." stage.

Quote
I'm not sensitive enough to quantify your range based on this, though :V  I meant like playing some scales in Musescore and seeing how low/high it can go before you can't match the pitch anymore. That would be the most accurate way to judge, I'd think.
True. I'll have to test myself against musescore... which means I'll have to be inside. No way am I taking my laptop outdoors. :P

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I'll be kind and call it a tie :>
No, no - you win fair and square, your voice is much deeper than mine.

I dunno, it maybe the same pitch but it certainly sounds a lot higher...
See?!?! I told you! Lol   My voice is pretty deep, but it sounds a lot higher for some reason unless I put force behind it to give it that "dramatic" tone that Mr Frog has.

Quote
An' like on the lower notes you sounded pretty gravelly, which is a sign of lower spectrum vocal strain. Mr Frog didn't have that, so I'd still class him as having a lower range. Not that it's a competition... ( Right Mr Frog? )
No, no, I was definitely straining. Mr Frog wins Deepest Voice Award. I wasn't trying to prove that I could hit them comfortably... just that I could hit them, and I couldn't even do that. :P Eh, well. Like I told you, I'm a baritone, not a tenor. Maybe that's a large range, though? I don't know enough about ranges to know.

Quote
At any rate. I'd quite like to get some good recording equipment so that you all can get a better feel of my voice, since Talvi and Mr Frog know a lot more about music than I do. I'd like a full vocal diagnostic. XD
My specialty is sheet music. I can read it and get a feel for how it sounds, but I'm not able to pick out notes by ear - that's a rare talent, and if I understand correctly, can't actually be learned. (Can't remember where I read that, though, or what it's called. Probably Mr Frog.)

Quote
Edit: Also, Talvien, don't take this the wrong way, but I could listen to you sing all day. ( You and Mr Frog should collab on something also. I like both of your voices a lot. )
Heh. :P Thanks. I still don't like singing in front of other people... And it isn't fun being a baritone. :-\ The only way to really have fun and sing comfortably is to vocalize and make up your own melodies as you go along like I was doing. Sometimes I actually ignore the lyrics and just vocalize along with the lyrics, while I'm outside - with the volume up all the way, though, so I can't hear myself. XD (That was a first, though, with those two pieces I recorded yesterday - I didn't have music playing while I recorded.)

Also, I'd love to collab with Mr Frog. :D Would be fun. Still need to get him on Skype, though. >.> I think I posted that my skype name is Talvieno somewhere.


Quote
Edit Edit: @Talvi: Here's one of my lame compositions. http://www.noteflight.com/scores/view/b35d0d7a324c1f552ff04571723d81c11ad67ad8
You would like MuseScore. It's free. Get it. I'll even walk you through using it, though it's deceptively simple. All you really need to know is to push "n" to place notes, after that it's intuitive.
Now, a review of sorts: On the 7th measure, immediately following the first start repeat barline, something seems a little off... I'm guessing that's intentional, but it sounds odd to me. The same with the bit at the end of measure 20... Besides that, it's nice. :) I'm curious, will it not let you play notes of varying length at the same time (i.e., have a whole note alongside four quarter notes)? Also, does it permit the use of ties in areas other than across barlines?
Definitely wouldn't call it lame, btw. Oh, and, not everyone can write sheet music. :D It's actually a rarer skill these days...

Quote from: Mr Frog
NO FUCK YOU
EVERYTHING IS A COMPETITION
I CHALLENGE THEE TO A FROG-OFF, HE WITH THE FROGGIEST AVATAR SHALL WIN
I WIN
HAHAHA
That was awesome. I lol'd.

Quote
But yeah honestly I just can't take not being the absolute best at anything or anyone being better than me. If I were a demon I'd be Leviathan, for Envy.
I have a little bit of this... it's more of a twinge of envy when someone is better than me at certain things (usually just computer tech, for some reason).

RE: Catholicism discussion:
I think Envy is probably my worst too.

@Talvi:

I just listened to that music you posted and what the hell Talvi I had no idea you could even do that. Seriously, that was amazing. HOW DO YOU DO THAT. TEACH ME.
o.o Uh... Teach you? How do I do what? I don't understand... You just... put down notes? :-\ I get that you're indirectly complimenting me, and really, that makes me feel pretty good, but I don't get what I'm doing that's special. :P I thought it was kind of obvious you could write music in MuseScore... that's what I got it for.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 12, 2014, 12:33:12 pm
No, I could not comfortably hit those, which is why I basically said, "You know what, screw it" and started singing the song again a few notes higher in pitch. :P Those notes I could comfortably hit. I never said anything about comfortably, though. :P I just wanted to prove I could hit them... but I failed, wore out my voice and it got all raw and scratchy in the lower register. Ah, well. You still win, though. :P You have the deeper voice.

You're still the better singer :p

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Hmmm... Most of that (besides when I was trying to show my highest and lowest points (and that awful falsetto) was comfortable, I just started to waver later on because I got past the "mindless charge headlong into danger" stage and into the "wait a minute, I'm singing on a mic ._." stage.

I know that feel, bro. Also, yeah, if you're a dude it's probably best not to falsetto unless you're intentionally trying to camp it up :V

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True. I'll have to test myself against musescore... which means I'll have to be inside. No way am I taking my laptop outdoors. :P

May be best to also note where your optimal range is. For example, I can technically sing roughly D2-C4, but I sound increasingly-awful as I go up past C3.


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No, no - you win fair and square, your voice is much deeper than mine.

Mmmm... can I clear up a possible misconception here? When referring to voices, "Deep" and "Low" aren't the same thing, technically speaking (at least according to a voice coach I spoke with). Referring back to the Fach system, the primary difference between hoher bass and bassa catante (I think, please do not quote me on this) is that hoher bass is deeper while bassa catante is light and lyrical (but still low). Exact same pitch range, different depth of tone and such.

Quote
My specialty is sheet music. I can read it and get a feel for how it sounds, but I'm not able to pick out notes by ear - that's a rare talent, and if I understand correctly, can't actually be learned. (Can't remember where I read that, though, or what it's called. Probably Mr Frog.)

Well, it seems theoretically-possible for one to teach themselves that this is what a C2 sounds like, this is what a C#2 sounds like, this is what a D2 sounds like, and so on, but it'd be really hard.

Quote
Also, I'd love to collab with Mr Frog. :D Would be fun. Still need to get him on Skype, though. >.> I think I posted that my skype name is Talvieno somewhere.

I don't believe I have the Skype on this box... and, as Splint (I think) has noted, the half-second lag between systems would complicate things greatly.

Quote
o.o Uh... Teach you? How do I do what? I don't understand... You just... put down notes? :-\ I get that you're indirectly complimenting me, and really, that makes me feel pretty good, but I don't get what I'm doing that's special. :P I thought it was kind of obvious you could write music in MuseScore... that's what I got it for.

I know how to use MuseScore, silly, but I just don't seem to have any actual ability to compose. :V  Drives me nuts.


Well not vain really, because I don't give the damndest what anyone else thinks of me, but proud yes.

I'm pretty sure believing oneself to be above shame and reproach is as prideful as one can get. That's what every narcissist thinks.


@Talvi:

Can we get some Vanya up in this bitch in the near future? It's starting to niggle at me that we've barely had any actual Spearbreakers content in the last ~50 posts.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 12, 2014, 12:50:05 pm
Well not vain really, because I don't give the damndest what anyone else thinks of me, but proud yes.

I'm pretty sure believing oneself to be above shame and reproach is as prideful as one can get. That's what every narcissist thinks.

Hmm... I've thought for a while now that I'm dangerously close to narcissistic. If so, I am the worst kind of narcissist, a self-depreciating one. >.< At any rate, I'm far from above shame and if someone reproaches me by calling out a legitimate flaw, I may not accept it right away and I may lash-out a bit, but I will ( after a few minutes ) concede they are correct, admit my flaw, and make genuine steps to amend it. Well, okay, more the first two things than the third. Largely because my largest flaw is my all-consuming laziness which subverts most attempts at self-betterment by constant procrastination and/or quitting far too easily. Really and truly, I'm a whole gamut of human flaws. ( I possess a few of the virtues, but not near enough to even remotely balance. Nonetheless, people seem to think I'm worth keeping around, so I use that to make myself feel as though I'm worth sticking around, irregardless of whether or not I truly deserve to keep living. Honestly though, before you go thinking anything you might not, I deserve to die far less than I deserve to live, simply due to the challenge living provides me. O'course, there's always the threat of eternal damnation, which one has to presume is worse than anything this life can throw at you, but sometimes I think the temporary peace of the in-between might be worth it. Then I remember it's really, really not. If nothing else, I wouldn't know what to do with myself. At least you guys keep me from all the woeful self-examination and malevolent existentialism. Though to be honest, those only hit me in moods. And to be honest again, I'm rambling. I'm gonna cut this off now before I make an even bigger idiot of myself than I already have. ) My bravado is largely a farce Mr Frog, but a necessary one for me to be able to function. So... yeah. A melodramatic narcissist. Should be fun to have me around. I know just this morning one of my friends was commenting on how amusing I am to watch when I've been wound up.

EDIT: Speaking of narcissism... Go here, do this: http://www.bay12forums.com/smf/index.php?topic=138012.0
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 13, 2014, 10:42:01 am
You're still the better singer :p
Our opinion differs on that slightly. :P


Quote
Quote
Hmmm... Most of that (besides when I was trying to show my highest and lowest points (and that awful falsetto) was comfortable, I just started to waver later on because I got past the "mindless charge headlong into danger" stage and into the "wait a minute, I'm singing on a mic ._." stage.

I know that feel, bro. Also, yeah, if you're a dude it's probably best not to falsetto unless you're intentionally trying to camp it up :V
Yup, but I was just curious to see exactly how high I could go... I just wasn't expecting a smooth transition to falsetto.  :-\ I expected there to be some kind of "jump" somewhere. (I never play around with that part of my vocal range, so I didn't know. Plus, I don't like listening to myself much, so.)


Quote
May be best to also note where your optimal range is. For example, I can technically sing roughly D2-C4, but I sound increasingly-awful as I go up past C3.

It makes sense. I still need an opportunity.

Quote
Mmmm... can I clear up a possible misconception here? When referring to voices, "Deep" and "Low" aren't the same thing, technically speaking (at least according to a voice coach I spoke with). Referring back to the Fach system, the primary difference between hoher bass and bassa catante (I think, please do not quote me on this) is that hoher bass is deeper while bassa catante is light and lyrical (but still low). Exact same pitch range, different depth of tone and such.
You're right, I was using it wrong... You're both deeper, and lower, than me. So I'm still technically correct. XD

Quote
I don't believe I have the Skype on this box... and, as Splint (I think) has noted, the half-second lag between systems would complicate things greatly.
I didn't really mean singing at the same time - rather more of just talking. :P I get not having Skype, though, so no issue.

Quote
I know how to use MuseScore, silly, but I just don't seem to have any actual ability to compose. :V  Drives me nuts.
...oh. :-\ Well, I guess... hmm... huh. Okay, when I write music, I listen to what I have so far, and then imagine how my mind expects it to sound next... and then, once I have that firmly in my head, I write it out with notation... Sometimes I have to listen to what I already have a couple times to be sure. I'm entirely self-taught... I've been interested in music since I was four, I just never really got into it because I never had the resources available until I was much, much older.


Quote
@Talvi:

Can we get some Vanya up in this bitch in the near future? It's starting to niggle at me that we've barely had any actual Spearbreakers content in the last ~50 posts.
It's coming. I'm just waiting for Reudh to give the go-ahead (I used one of his characters in the next chapter, and I don't want to get his character wrong).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 13, 2014, 11:24:14 am
You're still the better singer :p
Our opinion differs on that slightly. :P
Quote
@Talvi:

Can we get some Vanya up in this bitch in the near future? It's starting to niggle at me that we've barely had any actual Spearbreakers content in the last ~50 posts.
It's coming. I'm just waiting for Reudh to give the go-ahead (I used one of his characters in the next chapter, and I don't want to get his character wrong).
Naturally it would...
 
Yay! I'm really glad to hear there's more story coming. (Even if I haven't yet read the story we have... at least not completely. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 13, 2014, 12:56:46 pm
In the meantime, I have done a dafuq.

Spoiler: click to enlarge (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 13, 2014, 01:00:02 pm
In the meantime, I have done a dafuq.

Spoiler: click to enlarge (click to show/hide)

Dafuq's definitely the word for it :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 13, 2014, 01:01:26 pm
In the meantime, I have done a dafuq.

Spoiler: click to enlarge (click to show/hide)

Dafuq's definitely the word for it :P
https://www.youtube.com/watch?v=NGSM3elvdKI
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 13, 2014, 01:02:11 pm
In the meantime, I have done a dafuq.

Spoiler: click to enlarge (click to show/hide)

Dafuq's definitely the word for it :P

Agreed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 13, 2014, 01:06:10 pm
That old pic of Joseph makes me want to die ._.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 13, 2014, 01:07:03 pm
Uhhhh... why? :-\ I rather liked it...

edit:
And yay for bizarre desktop background (I fixed a few things (sort of... you can at least see all the pictures now. :-\)). reedit: don't use it as a desktop background. :P Can't tell where your icons are.
Spoiler (click to show/hide)

I was originally hoping to make a background for the wiki, as we've needed one for some time now... But we don't have a single image that adequately screams "SPEARBREAKERS"... So I got the bright idea to just mush a bunch of images together with a panorama editor... And it didn't have quite the same effect as I'd hoped.

double edit: looks like I uploaded the wrong pic.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 13, 2014, 05:22:37 pm
Quote
Uhhhh... why? :-\ I rather liked it...

I won't go into detail on why it sucks, because then I'd just be ruining it for everyone else, but basically whenever I look at it I see all sorts of stuff that make me think "Jesus, what was I thinking when I did that, if I tried drawing that today I'd have done [blah] instead".

Also I really can't think of a more-fitting background for a Spearbreakers than an unholy clusterfuck composed of multiple tangentially-related images of wildly varying tone, composition and art style haphazardly cobbled together into a collage. Even if it's not what you intended, it's still pretty much perfect.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on May 13, 2014, 09:22:38 pm
Awww... Theres no Stone INC. guff...

The images where really bad, wherent they?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on May 13, 2014, 09:23:57 pm
Talvi has been given the go ahead! Vanya is incoming as soon as he sees my PM.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on May 13, 2014, 09:45:10 pm
Talvi has been given the go ahead! Vanya is incoming as soon as he sees my PM.
http://www.youtube.com/watch?v=Wod-MudLNPA (http://www.youtube.com/watch?v=Wod-MudLNPA)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 14, 2014, 09:31:02 am
Awww... Theres no Stone INC. guff...

The images where really bad, wherent they?
Uhhhh, no. I just couldn't find them. :-\ I remember you saying you put some up somewhere, but I don't think I ever saw/found them, which is the only reason they aren't in the Spearbreakers art gallery. Some of mine and Mr Frog's are missing from it, too. And I think one or two of Splint's. Don't take it personally. :P


Talvi has been given the go ahead! Vanya is incoming as soon as he sees my PM.
http://www.youtube.com/watch?v=Wod-MudLNPA (http://www.youtube.com/watch?v=Wod-MudLNPA)
I lol'd.

Vanya post incoming as soon as I recheck it one more time...

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 14, 2014, 09:33:08 am
Awww... Theres no Stone INC. guff...

The images where really bad, wherent they?
Uhhhh, no. I just couldn't find them. :-\ I remember you saying you put some up somewhere, but I don't think I ever saw/found them, which is the only reason they aren't in the Spearbreakers art gallery. Some of mine and Mr Frog's are missing from it, too. And I think one or two of Splint's. Don't take it personally. :P


At this point I'm amazed anyone can make heads or tails of where everything is to be perfectly honest.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 14, 2014, 11:29:51 am
And here it is. :)

Vanya's Journals, Chapter 65

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on May 14, 2014, 01:24:12 pm
So many little twists that can ruin this plan, I can't guess which it actually is!
Oh wait, it's just her bad luck, right?

Also, neat picture wall. Did you notice the forgotten beast petting Vanya's hair?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 15, 2014, 10:43:56 am
So many little twists that can ruin this plan, I can't guess which it actually is!
Oh wait, it's just her bad luck, right?
Nah, I don't do things like that. :P I want it to be obvious in hindsight. lol    When I say things like that, it means I've mentioned it before at least once - usually in passing. There are a lot of twists coming up that I've treated that way, actually.

Also, neat picture wall. Did you notice the forgotten beast petting Vanya's hair?
Nope, didn't notice... I do now, though.


In other news, I'm sick. :-\ Just a cold, but still, blech, way overslept today... I like getting up early, but it didn't happen for the first time in a while.


And finally, I've noticed that the thread tends to die very quickly as a rule after I make a story post. (part of the reason I've hesitated to post story bits before.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 15, 2014, 10:45:57 am
And finally, I've noticed that the thread tends to die very quickly as a rule after I make a story post. (part of the reason I've hesitated to post story bits before.)

That's because your writing absolutely stuns us :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 15, 2014, 12:39:04 pm
I hope you meant in a good way, rather than a bad way. :P Still, it'd be nice if I was slightly less... stunning. Silences after you make a post feel ominous, really...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 15, 2014, 12:55:12 pm
I just never know what to say honestly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on May 15, 2014, 01:52:55 pm
Uhhhh, no. I just couldn't find them. :-\ I remember you saying you put some up somewhere, but I don't think I ever saw/found them, which is the only reason they aren't in the Spearbreakers art gallery. Some of mine and Mr Frog's are missing from it, too. And I think one or two of Splint's. Don't take it personally. :P
Allright, Ill shove in the link shortly.

My general folder for SpearBreakers related things, may also include all vaguely DF things, as there is some armor I have still not in a folder... (http://aseaheru.deviantart.com/gallery/49521082)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 16, 2014, 07:31:02 pm
No, I meant in the thread. :P No worries, I'll hunt them down soon...

anyway, on Mr Frog's encouragement, our wiki now has a background...
http://spearbreakers.wikia.com/wiki/Spearbreakers_Wiki

and here's a preview of the background:
Spoiler (click to show/hide)

And here's showing that it wraps:
Spoiler (click to show/hide)
take careful note of what has happened to Joseph's head. (no, that wasn't intentional.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 16, 2014, 07:38:22 pm
I hope you meant in a good way, rather than a bad way. :P Still, it'd be nice if I was slightly less... stunning. Silences after you make a post feel ominous, really...

Sorry Talvien, I just like... I don't want to say anything until I read the whole thing, and my short attention span usually precludes me making it to the end of your stories. Plus I kinda wanna read it from the beginning, but I won't do that if it's in e-book form but I don't have enough paper to print the whole thing. It's not you, I swear, I just... internet is distracting!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 16, 2014, 07:57:35 pm
Oh god. Joseph truly is the bringer of doom. A hilariously disproportional and fiery bringer of doom.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 17, 2014, 04:12:04 pm
nothing really got done on the story today... I feel extremely depressed, and it's my own fault. I set myself up for disappointment... you'd think I would've learned by now. :P guess not, though.

Quote from: captainmcclellan
I have many friends who are coping with totally justified depression and I can understand it also in a very personal way.
Not sure it's justified in my case. Most of it's "Talv doesn't have a future" + "What has Talv honestly accomplished" + "Talv has a hard time severing emotional bonds and moving on".
it's the bolded bit.


I hope you meant in a good way, rather than a bad way. :P Still, it'd be nice if I was slightly less... stunning. Silences after you make a post feel ominous, really...

Sorry Talvien, I just like... I don't want to say anything until I read the whole thing, and my short attention span usually precludes me making it to the end of your stories. Plus I kinda wanna read it from the beginning, but I won't do that if it's in e-book form but I don't have enough paper to print the whole thing. It's not you, I swear, I just... internet is distracting!
it's okay, no worries - i understand. really, don't worry about it. lol   it'd take a lot of paper to print anyway.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on May 18, 2014, 07:27:46 am
  I liked it- but I have a feeling that those suits they stole have tracking devices or a self-destruct device...

  Meh, I'm a optimistic pessimist. It's probably worse (for Vanya) then that, yippee!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 20, 2014, 09:14:37 am
Lol, you know me well, then. But no, you could easily figure out what it was if you read previous chapters closely enough - it won't be an asspull.

Also, everybody disappeared...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on May 20, 2014, 09:16:45 am
Also, everybody disappeared...

That's tertiary education for you. (Urk, so many simultaneous assignments)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 20, 2014, 10:50:04 am
I've been here. Just quiet.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 20, 2014, 01:06:14 pm
I've been here. Just quiet.

What this guy said.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on May 20, 2014, 01:21:57 pm
Lol, you know me well, then. But no, you could easily figure out what it was if you read previous chapters closely enough - it won't be an asspull.
Oh. That eliminates all the theories I based on the layout of the site... You only just described it this chapter. That still leaves a few though, so I still have a shot at guessing it.

Also, I don't have anything to contribute 'til the new release, so I'll just be lurking until someone else(mostly you) contributes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on May 20, 2014, 01:25:26 pm
Lol, you know me well, then. But no, you could easily figure out what it was if you read previous chapters closely enough - it won't be an asspull.
Oh. That eliminates all the theories I based on the layout of the site... You only just described it this chapter. That still leaves a few though, so I still have a shot at guessing it.

Also, I don't have anything to contribute 'til the new release, so I'll just be lurking until someone else(mostly you) contributes.
Ditto. I haven't written anything worth reading in a while and am busy trying to super multitask, which usually results in getting absolutely nothing done. So... When I do get the next installment of the Ringo McClellan adventures written, I'll be sure to post it here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 26, 2014, 09:48:32 am
My apologies for the delay - I'm waiting on Reudh and Splint to give me their thoughts on the next chapter before I post it. I don't want to post something with their characters unless they're okay with it.

Edit: Nope, looks like I forgot to send it to Splint. Still waiting on Reudh, though. Sending it to Splint now.

On the plus side, I've gotten through the first of the two battles that have been impeding my progress in the meantime.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on May 29, 2014, 01:04:48 pm
urp. Double posted while meaning to edit and ask if I was going to have to double post. Lol. fail on my part. Anyway, I'll have the next chapter up today. It's been really busy here, cleaning house.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on May 29, 2014, 01:10:03 pm
S'all good buddy. We appreciate the effort going into what you write for the bunch of belligerent and slightly deranged jerks- I UH I MEAN RESIDENTS.... Of this fine thread/fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 01, 2014, 11:43:41 am
Sorry for the delay. I've been having internet problems. :-\ It went out the night I said I was going to post it. But, here it is - complete with a few additions from Splint - he helped me a bit on Koth's lines. I knew there was a reason I sent it to people early. :P

4555 words, Captain McClellan. :P I hope you enjoy the extra length.

Vanya's Journals, Chapter 66: A Secret Mission
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on June 01, 2014, 02:38:27 pm
Yeah, I felt really jittery through the whole thing, knowing the plan was going to fail somehow. And... it didn't. Yet. I felt that same little bit of relief, despite the last sentence.
Actual spoilers!
Spoiler (click to show/hide)

Edit: I think I broke the thread...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 06, 2014, 11:36:27 am
You didn't break the thread, no worries. :P I've been a bit busy.

For those of you who didn't know, today is Mr Frog's birthday, and for some reason he requested I sing Johnny Cash's "Hurt", and post it in the thread. So, I tried. :P

As a (hopefully) added bonus, I overlaid my voice with the actual song, so there's music, yay. Happy Birthday, Mr Frog. :)\

https://soundcloud.com/talvieno/johnny-cash-hurt-karaoke
(by the way, at the end where it says "I will keep myself", the audio I recorded corrupted. :( ah well. I reordered it a bit, but it's a bit messed up.)



As to the story, stuffs. I am working on pulling everything together, so that I have a really good plot for the last quarter of her story. I want everything to be answered that I haven't answered, and that involves a bit of thinking.



And Starweaver, I'm a little crueler than that. XD I like surprising people. Something bad will happen, but not quite the way you expect. Oh, and, new chapter incoming soon. I don't want to double post, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on June 06, 2014, 11:43:31 am
o.o Mr Frog and my girlfriend share a birthday!?

Oh also, Talvien, apparently you intimidate me. I tried to record an audiobook version of your most recent chapter and I kept blanking out, getting tongue-tied, and stuttering. Not to mention choking on words. That's rare. And it's not really because I'm bad at reading aloud, I did excellently in our class's recitation of Othello. ( I make an excellent Iago. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on June 06, 2014, 06:31:26 pm
  Garett likes Vanya too, doesn't he? Jeez, she must be quite attractive- Reudh, Urist...  I pity any guy who gets in her way.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on June 06, 2014, 07:08:05 pm
Happy Birthday Mr Frog!

Also, it's hard to think of cruel twists when you've been amusing yourself with sane, happy videos...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on June 06, 2014, 10:44:11 pm
Happy date of emergence into this world!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on June 07, 2014, 12:16:40 am
Happy birthday Mr Frog! May you enjoy another year of being everyone's favourite venom-tongued critic!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on June 08, 2014, 11:06:03 pm
Happy birthday Mr Frog! May you enjoy another year of being everyone's favourite venom-tongued critic!

(And everyone but this is the most recent)

Thank you. And I think I need to get on that last part; it's been a long time since I've crushed someone's dreams.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on June 09, 2014, 05:17:03 am
~snip~
 And I think I need to get on that last part; it's been a long time since I've crushed someone's dreams.

You're welcome to my work if you can find it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on June 09, 2014, 05:52:52 am
Finally done with the first (and last) trimester of Architecture, so I'll actually have time to write (and draw, maybe) again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 11, 2014, 09:05:18 am
Architecture? I envy you. >.> There was a time when I would've given anything to go to school for that. lol


And... hmm. I know I mentioned an update a few days ago, but I got... sidetracked... with a different project. You may have noticed I mentioned glowwhales again in the last chapter. At some point I decided, "why not make a model?" and it's been siphoning off my free time. :-\ I may post pictures later if anybody's interested. I need to get back to work on the story, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on June 11, 2014, 09:14:41 am
Trust me, Talvi, Architecture is not for everyone. I found the entire trimester oppressively toxic, and it was literally Year 1 Trimester 1.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 11, 2014, 10:16:39 am
I read through a college architecture course book growing up - I greatly enjoyed it, tried making some of my own blueprints - I seized on 3d modeling as soon as I had access to something I could do it with and tried making houses and landscaping just for the fun of it. I even have a blog post somewhere with a bunch of model buildings I made... I really like architecture. :P The only reason I'm not pursuing it anymore is because I don't have any real experience, whereas I have experience in other areas. Like modeling. Or programming.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 11, 2014, 10:18:33 am
I'm in favor of pictures because why the hell not.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on June 11, 2014, 01:04:18 pm
I'm in favor of pictures because why the hell not.

Only logical.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 11, 2014, 07:22:28 pm
I'm in favor of pictures because why the hell not.

Only logical.
'kay, so. Glowwhale: Jellyfish/Whale/Squid cross. It pulls water in through its mouth and shoots it out the back as a source of propulsion, using its fins to steer. (I did a lot of research as I was inventing this creature. lol) The tentacles gather and conduct stray electricity, as a source of "food". It's an abandoned Parasol genetic experiment. Also, their colors change similar to that of a cuttlefish, and they glow like deep-sea creatures. They don't need air like whales do, either, and aren't mammals.

I'm not satisfied with the shape yet, or the pictures, but... here you go. :P I canceled the last image before it was done, which is why it looks grainy on the right. It's okay, because the important part is on the left - it shows the detailing on the glowwhale's skin close up.

(And yes, I repurposed my old shuttlecar model for this.)

Spoiler (click to show/hide)

Finally, if anybody can think of a better name for it than "glowwhale", I'm all ears. I've received quite a bit of flak from my brothers about the whole concept, so I wouldn't be overly surprised if I got it from here, too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 11, 2014, 09:09:49 pm
... Wow, those things are a hell of a lot weirder looking than I was expecting.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on June 11, 2014, 10:01:33 pm
Why is it so purple?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 11, 2014, 11:56:57 pm
okay, so... negative reactions... :( well, if anyone wants to suggest improvements, I'm open to suggestions.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on June 12, 2014, 12:02:04 am
Those are hardly negative. I'd say they're neutral.

Anyway, i find the image a little difficult to see - if possible, could we have the glowwhale in a brighter environment?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 12, 2014, 12:04:59 am
I was just expecting more whale and less... Whatever the fuck the tendrils/tentacles come from.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 12, 2014, 09:21:44 am
Mmm, that does sound negative... I do agree there's something wrong with the tentacles (supposed to be like a jellyfish's), as well as the general shape of the creature, but I can't put my finger on it, and I'm not sure what to do to improve it. It's supposed to draw water in through the mouth, and expel it through the rear, propelling it in a sort of jet-like way not entirely alien to a squid or jellyfish, but not quite like anything terrestrial, either... that I know of.

And yes, Reudh, I'll throw together a brighter image for you, using the same model. I'll put it in my old "box room" and do a render... and then I'll have to do another render because the box room absolutely kills bump mapping. A lot of the shapes and lines on its surface aren't supposed to be fixed, as it can change its colors like a cuttlefish... but... there's no way I could possibly animate it. I'd have to render a separate texture for every frame.

To be honest, the creature was designed with the plot in mind, which is why I mentioned them in the first place, a number of chapters back. The glowing makes it easy to see, the tentacles or whatever serve a purpose, as does the fact that they feed on discharged electricity. The coloration is nothing important - I just made it match up with a sentence I wrote in the "interlude" segment:
Quote from: http://www.bay12forums.com/smf/index.php?topic=119562.msg3858130#msg3858130
You stand in an underwater chamber, the ceiling at least fifty feet above... For years afterwards you'll struggle in vain to describe it, for the beauty is otherworldly: a cathedral of giants, complete with glass walls and steel beams, towers, buildings, embattlements rising up all around you, continuing far into the distance, the water outside as crystal-clear as if it's naught but a glass of fresh water. Alien creatures, shimmering in iridescent beauty, sail gently by outside.

I'm sensing a great deal of negativity here, though... which wasn't entirely unexpected.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on June 12, 2014, 09:35:23 am
I think it looks good.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on June 12, 2014, 12:47:18 pm
I was expecting it to have fewer tentacles(tendrils might be a better word, they look plant-like for some reason), but I'm obsessed with prehensile limbs so...

Other than that, it looks exactly like I imagined it. Nicely done, wish I could do it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on June 12, 2014, 03:21:49 pm
okay, so... negative reactions... :( well, if anyone wants to suggest improvements, I'm open to suggestions.
Its not negative, its commenting on color.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 12, 2014, 07:00:01 pm
Welllll, partway through a set of renders I realized I accidentally made one of the maps wrong. There are a ridiculous numbers of maps.

and I accidentally messed up the self-illumination map, which was making it glow everywhere, instead of just on the magenta areas like I wanted it to. It's fixed now. :-\ So, Aseaheru, that's why the color appeared to be messed up... hopefully. I have three more pictures of it coming up, and one of them is going to show it in a darkened area to show how it should look.

In the meantime, the body texture I made. The tentacles use a slightly different one.
Spoiler (click to show/hide)

also, tendrils are for plants. :P Jellyfish have tentacles... I just can't seem to get them to look right. I was going to make them 25% transparent like they were in the first four pics, but with reflections enabled, that bumps it up to a ridiculous 16+ hour render time, and... no. just no. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on June 12, 2014, 07:12:48 pm
It's nice, but what is it?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on June 12, 2014, 08:08:07 pm
That's the Glowwhale's body texture, McClellan.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on June 12, 2014, 08:12:23 pm
Is the glowwhale to follow?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on June 12, 2014, 08:16:54 pm
Its on the last page I think.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 12, 2014, 09:25:40 pm
It was in spoilers on the last page.

But here are the clearer glowwhale pictures requested, plus one that's close-up enough for you to see the bump mapping, reflections, raytracing, etc.

Spoiler (click to show/hide)
and keep in mind that I'm not a professional, it doesn't look how I want it, and I actually completely forgot about eyes until looking at them just now. :-\
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 15, 2014, 09:06:00 pm
LIVE SPEARBREAKERS! LIVE! I COMMAND THEEEEEEEEEEEEEEE!!!

I have begun readying another project.

Is there an award for "Most community games started by one person?" Because if there is I'd totally win it. I come back to my humblest of beginnings to ask if there's anyone who'd like a dwarf in the soon-coming Masterwork game of Riverrun. Now with 100% more violence and disease!

Ugh, it's like I have some kind of compulsion to run several at once and managing it, even if the updates are slow going on two of them.

On that note, Riverrun will be replacing Spearbreakers in my sig. It's my baby, but it's in the mighty hall now. Doesn't need me looking after it in my sig anymore.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on June 16, 2014, 12:19:00 am
I'd be interested in a dwarf in Riverrun.

Might be good to have some non-deranged characters to get me out of writer's block.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on June 16, 2014, 01:29:23 am
I guess I could try doing an RP again, as that story I've been writing for two years is now FINALLY getting to the point where I feel that I can let it rest in peace.

E: I'd rather not make a huge commitment, though. When I joined Spearbreakers, I had no idea that I was getting into something that would take >2 years to complete... I don't plan on sticking this thing out for very long as well if that's what'll be required of me. I'll probably just write a couple journals and that's it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 16, 2014, 01:43:30 am
Hey, a journal now and then is all I ask. Any more is just a bonus.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 17, 2014, 09:37:31 am
I've gotten quieter because I do honestly feel that the reaction to the glowwhale creature was a bit negative - or at the very least, unenthusiastic, in the sense that people weren't exactly pleased... Or, I suppose, to be even more precise, I suppose I feel that people were viewing it negatively, even if they might not say anything bad about it. :P

Annndddd glowwhales are coming up in a few chapters, and production has ground to a halt just short of where they're supposed to appear.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 17, 2014, 09:43:56 am
Riverrun has begun, get your dorfs while you can, as I'm sure disease or plump helmet men will kill us all in the next year or two.

I've gotten quieter because I do honestly feel that the reaction to the glowwhale creature was a bit negative - or at the very least, unenthusiastic, in the sense that people weren't exactly pleased... Or, I suppose, to be even more precise, I suppose I feel that people were viewing it negatively, even if they might not say anything bad about it. :P

Annndddd glowwhales are coming up in a few chapters, and production has ground to a halt just short of where they're supposed to appear.

Personally while I find them a nice touch to Parasol proper, I'm gonna go ahead and say we shouldn't bother to include them in SBII, if only to cut down on stuff that needs to be taken into account in world gen since so many sapient races are gonna be added. Which reminds me, that shit still needs to be standardized... So much new stuff is gonna be hell on computers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on June 24, 2014, 11:55:45 am
I've gotten quieter because I do honestly feel that the reaction to the glowwhale creature was a bit negative - or at the very least, unenthusiastic, in the sense that people weren't exactly pleased... Or, I suppose, to be even more precise, I suppose I feel that people were viewing it negatively, even if they might not say anything bad about it. :P

Annndddd glowwhales are coming up in a few chapters, and production has ground to a halt just short of where they're supposed to appear.

Extremely late, but I do like the glowwhales. And I'm insanely jealous that you can model and I can't. :|

This is really just a bump. It's been, what a week? Two?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on June 24, 2014, 12:06:58 pm
Week or so, give or take a day. FOund out the Mr Frog brand Spawn of Holistic are gonna be making an appearance as a cavern race in Masterwork, so yay for us! But mostly yay for Mr Frog since he made the new spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on June 25, 2014, 09:20:06 am
Ack, sorry, guys. It's been difficult for me to log on lately, and I've been pretty busy on top of it - moving furniture and large quantities of yard work for two different houses. I'll get a chapter up later today, if I can. I've also been distracted with modeling again, but it doesn't seem like it would be tactful to post something of it. :P (Not to mention terribly off-topic.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 03, 2014, 12:33:30 pm
  I was considering attempting to draw up the Spearbreakers stories as a comic, and went through the convenient PDF... and quickly realized what a hell of a time getting all the stories and in-game events into something recognizable.

  Hanslada, Tavieno, Mr Frog, Splint, etc. ... it'd be a lot of stuff for a comic to contain, and I don't want to leave anything out since it all manages to wrap around everything else and form a cohesive whole. It's given me a new sense of awe, seeing how this mindf&$@ manages to [imake sense[/i].
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 03, 2014, 02:00:49 pm
That seem sour greatest strength. No matter how convoluted, everything from fort founding and dragon cavalry to sci-fi timewar and deranged cloned researchers can somehow managed to make a coherent whole.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 03, 2014, 09:08:05 pm
Just omit anything that I've written and it makes sense~
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 05, 2014, 10:12:19 pm
hey, i just thought of something!

you play Spearbreakers. while drunk.

NO. BAD.

((Just found this.))
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 05, 2014, 10:36:58 pm
Ahahaha, took you lot awhile.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 05, 2014, 10:43:38 pm
 You know what's worse? Given the type of fortress this is, the drink is probably laced with enough carp to wipe out civilizations.

  ...

  Mr Frogs' secret ingredient is Cthulhu. That evilly affable litt- wait. Don't piss off da Frogmeister.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on July 07, 2014, 08:30:52 pm
New version is out lads, time to playtest it for a while, then start converting it for next fort use!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 07, 2014, 08:47:49 pm
Is... Is it bad that when I saw that its out I started makeing odd noises, vibrating and rocked back and forth?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 07, 2014, 08:51:11 pm
Is... Is it bad that when I saw that its out I started makeing odd noises, vibrating and rocked back and forth?

Considering that I started hissing and squealing at the same time and writhed in my chair with excitement, I don't think you have much to worry about~
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 07, 2014, 08:59:40 pm
Hey, we did almost the same thing!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 07, 2014, 09:57:38 pm
  DF2014 is out!? *Guy doing girlish squeal* :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 08, 2014, 07:28:07 am
  DF2014 is out!? *Guy doing girlish squeal* :D
+1

Me: * goes manic * * shouting and babbling and hyperventilating * DF 2014! DF 2014!

EVERYONE, YOU KNOW WHAT THIS MEANS! SPEARBREAKERS TWO HAPPENS NOW. :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 08, 2014, 07:39:11 am
Not now, but once it's more or less stable and we've gotten the spawn and myriad of other threats/allies updated.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 08, 2014, 11:14:23 am
 Wonder if the spawn have the 'CAN_CLIMB' and 'CAN_JUMP' tags? Mehehehe.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 08, 2014, 11:25:00 am
They will, when they get updated. Most likely means the fort's outer defenses will include (trap-lined) ditches and wall tops.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 08, 2014, 12:14:18 pm
  On the bright side, we can't get a spawn stuck on a ledge.

  On the not-so-bright side, they may go from the ledge to the dining room to dine on the blood of our hapless dwarves (some exceptions to the term 'hapless', I.e Fischer).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 08, 2014, 02:51:26 pm
We can still get spawn stuck on a ledge. The game will find a way. This is Spearbreakers, after all...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 08, 2014, 04:02:01 pm
Besides, its easy to keep climbers out.

Just have a wall with an overhang.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on July 08, 2014, 04:15:31 pm
Bad news for spawn:
From my testing so far, it seem that pulping results in the part "collapsing".  So if say the lower body of an otherwise brainless, organless, and bloodless creature is beaten on enough it will collapse, resulting in instant death.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 08, 2014, 04:17:17 pm
Bad news for spawn:
From my testing so far, it seem that pulping results in the part "collapsing".  So if say the lower body of an otherwise brainless, organless, and bloodless creature is beaten on enough it will collapse, resulting in instant death.

I fail to see the problem here. This means we can field blunt force trauma weapons against the spawn and they can crush poorly armored dwarves to death pretty much.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 08, 2014, 09:03:25 pm
  Besides, we primarily use Pikes (or are supposed to). Which aren't bludgeon weapons...

  Although we could use the Mughammers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on July 08, 2014, 11:03:30 pm
What if we made this weapon that is like a pike and a mug...combined? It would have the shaft of a pike, yet the head of a mug!

In other news, the walk rates are weird. Apparently, elves can run at a pace of 52 kmh. How fast do we want the spawn moving?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 08, 2014, 11:58:24 pm
52km/h is not an insane speed. I'm just gonna assume they have backwards jointed legs, or crazy powerful calves and quads. (Bipedalism is pretty slow for running quick - what's the top ever recorded human speed? 41-44km/h? 30-35km/h sustained.) Humans as animals are exceptionally good at endurance, but exceptionally slow in the animal kingdom for our size. Our only speed comes purely from force exerted on the ground, hence muscular legs are what make us even as fast as we can go.

Maybe elves have a different running style, or are backwards jointed?

The fastest bipedal creature that comes to mind immediately would be the Ostrich or Emu, who can both manage 70km/h.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 09, 2014, 12:28:30 am
 In other words, we want our spawn to go 80km/h to spite Ostriches and Emus everywhere.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 09, 2014, 12:36:16 am
How're the Spawn at climbing? With claws like those, they've gotta be pretty good, right?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 09, 2014, 12:47:34 am
I wouldn't know just yet. Mr Frog made the current generation, so I'd rather let him take care of updating them. They may as well be his little abominations after all. His cuddly, violent, toothy abominations.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 09, 2014, 01:41:23 am
I wouldn't know just yet. Mr Frog made the current generation, so I'd rather let him take care of updating them. They may as well be his little abominations after all. His cuddly, violent, toothy abominations.

I have only just gotten my hands on the new version and am currently in the process of making a blind LP that may literally end up bricking my laptop (thing runs hella hot when I try to DF while running a screen caster), so updating the spawnies to work with the new mechanics will have to wait, although I may end up incorporating Lolcats's climbing suggestion.

E: I'll also try to see how trash golems work with the new mechanics -- sorry about not really having any followup on that. Also sorry for more-or-less abandoning Thol's story. I'm kinda dropping balls everywhere lately >>;
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 09, 2014, 02:31:26 am
It's fine man. We can just assume his journey ended with his death. I never got around to finishing the Sewaturet story myself, so...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 09, 2014, 03:40:02 am
I haven't had a chance to play the new version yet - I've been too busy working. :( I've gotten a number of commissions/projects lately, and that, in addition to not feeling so good about my writing, has kind of put off the Vanya story for a bit... I got some advice from a few different people that my writing "needed help" and it would be better if I "focused my efforts elsewhere". So I guess I kind of wound up taking said advice. And you guys know better than anyone that I have self esteem issues. :P

Spoiler (click to show/hide)

But, yeah... I've been busy.

Also, we want fast Spawn, because fast=scary. And overhangs don't work - Toady made you be able to hang from ceilings. Only way to go is have a smoothed layer, or a wall built from blocks.

Mr Frog - will reply to your PM tomorrow. Haven't logged on here in a bit, and only just now saw it. :P (it's 4 AM here - closer to 5 now - I'm going to try to catch a little more sleep. :P)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 09, 2014, 04:20:29 am
Hey, if you wanna put Vanya on hiatus we won't hold it against you. Any negativity I have is more that it feels like it's dragging a little now pace-wise since gameplay of the fort's over.

EDIT: I am deeply deeply concerned about cowardice now. A culture that values martial prowess shouldn't have an overwhelming majority of complete chickens...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 09, 2014, 06:15:36 am
You can hang from ceilings, but if you seal it off entirely, they can't get in!

Also Talvi, that's superb. It's great work - a lot of CG you see is done by more than one person/on a specialised workstation/over a very very long period of time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 09, 2014, 01:46:01 pm

I'm so freaking jealous of you right now. Those renders are amazing.
And I'll miss reading Vanya, but I understand turning your attention elsewhere. I do that way too often, and probably wouldn't have gotten anywhere near as far as you have. I just hope you don't abandon it completely like I would.

As to climbing spawn, funny things happen when creatures try to climb things. If you make a moat, I think it makes it harder to climb something. You lose your hold a lot more often at least.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 09, 2014, 01:50:40 pm
Chests collapse into lumps of gore, heads explode when struck twice with copper maces, and kills can be so brutal both friends and foes can be too damn horrified to keep fighting for a little bit. Months of training now yield competent fighters instead of years of it being required, and without DFhack's aid to boot!

Bandits can attack fortresses, enemies can climb, and just... No words for how much fun the war in SBII will become.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 09, 2014, 02:27:02 pm
Also Talvi, that's superb. It's great work - a lot of CG you see is done by more than one person/on a specialised workstation/over a very very long period of time.
Thanks, Reudh. :P I'm trying my best, and I'm probably putting more work into it than I should.


I'm so freaking jealous of you right now. Those renders are amazing.
:P Thanks, Starweaver. lol :) I didn't mean to make anyone jealous, though... I guess I was showing off a bit, but it wasn't to make anyone jealous. I guess I just wanted to see what people thought.  :-[

Quote
And I'll miss reading Vanya, but I understand turning your attention elsewhere. I do that way too often, and probably wouldn't have gotten anywhere near as far as you have. I just hope you don't abandon it completely like I would.
Noooo, I'm not abandoning her story. Not remotely. I just need a bit of a break from it until I feel better about it. I actually feel really, really bad for not spending more time on it, but when I'm working on it, it literally consumes all my free time, and then when I get people saying bad things about it... well, it hurts worse than it might if I didn't put so much work into it, I guess is what I'm trying to say. But I'm not abandoning it.


Splint - I'm really looking forwards to seeing all of that stuff too. :P Weaponizing trees also sounds like fun, as does setting them aflame, if you can do that now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 09, 2014, 10:02:50 pm
Question, since I'm going to be doing some modding later today probably: What sort of new 2014-y stuff should I add to the trash golems? I'm going to see if I can make them shoot chunks of sharpened scrap metal (since I vaguely recall item flows as being a thing now) as well as blasts of toxic sludge, although I'm worried that'll end up being too Pokemon-y.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 09, 2014, 10:17:15 pm
although I'm worried that'll end up being too Pokemon-y.
Only if dwarves have hitpoints. ;)

And I still have yet to try out the new version. I really want to, but I can't - I'm in the middle of a render that's using all four cores atm. I tried DF, but it won't run at the same time... Or it will, but one frame per fifteen seconds just isn't something I want to deal with. :P It also crashed almost as soon as I started playing - I got the bright idea to try to talk to my god.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: danmanthedog on July 09, 2014, 10:20:01 pm
You might not be taking other peoples coding and such but here is one creature I made with some help from anougther dorf, change it if you want or not.
Code: [Select]
[CREATURE:MAGGOT_ACID]
[DESCRIPTION:A massive larva that is caustic to most living creatures.]
[NAME:acidic maggot:acidic maggots:acidic maggot]
[CASTE_NAME:acidic maggot:acidic maggots:acidic maggot]
[CREATURE_TILE:'{'][COLOR:7:0:1][ALTTILE:'}']
[MOUNT]
        [PETVALUE:10]
[PET_EXOTIC]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:3]
[CLUSTER_NUMBER:1:3]
[POPULATION_NUMBER:25:50]
[PREFSTRING:discomforting whirs]
[NOBONES]
[BODY:BODY_WITH_HEAD_FLAG:BASIC_FRONTLEGS:BASIC_REARLEGS:HEART:GUTS:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:BONE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:BONE]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
        [BODYGLOSS:TENT]
[HAS_NERVES]
[SPEED:2900]
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]
[USE_MATERIAL_TEMPLATE:ACID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen maggot acid]
[STATE_ADJ:ALL_SOLID:frozen maggot acid]
[STATE_NAME:LIQUID:maggot acid]
[STATE_ADJ:LIQUID:maggot acid]
[STATE_NAME:GAS:boiling maggot acid]
[STATE_ADJ:GAS:boiling maggot acid]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:maggot poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:MAGGOT_ACID:ALL]
[SYN_INJECTED][SYN_INGESTED][SYN_CONTACT][SYN_INHALED]
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_CATEGORY:ALL:ALL:START:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath acid]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[BODY_SIZE:0:0:45000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[ALL_ACTIVE]
[NO_DRINK][NO_EAT][NO_SLEEP]
[HOMEOTHERM:10067]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:skin:SINGULAR]

[BODYGLOSS:TENT:foot:tentacle:feet:tentacles]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 10, 2014, 12:32:36 am
Good news: it looks like I may yet be able to find a happy medium between trash golems being able to survive worldgen and said trash golems actually being killable in fort mode! Hurray!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 10, 2014, 01:36:55 pm
The one where you talk to your deity and the one where you block are avoidable, just don't do them. But the one where the calendar crashes the game... I can't start any more games, it refuses to get past the calendar.  :'(

On the bright side, I did run around the arena decapitating multiple enemies while I ran past them. It was pretty neat. Archers are still OP though. Don't try to fight them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 10, 2014, 01:38:11 pm
Good news: it looks like I may yet be able to find a happy medium between trash golems being able to survive worldgen and said trash golems actually being killable in fort mode! Hurray!

  I've heard this before...   :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 10, 2014, 03:27:04 pm
I can kind of see morale snafus becoming the soldiers-don't-train-properly of DF2014. I was testing trash golems in the arena and the second I turned morale/fear on an entire squad of 25 fully-armed dwarves turned tail and ran like bitches while the trashie spewed sludge at them and generally fucked them up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 10, 2014, 03:37:39 pm
I can kind of see morale snafus becoming the soldiers-don't-train-properly of DF2014. I was testing trash golems in the arena and the second I turned morale/fear on an entire squad of 25 fully-armed dwarves turned tail and ran like bitches while the trashie spewed sludge at them and generally fucked them up.

It takes months of training to yield solid and dependable soldiers, but gone are the days of lone dwarf death machines I believe. Sort of anyway.

Werebull attack one saw my commander run away without trying to fight. Werebull attack two saw her and her squad (who had about 7-9 months of training and very high discipline skill coupled with back-up) dog pile the thing. A factor as to if it will interrupt a dwarf now or cause a flight response seems to be a mix of sight, scent, and size. Small creatures like kea are now considered a minor threat at best that dwarves will ignore while something like a weremarmot will scare the shit out of them.

That being said, it may be a mix of poor discipline and the creature's scent and size scaring them. Also, anyone else vote for a 'Soldier' caste for regular troops that grant the [NO_FEAR] tag? It may be necessary to face the spawn and megaspawn, if that tag affects a unit's morale checks.

EDIT: We'll also have to watch out for any tree loving races. I just got sucked into a war I did nothing to start.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 10, 2014, 04:05:47 pm

  Your civ must have already been at war with them, or you cut down ALOT of trees.

  ...actually, it's possible the game figures out how many trees you've cut down by how many logs you've created. Which, now that chopping down a tree yields a ridiculous amount of logs, could equal instant war with the elves. Hehehehe.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 10, 2014, 04:11:23 pm
@Splint:

Scent may definitely be a factor. I turned the thing's odor value thingy to like 1000 (I figure that a being made entirely of assorted putrified organic matter probably don't smell like a spring breeze).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 10, 2014, 04:15:37 pm

  Your civ must have already been at war with them, or you cut down ALOT of trees.

  ...actually, it's possible the game figures out how many trees you've cut down by how many logs you've created. Which, now that chopping down a tree yields a ridiculous amount of logs, could equal instant war with the elves. Hehehehe.

Oh no, was at peace with them the second time the caravan showed up, and summer rolls around the same year and the civ screen switched to 'At War' and I got reports of an advancing elven army, two fortresses being conquered, and my king dying without an heir (in fact, the liaison's oldest daughter took over.) The implications are the capital has fallen and the king was killed in battle. Also, it's obvious this war was premeditated and probably in the making on the elves' part with the rapidness of thier advance in just a few short months.

So now Spiritnets (my fortress which was a reclaimed worldgen site that had been trashed by a titan,) is preparing its populous for war. Copper, iron, steel and industry. It will meet wood, claw, and nature on the field of battle in the Hinterlands of The Special Diamond. As an act of war/show of force, all the trees in our surface holding have been felled and many smaller plants ordered to be torn up by herbalists.

Nature will find no place here.

@Splint:

Scent may definitely be a factor. I turned the thing's odor value thingy to like 1000 (I figure that a being made entirely of assorted putrified organic matter probably don't smell like a spring breeze).

That's my assumption since dead humans (I got attacked by a bandit gang in summer of year 2 in Spiritnets,) caused several dwarves to be overwhelmed by horror, presumably from the stench of death. Also the first kill of the fort was a human my once-massive-coward militia commander punched. Hard enough to cave his chest in. Which then actually horrified both her own soldiers and several bandits.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 10, 2014, 05:08:02 pm
The one where you talk to your deity and the one where you block are avoidable, just don't do them. But the one where the calendar crashes the game... I can't start any more games, it refuses to get past the calendar.  :'(

Speak of the Devil, we got a bug patch.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 10, 2014, 05:12:49 pm
The calender never crashed, it just lagged it to the point where windows thinks it did.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on July 10, 2014, 09:35:17 pm
The one where you talk to your deity and the one where you block are avoidable, just don't do them. But the one where the calendar crashes the game... I can't start any more games, it refuses to get past the calendar.  :'(

Speak of the Devil, we got a bug patch.
Patch doesn't address the slow calendar. The next one will though. Also hello everyone! I'm back and here to stay this time!
waits for roaring applause that never comes
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 10, 2014, 09:37:27 pm
Huzzah! The Master returns!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on July 10, 2014, 10:19:31 pm
Huzzah! The Master returns!
To bring doom, death, and despair in packages made from only the purest hazelnut!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 10, 2014, 10:29:55 pm
Hazelnut... I wonder if that's in the game. I found lots of other weird plants. So much so that I can't find any useful surface plants.

And I just got pig tails back. They disappeared for a while(which is why I wanted Rope Reeds). Weird.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 11, 2014, 02:03:34 am
  The Master is back! Please accept this offering of Wood Stain, Wood Polish, and Hazelnut Weaponry. Spare my soul.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 11, 2014, 08:26:54 am
The Master returns!

[EXCITED HISSING]
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 11, 2014, 09:01:06 am
Woot, the Master's back! :D

Huzzah! The Master returns!
To bring doom, death, and despair in packages made from only the purest hazelnut!
I see your pun. lol
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 11, 2014, 09:01:51 am
@ everyone who said hazlenut

*Chestnut
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on July 11, 2014, 09:12:31 am
Friends! Birds! Bees! And screaming tunas from the heavens above! I bring gifts from afar! Behold! The greatest thing your eyes did will shall see maybe sometimes! A giant flying vine made of the sauce of the fungus bird tree
COLLAPSES ONTO MY KEYBOARD TOO TIRED AND DRUNK TO CARE
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 11, 2014, 01:44:33 pm
So, my Marksdwarf is upset because his Husband died.

I think Toady left us some HFS. I thought it might be a bug at first, but you never really can tell.

Also, someone just got randomly pummeled to death just for being nearby when a berserk dwarf was killed... AND COFFIN ARE REALLY IMPORTANT NOW. EVERYONE IS HORRIFIED!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Propman on July 12, 2014, 04:05:38 am
Interesting. I would like too see an in-depth look on how morale works, and what variables affect it.

Gone, are the days where a dwarf soldier will fearlessly charge at a 40 ft. tall bronze colossus? I think I heard something about adventurers that act sociopathically (i.e, randomly killing people) actually going insane.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 06:40:37 am
Spawn will need to be fearless, and dwarves will require months of training minimum to cope with the things they'll need to do to protect the fortress.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 12, 2014, 11:00:10 am
  Pfft. Mr Frog will slip a little something into the booze supply to make them fearless, you know this is true! :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 12, 2014, 11:08:05 am
  Pfft. Mr Frog will slip a little something into the booze supply to make them fearless, you know this is true! :)
Half of the "little something" will likely be for experimentation purposes, so don't think we're off the hook just yet. ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 11:45:16 am
It'll be most likely that both Mr Frogs will be dead by the time of SBII from old age, but naming childrens after historical figures is a common occurrence in dwarf culture, as Syrupleaf showed.  ;)

As to the fearless ness we'll have at least two, possibly more castes that will face our enemies with dignity and not a shred of apparent fear. If said lack of fear is courage or stupidity however will be anyone's guess.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 12, 2014, 11:50:43 am
It'll be most likely that both Mr Frogs will be dead by the time of SBII from old age, but naming childrens after historical figures is a common occurrence in dwarf culture, as Syrupleaf showed.  ;)

As to the fearless ness we'll have at least two, possibly more castes that will face our enemies with dignity and not a shred of apparent fear. If said lack of fear is courage or stupidity however will be anyone's guess.

  Mr Frog has been shown to appear in Spearbreakers time and the future, even if we actually see/write him as dead there would be the possibility of him arriving somewhere in the middle of his ?time continuity?, at a point in time before he died.

  Actually, the same applies to a sizeable portion of the Spearbreakers cast- Reudh, Urist, Vanya, etc.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 12, 2014, 11:55:49 am
And then you have The Master, who pops up because he is The Master.


And ofcourse those poor sods who have no idea what all this shit is, and are terrified by it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 12:06:21 pm
It'll be most likely that both Mr Frogs will be dead by the time of SBII from old age, but naming childrens after historical figures is a common occurrence in dwarf culture, as Syrupleaf showed.  ;)

As to the fearless ness we'll have at least two, possibly more castes that will face our enemies with dignity and not a shred of apparent fear. If said lack of fear is courage or stupidity however will be anyone's guess.

  Mr Frog has been shown to appear in Spearbreakers time and the future, even if we actually see/write him as dead there would be the possibility of him arriving somewhere in the middle of his ?time continuity?, at a point in time before he died.

  Actually, the same applies to a sizeable portion of the Spearbreakers cast- Reudh, Urist, Vanya, etc.

There's two Mr Frog though, and both were probably about middle aged for their breed of gnome (since one was an almost exact copy, just with some semblance of empathy and morality regained over time by living amongst noncorporate dorfs, with soldiers who fight to protect others, not company interests and dorfs who work together for the common good of the fortress, more or less anyway.

Clone got left in the past, while actual Mr Frog is in the future/present, hence him being in two places. Everyone else meanwhile is either in one place or another, not both.

SBII willa ssume numerous history changes happen due to all sides saying fuck it and blasting the fuck out of eachother in the past, Joseph eventually being left in a place that he can't escape/dying and Eris mostly being demolished or so damaged it can never function as a real threat again, and a whole host of other things.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 12, 2014, 12:07:56 pm
It'll be most likely that both Mr Frogs will be dead by the time of SBII from old age, but naming childrens after historical figures is a common occurrence in dwarf culture, as Syrupleaf showed.  ;)

As to the fearless ness we'll have at least two, possibly more castes that will face our enemies with dignity and not a shred of apparent fear. If said lack of fear is courage or stupidity however will be anyone's guess.

  Mr Frog has been shown to appear in Spearbreakers time and the future, even if we actually see/write him as dead there would be the possibility of him arriving somewhere in the middle of his ?time continuity?, at a point in time before he died.

  Actually, the same applies to a sizeable portion of the Spearbreakers cast- Reudh, Urist, Vanya, etc.
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 12:12:09 pm
I wouldn't care one way or another, she could just be in the fort as a cameo character that everyone assumes was just named after the famous one.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 12, 2014, 12:20:08 pm
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 12:21:58 pm
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.

Not necessarily, but she'd likely have become an exceptional stoneworker for an elf since that was what Mr Frog taught her so she could support herself while working for him.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 12, 2014, 12:29:28 pm
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.

Not necessarily, but she'd likely have become an exceptional stoneworker for an elf since that was what Mr Frog taught her so she could support herself while working for him.

She only gained a few levels in stone worker over a thousand years? What was she doing the whole time, Stargazing?  :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 12, 2014, 12:33:31 pm
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.
I liked using her because she wasn't overpowered. :P I'm having to really stretch in the next few chapters because she's starting to act more awesome and it just feels... fake. lol    I don't want her to still be around. Maybe she's still alive... but she won't be at the fortress. She's played her role, I feel. (or will have, when I finish her story.)

Maybe her kids, or grandkids, or great grandkids.

edit:
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.

Not necessarily, but she'd likely have become an exceptional stoneworker for an elf since that was what Mr Frog taught her so she could support herself while working for him.

She only gained a few levels in stone worker over a thousand years? What was she doing the whole time, Stargazing?  :P
Over a thousand years?? Yeah, no, I'll just drop her and her family line from the story completely. lol   But knowing her, the stargazing thing is entirely possible.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 12, 2014, 12:36:32 pm
Vanya's an elf, so she could still technically be alive. I don't think I want her to be, though. She'll have already done more than her share by then.

Immortals have some serious things to deal with before they are used. I personally enjoy thinking about it, but it's a slippery slope. She would have legendary in every skill at the least so that's scary enough.

Not necessarily, but she'd likely have become an exceptional stoneworker for an elf since that was what Mr Frog taught her so she could support herself while working for him.

She only gained a few levels in stone worker over a thousand years? What was she doing the whole time, Stargazing?  :P

She was competent or skilled if I recall right. Not very high, and she's spent years not doing stonework so she's probably very rusty by the end of her big adventure. Top that off with being an elf and if she managed to become a legendary mason it'd be worth noting. And I'm gonna probably max the gen at a few hundred years, to max out the amount of other hostile civs surviving.

And like before, military service is going to be for life, and possibly a requirement. A hardened populous able to meet any threat without too great a risk of morale or horror/terror collapse will be needed to face the spawn.

@ Talvieno - It's possible that she's growing into awesomeness by mistake, as many in Dwarf Fortress often do.  ;)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 12, 2014, 09:04:29 pm
Trash golems are now in an acceptable state. They have a non-zero chance of making it through worldgen and can usually be killed by a squad of 30 decently-skilled dwarves in iron gear (although they tend to suffer heavy casualties). The new pulping mechanic helped a lot in this regard, as it's now possible to kill it by obliterating its lower body instead of getting a (very) lucky shot at its core. I also learned that rapid-fire attacks are terribly powerful; simply reducing the prep time of one of its attacks by 1 was enough to render it completely unstoppable.

I'm going to keep on tinkering for a bit, but should I post the current raws as they exist here for others to try out?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 13, 2014, 12:54:51 pm
Why not, give a reason for your mod thread to live.

And interesting avatar by the way.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 04:11:37 pm
Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 13, 2014, 08:34:24 pm
Trash golems can be found here. (http://dffd.wimbli.com/file.php?id=8950) I want to implement Talvi's suggestion that I give them variable limbs, but the Spawn take priority so I'll focus on updating those next.

And interesting avatar by the way.

Heehee, thanks. I made it myself.

Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )

Pardon me, but I'm a bit dumb right now (must be the summer heat) and I'm not sure what you're talking about here :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 13, 2014, 08:40:40 pm
Remember, the spawn need a good balance of lethality. Recruits will be torn to pieces while heavily regimented soldiers will be able to match them blow for blow.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 08:43:24 pm
Vanya's an elf?
Title: Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
Post by: draeath on July 13, 2014, 08:45:30 pm
EDIT: Rough version of a typical Ballpoint Technology Contractor's armor and attire. Yes, a tie is part of it, you'll know where it is and can tell as such. The gun is the Dwarven railgun, and the design Dorf!Mr Frog would be familiar enough with to copy.

(http://i46.tinypic.com/28s37nr.png)

I know this is quite old, but seeing as there's an active discussion going on here I don't really feel too bad about it. I wanted to say that I love the crossbow trigger on the railgun :D

I'm only on page 48, but this has been quite a lovely read so far. As far as I'm concerned, I would spend actual money on an actual novel written by Hans, Tal, Mr Frog, and/or Splint.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 13, 2014, 08:47:28 pm
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 13, 2014, 08:51:02 pm
Remember, the spawn need a good balance of lethality. Recruits will be torn to pieces while heavily regimented soldiers will be able to match them blow for blow.

Eeyup. Got it. I haven't let you down yet, have I? (Modding-wise, I mean.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 08:52:31 pm
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
I've only read 6 chapters... :/
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 13, 2014, 08:54:11 pm
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
I've only read 6 chapters... :/

Wait till you get to Chapter 30, where it is revealed that
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 13, 2014, 08:57:19 pm
Remember, the spawn need a good balance of lethality. Recruits will be torn to pieces while heavily regimented soldiers will be able to match them blow for blow.

Eeyup. Got it. I haven't let you down yet, have I? (Modding-wise, I mean.)

Not so far, pretty clear you got a knack for it man. :D
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 08:58:30 pm
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
I've only read 6 chapters... :/

Wait till you get to Chapter 30, where it is revealed that
Spoiler (click to show/hide)
Pppfpfpfpfpfpft Alright. Anyway. My one regret about Spearbreakers is that I never really participated in the story. :/ It is a really great story.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 13, 2014, 09:00:55 pm
Don't worry Captain M. You have SBII to participate.

And to think, none of this would have happened if I wasn't an obsessive control freak!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 13, 2014, 09:03:15 pm
@CaptainMcCrunch:

If you want to make yourself useful, playtest the trash golems for me while I work on updating the Spawn, then report back on how horrifically overpowered I made them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 09:05:06 pm
Don't worry Captain M. You have SBII to participate.

And to think, none of this would have happened if I wasn't an obsessive control freak!
Hear hear! Congrats for Splint's obsession with control! :D

Anyway, I need to finish writing the story of how Ringo gets to SBII first. Should have plenty of time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 13, 2014, 09:11:36 pm
Only until various things are updated.

As to the trash golems I'll probably give'em a go after I run Copperforests into the ground.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 09:14:15 pm
Link to the SB raws for playtesting then?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 13, 2014, 09:18:32 pm
@Captain Crunch:

Trash golems can be found here. (http://dffd.wimbli.com/file.php?id=8950) I want to implement Talvi's suggestion that I give them variable limbs, but the Spawn take priority so I'll focus on updating those next.

And interesting avatar by the way.

Heehee, thanks. I made it myself.

Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )

Pardon me, but I'm a bit dumb right now (must be the summer heat) and I'm not sure what you're talking about here :V

I'll upload the initial 40x Spawn once I've finished balancing them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 13, 2014, 09:19:48 pm
@Captain Crunch:

Trash golems can be found here. (http://dffd.wimbli.com/file.php?id=8950) I want to implement Talvi's suggestion that I give them variable limbs, but the Spawn take priority so I'll focus on updating those next.

And interesting avatar by the way.

Heehee, thanks. I made it myself.

Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )

Pardon me, but I'm a bit dumb right now (must be the summer heat) and I'm not sure what you're talking about here :V

I'll upload the initial 40x Spawn once I've finished balancing them.
Danke.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 14, 2014, 08:34:29 am
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
I've only read 6 chapters... :/

XD Lol, yeah. Spoilers. It's a reveal in chapter seven... :P You're one chapter short. But no, she's an elf - I wanted the challenge of making an elf that Spearbreakers (and Bay12) could like, while retaining a certain elven aspect of her personality. I guess I was successful. :P

Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )

Pardon me, but I'm a bit dumb right now (must be the summer heat) and I'm not sure what you're talking about here :V
[/quote]
He meant you're tormenting me with a pony avatar. :P Also that he may or may have not known you were that serious of an MLP fan.

The current SB II raws need a lot of testing and fixing. I haven't really gotten to fort mode yet with the new version, sadly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 14, 2014, 08:40:40 am
I've been having great fun with it. Bandits will attack you now in fort mode! :D Oh, and dwarves have a suicidal love of climbing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 14, 2014, 03:20:40 pm
I've been having great fun with it. Bandits will attack you now in fort mode! :D Oh, and dwarves have a suicidal love of climbing.

I think I saw where you posted that initial thought, and I'm almost certain that you just got a normal siege. He changed the siege thing so that it doesn't make a screen pop for some reason. I'm likely wrong, but I got the same thing when the goblins attacked me with two trained squads.

As to the suicidal love of climbing, I have yet to see it. One of my dwarves got impatient and jumped over my wall to get at the goblin squad, and one of the goblins ran up a tree when all his buddies died. Other than that, I have yet to really see it happen all that much in fort mode.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 14, 2014, 03:30:44 pm
The popup was akin to when you get attacked by a titan and no new civs appear when  the civ screen is brought up. I am under the impression that these attacks are essentially bandits looking for a new hideout or easy plunder. Such attacks also include a horrid mishmash of weapons unlike proper sieges (although I could be wrong, haven't gotten an honest siege yet,) with the squad using a random mix of bows, crossbows, and assorted melee weapons or unarmed so they can punch and kick you into submission, and the last two attacks not counting elves also had some fighters armored, some not. AKA geared just like your typical bandits.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 14, 2014, 03:46:56 pm
LOLFAIL. I JUST NOTICED YOUR SIGNATURE. I STRONGLY CONSIDERED PUTTING THOSE LYRICS IN MY OWN SIGNATURE.
That is all.

I'll get back to you on the Bandit/Siege thing once I've gone through a few more months(and likely get my next siege.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 14, 2014, 07:51:05 pm
I should seriously get around to playing my adventure mode in DF2014.

(Also, Mr Frog's a brony? Vanya's an elf? My whole world is being turned upside down! )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 14, 2014, 08:15:27 pm
The fact that it's turned upside down by such mundane things says that you clearly aren't disciplined enough.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 14, 2014, 08:20:42 pm
(Also, Mr Frog's a brony? Vanya's an elf? My whole world is being turned upside down! )

What

how could you not know

it says so right in my sig

literally every post I make tells you i'm a brony

but

whuh

buhhhhhhhhhhhhhhhhhhhhhhh

This is scaring and confusing me so I think I'm gonna go watch season 2 until my life starts to make sense again
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 14, 2014, 08:29:58 pm
The fact that it's turned upside down by such mundane things says that you clearly aren't disciplined enough.
Or it means that I'm 90% asleep.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 14, 2014, 10:17:50 pm
Vanya's an elf?

Really? Comeon, the facts that shes tall, covers her ears and has little-to-none facial hair dident tip you off?
I've only read 6 chapters... :/

XD Lol, yeah. Spoilers. It's a reveal in chapter seven... :P You're one chapter short. But no, she's an elf - I wanted the challenge of making an elf that Spearbreakers (and Bay12) could like, while retaining a certain elven aspect of her personality. I guess I was successful. :P

Mr Frog, I think your account's been hacked! Ppft! Good job, quit messin' with me though! ;P ( Nah, I know you're messing with Talvieno. )

Pardon me, but I'm a bit dumb right now (must be the summer heat) and I'm not sure what you're talking about here :V
He meant you're tormenting me with a pony avatar. :P Also that he may or may have not known you were that serious of an MLP fan.

The current SB II raws need a lot of testing and fixing. I haven't really gotten to fort mode yet with the new version, sadly.
[/quote]

Vanya's "tall for a dwarf", and has a lighter build. Remember, ingame, elves are barely bigger than dwarves. A human might mistake her for a child, given that elvish builds are closer to humans in proportion.
Also, yeah, as stated, she has no facial hair. (By default, female dwarves in DF don't, but I think it's only commented out.) She also hides her pointed ears.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 14, 2014, 10:20:40 pm
Gad, the quote cockups are evil.

Also, they dont? I remember seeing one who did...

I think...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 14, 2014, 10:57:12 pm
Gad, the quote cockups are evil.

Also, they dont? I remember seeing one who did...

I think...
The beards? It's a simple [] to the raws to give them back.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 14, 2014, 10:58:35 pm
Yah, but I thought i saw one on a female in a vanilla save.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 14, 2014, 11:10:38 pm
Yah, but I thought i saw one on a female in a vanilla save.
Clearly, this was a god in human dwarf form. WORSHIP OR DIE.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 15, 2014, 12:05:29 am
LOLFAIL. I JUST NOTICED YOUR SIGNATURE. I STRONGLY CONSIDERED PUTTING THOSE LYRICS IN MY OWN SIGNATURE.
That is all.

:3~<
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 15, 2014, 01:41:03 pm

:3~<
I have no Idea what that means. Actually, I think I see Cthulhu in there...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 15, 2014, 05:01:58 pm
♫Cthulu, I see yoooouuuu♫

  On another note, I had a weird dream which took place in the Einsteinian Roulette Universe, but I was being chased by Fischer and the Spawn. I am beyond confused.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 15, 2014, 06:08:47 pm
This (https://www.youtube.com/watch?v=9qA2ZDmxL5A) for some reason kept making me think of this, especially the bottom description. Doesn't cover everything but it covers quite a bit of stuff that happened in the fort itself (Vanya's adventures are understandably neglected, as they happened where others couldn't hear of them at the time.)

Sanusthalsish Nish Ates "Auburnmenace The Fear of Stakes," an immense steel slab.


This is an immense steel slab. All craftsdwarfship is of the highest quality. The object menaces with spikes of steel and is studded with gold.

On the slab is an image of dwarves and a wagon in mahogany wood. The dwarves are laboring. The image relates to the foundation of Spearbreakers in the year 200.
On the slab is an image of Stova Townbends the dwarf. Stova is screaming. On the slab is an image of a Spawn of Holistic Warrior and Fischer Strifefulrope The Blanketed Convent in Spawn of Holistic Bone. Fischer is striking down the spawn. Fischer is silently crying. The image relates to the transformation and killing of Stova Townbends.
On the slab is an image of Talvieno Diamondknight the dwarf and dwarves in cherrywood. Talvieno is surrounded by the dwarves. Talvieno is screaming. The Dwarves are panicking. The image relates to the appointment of Talvieno to the position of Overseer of Spearbreakers and the first attack by the Spawn of Holistic in Spearbreakers in the year 201.
On the slab is an image of Mr Frog [EXPUNGED] the gnome and dwarves in plastic. Mr Frog is brandishing a strange device and is surrounded by the dwarves. The Dwarves are laboring. The image relates to the appointment of Mr Frog to the position of Overseer of Spearbreakers in the year 202.
On the slab is an image of mugs, dwarves, and dwarves in shale. The mugs are striking a menacing pose. The dwarves look annoyed. The dwarves look terrified.
On the slab is an image of Spawn of Holistic Warriors and Dwarves in Iron. The Spawn of Holistic Warriors and Dwarves are fighting. The Dwarves are striking down The Spawn of Holsitic.
On the slab is an image of Spawny the Spawn of Holistic Warrior in Holistic Spawn bone. Spawny is striking a menacing pose.
On the slab is an image of Draignean Firstmoss the dwarf and dwarves in iron. Draignean Firstmoss is surrounded by the dwarves. Draignean is laughing. Many dwarves look annoyed. The image relates to the appointment of Draignean Firstmoss to the position of Overseer of Spearbreakers in the year 204.
On the slab is an image of migrant dwarves in dwarf bone. The migrants are dead.
On the slab is an image of zombies and migrant dwarves in human bone. The zombies are massacring the migrant dwarves.
On the slab is an image of Mitchewawa the dwarf and a menacing hospital in magnetite. Mitchewawa is striking down the menacing hospital. The image relates to the appointment of Mitchewawa to the position of Overseer of Spearbreakers in the the year 206
On the slab is an image of Paintbrushturkey the dwarf, dwarves, necromancers, and zombies in elf bone. Paintbrushturkey is leading the dwarves. The dwarves are killing the zombies. the necromancers are fleeing.
On the slab is an image of Vanya the Elf and Mr Frog the gnome in wood. Vanya looks resigned. Mr Frog looks annoyed.
On the slab is an image of a portal in bloodstone.
On the slab is an image of a forearm and fist in gold. The fist is making a rude gesture.
On the slab is an image of Duke Splint Spearspin the dwarf and oddly dressed dwarves in shale. The oddly dressed dwarves are speaking to Splint. Splint is screaming.
On the slab is an image of Devils of Shadow and dwarves in adamantine. The dwarves are massacring the Devils of Shadow. The Devils of Shadow are pleading for mercy.
On the slab is an image of Forgotten Beasts and Dauros Hushedboat The Old Legend the dwarf in forgotten beast bone. The forgotten beasts are fleeing. Dauros is striking a menacing pose.
On the slab is an image of Savero Greenpages and dwarves in giant emu leather. Savero is crying. The dwarves are dead.
On the slab is an image of two towers, a gate, dwarves, and invaders in adamantine. The dwarves are manning the towers. The dwarves are blocking the gatehouse. The invaders and dwarves are fighting. The dwarves are striking down the invaders. The image relates to the battle of Spearbreakers in
-all information past here has been damaged, corroded, or caked in blood/mud and is illegible.-
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 15, 2014, 06:24:43 pm
Paste?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: The Master on July 15, 2014, 10:52:35 pm
You forgot the engraving about me going insane.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 15, 2014, 11:23:15 pm
You forgot the engraving about me going insane.

It's a given and therefor unneeded.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 15, 2014, 11:44:30 pm
Its kinda of a pity that you dident mention how the necromancers kept coming...
But you cant have everything.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 16, 2014, 10:34:41 am
For the love of... That wasn't the point of it. And as I said, it didn't cover everything.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 16, 2014, 01:07:24 pm
Yah, but still.


It is an awesome slab though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 16, 2014, 03:38:21 pm
  "NOTE TO SELF: If any fresh blood volunteers for Overseership and asks for a quick brief of SBI, quote the slab. Then link the PDF."
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 16, 2014, 08:29:02 pm
Here is the immense slab, slightly updated with a few more things.

Sanusthalsish Nish Ates "Auburnmenace The Fear of Stakes," an immense steel slab.

This is an immense steel slab. All craftsdwarfship is of the highest quality. The object menaces with spikes of steel and is studded with gold.

On the slab is an image of dwarves and a wagon in mahogany wood. The dwarves are laboring. The image relates to the foundation of Spearbreakers in the year 200.
On the slab is an image of Stova Townbends the dwarf. Stova is screaming. On the slab is an image of a Spawn of Holistic Warrior and Fischer Strifefulrope The Blanketed Convent in Spawn of Holistic Bone. Fischer is striking down the spawn. Fischer is silently crying. The image relates to the transformation and killing of Stova Townbends.
On the slab is an image of Talvieno Diamondknight the dwarf and dwarves in cherrywood. Talvieno is surrounded by the dwarves. Talvieno is screaming. The Dwarves are panicking. The image relates to the appointment of Talvieno to the position of Overseer of Spearbreakers and the first attack by the Spawn of Holistic in Spearbreakers in the year 201.
On the slab is an image of Mr Frog [EXPUNGED] the gnome and dwarves in plastic. Mr Frog is brandishing a strange device and is surrounded by the dwarves. The Dwarves are laboring. The image relates to the appointment of Mr Frog to the position of Overseer of Spearbreakers in the year 202.
On the slab is an image of mugs, dwarves, and dwarves in shale. The mugs are striking a menacing pose. The dwarves look annoyed. The dwarves look terrified.
On the slab is an image of The Master the dwarf and the chestnut training pike Chestnut in chestnut wood. The Master is embracing Chestnut.
On the slab is an image of Spawn of Holistic Warriors and Dwarves in Iron. The Spawn of Holistic Warriors and Dwarves are fighting. The Dwarves are striking down The Spawn of Holsitic.
On the slab is an image of Spawny the Spawn of Holistic Warrior in Holistic Spawn bone. Spawny is striking a menacing pose.
On the slab is an image of Draignean Firstmoss the dwarf and dwarves in iron. Draignean Firstmoss is surrounded by the dwarves. Draignean is laughing. Many dwarves look annoyed. The image relates to the appointment of Draignean Firstmoss to the position of Overseer of Spearbreakers in the year 204.
On the slab is an image of migrant dwarves in dwarf bone. The migrants are dead.
On the slab is an image of zombies and migrant dwarves in human bone. The zombies are massacring the migrant dwarves.
On the slab is an image of necromancers and a fortress in granite. The necromancers are surrounding the fortress. The necromancers are laughing. The fortress is enraged.
On the slab is an image of Mitchewawa the dwarf and a menacing hospital in magnetite. Mitchewawa is striking down the menacing hospital. The image relates to the appointment of Mitchewawa to the position of Overseer of Spearbreakers in the the year 206.
On the slab is an image of Sus Bibandeler the dwarf, dwarves, a pick, and invaders in copper. Sus is striking a menacing pose. Sus is brandishing the pick. The dwarves are fleeing. The invaders look frustrated. The image relates to the last stand of Sus Bibandeler.
On the slab is an image of Paintbrushturkey the dwarf, dwarves, necromancers, and zombies in elf bone. Paintbrushturkey is leading the dwarves. The dwarves are killing the zombies. the necromancers are fleeing.
On the slab is an image of Fischer Strifefulrope The Blanketed Convent the dwarf and Deler Inkblushed The Union of Haunts the dwarf necromancer and necromancers in dwarf bone. Fischer is striking striking a menacing pose. Deler is dead. The necromancers are fleeing.
On the slab is an image of Vanya the Elf and Mr Frog the gnome in wood. Vanya looks resigned. Mr Frog looks annoyed.
On the slab is an image of a portal in bloodstone.
On the slab is an image of Urist Brokenspear the dwarf and Melbil the vampire in shale. Urist is striking down Melbil. The image relates to the killing of the last known Vampire in The responsible Outrageous Fences.
On the slab is an image of a forearm and fist in gold. The fist is making a rude gesture.
On the slab is an image of Duke Splint Spearspin the dwarf and oddly dressed dwarves in shale. The oddly dressed dwarves are speaking to Splint. Splint is screaming.
On the slab is an image of Devils of Shadow and dwarves in adamantine. The dwarves are massacring the Devils of Shadow. The Devils of Shadow are pleading for mercy.
On the slab is an image of Forgotten Beasts and Dauros Hushedboat The Old Legend the dwarf in forgotten beast bone. The forgotten beasts are fleeing. Dauros is striking a menacing pose.
On the slab is an image of Savero Greenpages and dwarves in giant emu leather. Savero is crying. The dwarves are dead. The image relates to the appointment of Savero Greenpages the dwarf to the position of Overseer of Spearbreakers in the year 211.
On the slab is an image of two towers, a gate, dwarves, and invaders in adamantine. The dwarves are manning the towers. The dwarves are blocking the gate. The invaders and dwarves are fighting. The dwarves are striking down the invaders. The image relates to the battle of Spearbreakers in
-all information past here has been caked in blood/mud and is illegible.-

EDIT: Also, does anyone have any suggestions for the next fort name? Nothing with the word murder or death in it. seems like there's a bunch of those.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 16, 2014, 08:44:02 pm
The mighty forges of striking?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 16, 2014, 09:49:26 pm
 
Whatabout Brokenspears for a name?
Bonus if its the last place of the nation.

I was trying to find a good name for my new fortress using the random(r) function, and this came up:

Lokumnnicat, a.k.a Spearchains

  :o

The perfect mix of Spearbreakers and the new additions to it's world...can we use this?

Shatteredspears? Shattered's in the dictionary, right?

  This may help? Hopefully?

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 17, 2014, 12:38:03 pm
So far, I've found:
Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 17, 2014, 02:03:02 pm
BLOODSLAUGHTER THE BLOODY SPEAR OF BLOODINESS

E: Or "Bloodskulls the Doomed Spear of Slaughter"

E: Or Bloodspears/Doomspears/Slaughterspears
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 17, 2014, 10:21:57 pm
So far I've personally liked the following from that stuff. order does not necessitate preference.

Spearchains
Doomspears
Jadelances
Irongroove
Hollowstaff

- My own possible ideas, two names taken from  forts I made, one of them world genned.
Spiritnets
Bronzecatch
Copperforest

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 17, 2014, 11:04:50 pm
So far I've personally liked the following from that stuff. order does not necessitate preference.

Spearchains
Doomspears
Jadelances
Irongroove
Hollowstaff

- My own possible ideas, two names taken from  forts I made, one of them world genned.
Spiritnets
Bronzecatch
Copperforest

Oddly, Spiritnets gives me the feeling that I've forgotten something Important... I'm quite confused now.
Also, Yessss Jadelancessss...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 18, 2014, 06:10:39 am
Is there anything you guys need done for the new fort?

Something's happened and I no longer feel like dealing with reality for a while.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 18, 2014, 01:32:01 pm
Is there anything you guys need done for the new fort?

Something's happened and I no longer feel like dealing with reality for a while.

Well, there's gonna be a metric assfuck of stuff to playtest in a bit once everything's converted for 40x.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Arcvasti on July 18, 2014, 01:34:04 pm
+1 to Jadelances, that's my favourite name thus far.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 18, 2014, 02:03:57 pm
Is there anything you guys need done for the new fort?

Something's happened and I no longer feel like dealing with reality for a while.

Well, there's gonna be a metric assfuck of stuff to playtest in a bit once everything's converted for 40x.

I approve of eventual playtesting. I'm going to also integrate races primarily from Civilization Forge and Fortress Defense once they're updated as well. The inlands are a dangerous place after all, full of all kinds of horrific things and uppity locals/invaders.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on July 18, 2014, 02:54:52 pm
 I'm caught between Spearchains and Cainlances- err, Jadelances. Although that typo is awesome enough to leave there. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 18, 2014, 07:10:14 pm
Forgot to playtest for a bit, but I finally got back to it only to find out that Spawn are suddenly horrifically overpowered in the new version. Not sure if I changed something earlier and forgot about it or if the new pulping mechanic actually works in the Spawn's favour or what.

E: To give a better idea of how OP they are now, a squad of 25 grandmaster axedwarves in full iron armour got shredded by a squad of 20 baseline Spawn with the Spawn only suffering two losses.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 18, 2014, 08:18:01 pm
Methinks they need some slight tweaking.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Arcvasti on July 18, 2014, 08:29:26 pm
Maybe leave the untweaked Spawn in as megabeasts or something.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 19, 2014, 12:04:24 am
I am now convinced that there is some kind of freaky bug with the arena. The first team to be spawned literally always wins with minimal casualties, regardless of other factors. If I make the Spawn team first, they win; if I make the dwarf team first, they win. This is with identical stats and raws either way.

Maybe I should update my game from 40.01 to 40.03 :V

E: Also, @Lolfail: if you're feeling down and need someone to bitch at, feel free to send me a PM. I'll be gentle, probably.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 19, 2014, 12:13:14 am
Actually, part of the problem will supposedly be resolved in .40.04. Apparently all creatures would prefer unarmed attacks even when armed, which of course puts dwarves at significantIvotewetrainaunitofwrestlersnowthatIthinkofit.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 19, 2014, 12:28:12 am
Part of the problem, but there's still the fact that if (and only if) I made the dwarf squad first they would curbstomp the Spawn regardless of refusing to use their weapons. That seems very odd.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 19, 2014, 04:14:05 am
Once .04 comes out I'll start messing with values, drawing up stat tables, ect.

E: Also, @Lolfail: if you're feeling down and need someone to bitch at, feel free to send me a PM. I'll be gentle, probably.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 19, 2014, 12:39:30 pm
Spoiler (click to show/hide)

So, my game crashed a few days ago and I keep getting my butt kicked by this little two squad goblin siege that one of my dwarves instant killed the first time around. It makes me sad.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 19, 2014, 01:32:53 pm
Trees give alot of wood...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 19, 2014, 02:30:53 pm
You say that like it's a bad thing. Means less time on the surface for us, which in turn means less chance of spawn killing important workers. Plus, y'know, saves us a bunch of time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 19, 2014, 02:41:49 pm
If you don't mind braving the caverns (some of the new FBs are incredibly tough to kill now), wood is very plentiful down in the caverns.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 19, 2014, 02:44:35 pm
If you don't mind braving the caverns (some of the new FBs are incredibly tough to kill now), wood is very plentiful down in the caverns.

Trees can be fatal to weavers if they're near/over water in the caverns. RIP Perat and Steel.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 19, 2014, 05:38:23 pm
Once .04 comes out I'll start messing with values, drawing up stat tables, ect.

E: Also, @Lolfail: if you're feeling down and need someone to bitch at, feel free to send me a PM. I'll be gentle, probably.

Spoiler (click to show/hide)

Your girlfriend is... pretty stunningly inconsiderate, if that's the case O_o

I'm going to hold off on any major playtesting until .04, seeing as how any balancing I do will be thrown out the window once weapons work properly again.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 19, 2014, 09:50:29 pm
Your girlfriend is... pretty stunningly inconsiderate, if that's the case O_o

I'm going to hold off on any major playtesting until .04, seeing as how any balancing I do will be thrown out the window once weapons work properly again.

It's fine, she's fine, she's promised to never forget that again.

So what vanilla things'll end up being edited to balance combat? Creatures or weapons? ((Or both '^^))
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 20, 2014, 12:39:57 am
Most likely creatures. Granted if we do want to still include those custom weapons (the native railgun's a must I will say at a minimum; gonna need something able to drop anything with one shot,) we may need to fiddle with them if anything's been changed.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Gnorm on July 20, 2014, 02:45:36 am
I don't mean to intrude upon this thread, but I think I need some advice on how to actually read this thread. From what I can gather from the somewhat intimidating OP, little glances at the PDF (I'm not sure how up-to-date it is), and posts that I have read, understanding this thread requires having read Boatmurdered, Headshoots, and Syrupleaf. The story also seems to heavily rely on supplemental material (an entire novelette's wort, at that), which makes it an even greater mess to tackle.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 20, 2014, 02:56:27 am
Supplemental material in Vanya's story helps but isn't needed, but OVerseer updates have been slowly but surely lost track of. The wiki not being up to date doesn't help either.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 20, 2014, 03:43:14 pm
I don't mean to intrude upon this thread, but I think I need some advice on how to actually read this thread. From what I can gather from the somewhat intimidating OP, little glances at the PDF (I'm not sure how up-to-date it is), and posts that I have read, understanding this thread requires having read Boatmurdered, Headshoots, and Syrupleaf. The story also seems to heavily rely on supplemental material (an entire novelette's wort, at that), which makes it an even greater mess to tackle.

I started reading after the actual game ended as well, and have never read Boatmurdered, Headshoots, OR Syrupleaf. I started on page 1 of the thread and read every post to the end. It took me a couple months... ':-\ I don't know if anyone has the patience to replicate that, but the thread makes... well not sense, cause that would be... Sensible... Anyways, I know what's going on. It was well worth the time.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on July 20, 2014, 07:59:08 pm
I read every post until I reached the end, which was at that time around 500 pages. I only read the overseer updates, not any of the stories.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on July 21, 2014, 09:23:46 pm
* whiny noises *
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 21, 2014, 11:32:11 pm
* whiny noises *

* orgiastic moaning *
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 21, 2014, 11:40:57 pm
*Gasp*
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on July 22, 2014, 03:25:02 am
Supplemental material in Vanya's story helps but isn't needed, but OVerseer updates have been slowly but surely lost track of. The wiki not being up to date doesn't help either.
Yeah... much as I hate saying it, all of Vanya's stuff is pretty much unnecessary. :-\

and sorry about the second post. I know I need to update that... but no, you don't have to read all the "prequels" to really get a good idea of what's going on. You can skim between most of the overseer updates, too.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TheFlame52 on July 22, 2014, 05:40:02 am
I did read all the prequels, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on July 22, 2014, 07:06:19 am
I just read the main story untill i got in and I am fine. Ish.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 22, 2014, 12:21:40 pm
and sorry about the second post. I know I need to update that...

I have learned from past mistakes in that regard. It's why my little story projects have a bunch of reserved posts now and why SBII will have them as well: So I don't have to burden any of you guys with maintenance of the updates, community contributions, keep track of casualties easier...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 25, 2014, 07:16:15 am
I'm kinda considering writing a song about Softa, albeit adapted from the lyrics of an existing song I really enjoy. Thoughts?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 25, 2014, 07:28:14 am
Softa's Song (adapted from and to the tune of "From Off to On" by The Knife (http://www.youtube.com/watch?v=i82MXuIHEOY))

Spoiler (click to show/hide)

It's a real rushed piece, but I listened to this song and felt like the odd double-vocals and the crooning in the song fit Softa well.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on July 25, 2014, 09:27:33 am
Excellent work, Reudh!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 27, 2014, 01:48:37 am
Oh, look, 40.04 got released when I wasn't looking.

Guess I have to get back to work on the Spawn now.

Poop.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 27, 2014, 02:02:40 am
Speaking of them, how's the early testing been going?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 27, 2014, 04:10:29 pm
Speaking of them, how's the early testing been going?

Early testing wound up being suspended on account of Assistant Modder Mr Frog receiving both Bravely Default and Minecraft (360 edition, and no I don't have XBox Live or any of the necessary components to get my box online) as gifts on consecutive weeks. Said the assistant modder: "Eh, I'll get around to it when .04 comes out."

E: More seriously, there wasn't much to really do short of add tags for the new gaits. Spawnitis still worked as intended (haven't tested the save glitch yet) and there were no major errors during testing that I could find. I suppose I could make the Spawn sweat and cry but since they lack both emotion and exertion it'd be kinda pointless.

E2: I suppose I could give the Spawn super-acute hearing and smelling for Adventure Mode purposes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 27, 2014, 04:23:53 pm
Well, don't forget they do need to be toned down slightly so our soldiers can fight back. Unless you got to that already. :P Good to know for the most part they work as normal though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on July 27, 2014, 05:15:29 pm
I have to be honest here... i really didn't enjoy Bravely Default. I got about 8 hours in, and the whole "buy SP with real money to get more turns" or "bosses so powerful that they require you to summon a different player to get a 9999 in where the monsters were being oneshot by your guys" turned me off.
Not to mention the gimmicky combat.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 27, 2014, 05:45:59 pm
Never even heard of Bravely Default and it sounds like I should be glad for that.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 27, 2014, 08:37:41 pm
Never even heard of Bravely Default and it sounds like I should be glad for that.

It's basically Final Fantasy 16 (or whatever the hell number it'd be by now) with most of the trappings associated with the series, except they're not actually calling it Final Fantasy because the series's reputation has been so thoroughly destroyed that it's better just to call it something else and get a fresh start, or something.

It's not nearly as bad as Reudh is making it out to be, trust me :V  You don't need to pay to get SP (you can just leave the 3ds in sleep mode for a long time, which is... something, I guess?), the bosses aren't that OP (I'm about 15 hours in and I haven't yet needed to use Ally Summon to beat a boss, and one of my party members is the crummy joke class), and as for gimmicky combat... meh, to each his own. I'd be playing it right now if I didn't have to screw around with the Spawn.

E: Balancing the Spawn properly may prove difficult even with the weapon fix. The team I spawn second always seems to take several moments to start fighting back when the first team starts attacking them, thus netting [the first team] several free kills.

To clarify, I'm basically pitting a team of Spawn against a team of dwarves in iron armour and seeing how the fight goes, who wins, how many casualties the winning side suffers, and so on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 28, 2014, 01:31:20 pm
It could be they're "unaware" when the fight starts, resulting in several fighters being killed before they even know what's going on. Or I'm just guessing about crap that isn't true (probably the latter.) Are they still acting up even with the new release?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 28, 2014, 03:03:50 pm
It could be they're "unaware" when the fight starts, resulting in several fighters being killed before they even know what's going on. Or I'm just guessing about crap that isn't true (probably the latter.)

It occurred to me that it might be intended behaviour, but I don't want to believe it is :V  If it is intended to simulate one team taking the other unawares, not being able to turn it off is dumb. It's not like every single encounter in-game is going to be a surprise attack.

Quote
Are they still acting up even with the new release?

*points to avatar* Eeeeyup.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on July 28, 2014, 03:09:11 pm
maybe have multiple one on one fights in those little rooms? It'd be more tedious but it could work. Just kinda spitballing here.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on July 28, 2014, 09:56:08 pm
maybe have multiple one on one fights in those little rooms? It'd be more tedious but it could work. Just kinda spitballing here.

That would probably just result in the unit to be spawned second being killed before they can get their ass in gear and defend themselves.

I'm thinking of just adding a 'buffer' of 5 or so unarmed units in front to soak up hits until the second team notices they're under attack. It's not perfect, but it'll have to do.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on July 29, 2014, 11:39:57 am
Interestingly enough, I don't have this problem...

I spawned two squads of unarmed, unskilled dwarves, and both teams launched at eachother, and took even casualties until one team(the first, maybe this is your glitch, maybe they got a lucky hit in) pulled ahead.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 07, 2014, 02:25:10 pm
Okay, my utter failure to actually get off my ass and do anything aside, is anyone here but me even ostensibly trying to do anything to prepare for Spearbreakers 2? We a huge batch of raws to update and nobody's so much as volunteered to do anything about it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 07, 2014, 03:21:50 pm
The only thing I've done is fiddle with the barbarians (which was easy since it was mainly just copying and modifying the human creature raws.) I haven't thought to do anything else because the game isn't functioning quite right yet anyway, though it's finally getting there.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 08, 2014, 12:00:10 am
I got amazingly sidetracked by games such as Factorio '^^

Shame; I recall looking forward to messing with attack RAWs...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on August 08, 2014, 04:11:02 am
Factorio is fun, even for those confined to the demo.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 08, 2014, 04:27:28 am
Wouldn't know about the demo; I saw it on YouTube and went "BUYIN' THIS!!"

35 euros later I am having the time of my life.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on August 08, 2014, 12:45:07 pm
I'm afraid that I am confined to encouragement and (possibly, though not likely) writing/drawing. DF has never worked well on my computers, and I always get distracted by easier games when I lose a year or two of progress due to a crash. Most of the RAW changes you want would come in YEARS into the Fortress, or have an unforeseen impact at such time, that I would not be able to test. But I'll be sure to snark at you guys when something goes wrong. :p
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 08, 2014, 03:12:15 pm
The only thing I've done is fiddle with the barbarians (which was easy since it was mainly just copying and modifying the human creature raws.) I haven't thought to do anything else because the game isn't functioning quite right yet anyway, though it's finally getting there.

Might as well do it now, I think. I don't really see any reason not to; Toady generally doesn't add new tags during bugfix releases.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 09, 2014, 08:19:53 am
The only thing I've done is fiddle with the barbarians (which was easy since it was mainly just copying and modifying the human creature raws.) I haven't thought to do anything else because the game isn't functioning quite right yet anyway, though it's finally getting there.

Might as well do it now, I think. I don't really see any reason not to; Toady generally doesn't add new tags during bugfix releases.

Well, most creatures are just modified dwarves/humans in some manner and you have most of the other race mods and actually know what goes with what. All I know how to do is add a few tags, change learn rates, and move around or replace some colors. The rest is weapons and possibly a single workshop for making advanced weapons. I can handle making the weapons for the barbarians myself of course, and was even thinking about making a good and proper mod for them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 10, 2014, 02:32:26 am
The only thing I've done is fiddle with the barbarians (which was easy since it was mainly just copying and modifying the human creature raws.) I haven't thought to do anything else because the game isn't functioning quite right yet anyway, though it's finally getting there.

Might as well do it now, I think. I don't really see any reason not to; Toady generally doesn't add new tags during bugfix releases.

Well, most creatures are just modified dwarves/humans in some manner and you have most of the other race mods and actually know what goes with what. All I know how to do is add a few tags, change learn rates, and move around or replace some colors. The rest is weapons and possibly a single workshop for making advanced weapons. I can handle making the weapons for the barbarians myself of course, and was even thinking about making a good and proper mod for them.

I really don't feel up to updating all of the creatures from the mod myself, though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 10, 2014, 03:21:37 am
Understandable man. I'm honestly just kinda putting it off and putting it off because I just don't feel like it. Nobody said we had to be ready quick as possible though.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 10, 2014, 04:16:12 am
Understandable man. I'm honestly just kinda putting it off and putting it off because I just don't feel like it.

Why do I get the feeling that "I just don't feel like it" is going to become a running theme... :V
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on August 14, 2014, 09:28:21 pm
Hey guys. sorry I disappeared again. Been dealing with drama at home, which turned into some depression issues... Trying to work through it, though.

Mr Frog - just realized I have a PM from you I needed to reply to for a couple weeks. >.< Was NOT intentional. Getting to that first thing tomorrow.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Reudh on August 15, 2014, 03:05:33 am
I really need to finish off Tedaz's arc. :P
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 15, 2014, 04:44:43 am
That reminds me, I should write the last chapter of the Interlude, get the characters ready for SBII.

Spoiler (click to show/hide)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on August 21, 2014, 07:40:59 pm
That reminds me, I should write the last chapter of the Interlude, get the characters ready for SBII.

Spoiler (click to show/hide)

"And so it was that the greatest heroes of that age vanished, caught in between the strands of time, imprisoned between dimensions...

But their will and determination lives on in us! We shall stay true to their memory. We shall build a bastion, a refuge that will live on and grow to be legend!

Welcome to [INSERT_FORTRESS_NAME_HERE].

...

Oh, and don't knock over the mugs, we just reorganized them. Surviving the Spawn only to be killed by the bookkeeper is not a good way to go."

 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 21, 2014, 08:14:27 pm
That reminds me, I should write the last chapter of the Interlude, get the characters ready for SBII.

Spoiler (click to show/hide)

"And so it was that the greatest heroes of that age vanished, caught in between the strands of time, imprisoned between dimensions...

But their will and determination lives on in us! We shall stay true to their memory. We shall build a bastion, a refuge that will live on and grow to be legend!

Welcome to [INSERT_FORTRESS_NAME_HERE].

...

Oh, and don't knock over the mugs, we just reorganized them. Surviving the Spawn only to be killed by the bookkeeper is not a good way to go."

 

That's almost what I was going to do '^^

I was going to take a slightly more visceral approach to it with a tad ((re: A LOT)) of reading into quantum-temporal physics beforehand ((which has been done for months '^^))...

MSPA is down, so I can't finish Homestuck, so I'll get to writing, then ^w^ Where did I leave my notes...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 21, 2014, 08:53:51 pm
That last bit about the book keeper was great.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 24, 2014, 09:57:19 pm
Welp, it looks like a bunch of releases were done when I wasn't looking, and a few of the bugfixes look like they may have finally fixed the weirdness with the arena, so I'm off to finally make sure the Spawn aren't broken as hell. See ya'll soon!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 24, 2014, 10:05:18 pm
Good luck good sir.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 24, 2014, 10:35:59 pm
Well, the bug appears to have indeed been fixed, whatever it was; units now react appropriately when under attack. The Spawn absolutely reamed through Proficient-level soldiers but could be fended off by Accomplished soldiers with a bit of luck, although the dwarves suffered heavy casualties even when they won. Archers can likely be used to tip the scales in the dwarves' favour.

Also of note is the fact that the Spawn are now vulnerable to burning.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 24, 2014, 10:39:11 pm
Well, the bug appears to have indeed been fixed, whatever it was; units now react appropriately when under attack. The Spawn absolutely reamed through Proficient-level soldiers but could be fended off by Accomplished soldiers with a bit of luck, although the dwarves suffered heavy casualties even when they won. Archers can likely be used to tip the scales in the dwarves' favour.

Also of note is the fact that the Spawn are now vulnerable to burning.

So lots of hard training and ranged support are a must then. Good to know. also maybe this time around I can permit magma weaponization if spawn can be fried properly now.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 24, 2014, 10:53:36 pm
A complicating factor is the fact that soldiers apparently train much faster now (or so I hear), but I haven't actually been playing much so I don't have much idea of what the standard is of an 'average' soldier vs. an 'experienced' soldier. It'd be terrible if the Spawn turned out to be jokes just because I underestimated how well players can now train their soldiers.

And, yes, the Spawn are totally vulnerable to burning now. I dumped some magma on one and it went up like a friggin' fiend flambé. Died a few moments later (I'm guessing because its lower body burned away).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 24, 2014, 10:58:43 pm
Take's roughly a year to two last i checked to get weapon masters, and squads seem to train much more efficiently now even in larger numbers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 25, 2014, 04:13:27 am
Do you have much personal experience with the current version? If so, how skilled are your squads generally by the time they're sent up against the gobbos?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 25, 2014, 10:28:14 am
Do you have much personal experience with the current version? If so, how skilled are your squads generally by the time they're sent up against the gobbos?

Variable, depending on when bandits attack, how large my population is, and so forth. The average, if I start with two soldiers and add three more from the early migrant waves is generally one weapon master, maybe two, with the other 1-3 being between levels 2-6 in various skills, maybe 7 fighter if they've been doing a lot of sparring.

Time and luck are going to be our biggest allies against the organized spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on August 25, 2014, 02:25:43 pm
That last bit about the book keeper was great.

  You're welcome. :)

  Fighting the Spawn with all the new game mechanics is going to be a daunting task, but given that our main tactic was too let our enemies wear each other down we should have enough time to build up a real force.

  As for building Disipline:

  Trap a Donkey in the Dining Room, let it starve and watch its dead corpse build up everyone's discipline over time. Cruel, but merciful compared to pre-Mitchewawa Hospital.

 
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 25, 2014, 02:48:07 pm
Or once we have a viable support system in place put every able-bodied adult into the militia either as marksmen or melee reservists. Individual drills build up discipline at a decent rate for non-professional soldiers.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on August 25, 2014, 03:43:53 pm
Quote
Fighting the Spawn with all the new game mechanics is going to be a daunting task, but given that our main tactic was too let our enemies wear each other down we should have enough time to build up a real force.

Which reminds me, I need to update banshees for 40x (not that there's been any decisive word on whether they'll be used, I just like how they punish turtling).

Also, I'm not sure what Discipline is, but there's always the good old-fashioned Dining Hall Kitten Fall if you want your dwarves to witness death on a grand scale.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 25, 2014, 06:17:50 pm
Discipline, put simply, is a unit's capacity to carry out tasks despite fear-inducing objects, creatures or events.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on August 25, 2014, 06:39:37 pm
So inother words, give every person who you start with max starter skill in it.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on August 25, 2014, 07:43:48 pm
Not necessarily.

Unit response seems to be influenced by the opposing creature (size and scent possibly?) Number of closeby friendlies, personality, emotional hardening, and training (represented by the discipline skill.)

Dwarves who like to pick fights, have a sense of duty, and are generally adventurous individuals may outright attack intruders without being part of the militia, and even somewhat cowardly individuals will throw caution to the wind if there's a large number of friendly units nearby; my guess being they may take on a mob mentality and try to swarm the intruder with sheer numbers like ants or something, as I have had children lash out at invading mandrills that climbed over a wall in one fort and even managed to kill two of them (three in all, with four others taking the long way. One kid died, the rest of the mandrills ended up on the business end of several bronze swords and copper maces.)

Personality and training are the biggest ones, as it seems to require roughly 5 discipline to be able to keep fighting with numerous deaths in a battle if they have a tendency towards cowardice. Any lower than that and more than one or two kills will cause them to be overwhelmed by horror (and unable to fight.)

On that note, individuals who have positive personality traits for the military (sense of duty, adventurous, likes to brawl/pick fights with others, and values war over peace) will train as diligently and fight as fiercely (if not as well) as a damned weapon master. On the inverse, it may take considerably more training to get peace-loving dwarves to fight nearly as well, and it's likely that it could be said if they train and fight at all it's because they feel they need to to protect thier home and loved ones, where the former wants to fight just to kick the shit out of any dumb goblin, elf, or what have you that crosses their path.

All recruits however will train themselves to the point of exhaustion at times; I've seen sparring matches between non-weapon masters go on and on until one or both physically couldn't stand up anymore they were going at it so fiercely.

That being said, with the way things are traps will definitely be permitted on a large scale. Having soldiers who may break and run at the first sign of trouble makes that a necessity.

Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on August 25, 2014, 09:57:31 pm
All of these new personality/soul stats...

I can't wait to see the inter-dwarf relations, and how it'll be reflected in the writing~
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 03, 2014, 06:19:40 pm
Hi guys! ( And gals, if that applies. :-)  )
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Torgue on September 03, 2014, 08:48:56 pm
Not necessarily.


Dwarves who like to pick fights, have a sense of duty, and are generally adventurous individuals may outright attack intruders without being part of the militia, and even somewhat cowardly individuals will throw caution to the wind if there's a large number of friendly units nearby; my guess being they may take on a mob mentality and try to swarm the intruder with sheer numbers like ants or something, as I have had children lash out at invading mandrills that climbed over a wall in one fort and even managed to kill two of them (three in all, with four others taking the long way. One kid died, the rest of the mandrills ended up on the business end of several bronze swords and copper maces.)


I can concur, I had a notable incident recently where a woodcutter and a metalsmith chased a tiger across the map for a week.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on September 06, 2014, 04:57:37 pm
So, I just learned that AseaHeru actually means "Kind/Helpful Lord".
Huh.

Leaf lord is actually AldaHeru...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on September 06, 2014, 08:30:29 pm
So, I just learned that AseaHeru actually means "Kind/Helpful Lord".
Huh.

Leaf lord is actually AldaHeru...

And now you are STUCK with the wrong name! Hahahahaha!
Welcome to the club...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on September 06, 2014, 08:33:14 pm
Not the wrong name, just a different reason.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 06, 2014, 08:37:22 pm
Is it odd I want to make the barbarians playable and give them a new name? I can't think of how to go about doing either one though...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on September 06, 2014, 08:45:45 pm
Add playable ones as "evolved barbarians" or something and say that one of the companies did shit to them to get an army.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 06, 2014, 09:04:57 pm
No, not separate ones, normal mountain barbarians made playable. The new name being more a matter of "what would they call themselves?" Than anything else. I've upped thier advantages slightly, making them hardier in world gen (night trolls won't touch them due to their contamination, procedural toxins won't bother them making them excellent titan/FB hunters,) and as such if I did make them playable I'd need a means to downplay their inherent edges and make them as more than just bigger dwarves that can't be scared, turned into zombies, or killed by poisonous vapors/blood.

Diseases that only afflict them maybe, a set of weapons and armor that take a ton of resources to make (to dissuade using weapon traps at least early on,) and no trap components besides corkscrews and mechanisms to force them into a 'fight or wait them out' mentality and major ranged combat handicaps to discourage using ranged weapons at all since they don't suit the way I want them to be portrayed/played (something needs to be included otherwise hunters/bowyers have an aneurysm I'm sure.)

I have the creatures more or less readied and already plan to add a separate set of weapons and armor for them.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Quartz_Mace on September 06, 2014, 09:55:12 pm
Wait how long ago did this fort die?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 06, 2014, 10:12:38 pm
A while ago, but less died and more the equivalent of retired. Between unstoppable soldiers (honed by years of fighting god damn monstrosities and zombie hordes,) FPS steadily getting worse and worse, and players constantly being unable to either start or finish thier turns we decided to fold and bow the fort out of being played (after a nice bloody spring of the final turn of course.) We currently still use the thread for discussing aspects of the fort itself (stories, plotting what to jam into the sequel, modding opportunities, etc.)

Frankly the thread is such a mess I'll be impressed if anyone can organize it anymore at this point.

For example, I'd like to make heavy use of civilization forge elements, particularly xelics good and bad, sand raiders (renamed to Dune Wardens as they are separate from the sand raiders of Syrupleaf,) hobgoblins, and possibly the vamarii, add in various advanced weaponry which I dunno will even work properly, and at least one inherently deranged/incomprehensible race: Either the manamaids or Sequivets. To top it off, there's intent to include roving bands of spawn as 'wild animals,' possibly some crude form of making cyborgs out of injured dwarves, and megaspawn.

Of course the way things are going, a good bit of that may need to be phased out now just so we can survive the first year or two. FUN is all well and good, but it's less fun in the traditional sense if we get slapped with a total party kill multiple times in a row before we can even really get anything accomplished beyond "dig hole in dirt, hide like kobolds." Also next time around I plan on taking care of maintenance myself, because if nothing else I can maintain threads. I also would like to point out that the wiki should probably be rebuilt and the TVTropes page is painfully outdated (or was last time I looked at it.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Quartz_Mace on September 06, 2014, 10:28:34 pm
A while ago, but less died and more the equivalent of retired. Between unstoppable soldiers (honed by years of fighting god damn monstrosities and zombie hordes,) FPS steadily getting worse and worse, and players constantly being unable to either start or finish thier turns we decided to fold and bow the fort out of being played (after a nice bloody spring of the final turn of course.) We currently still use the thread for discussing aspects of the fort itself (stories, plotting what to jam into the sequel, modding opportunities, etc.)

Frankly the thread is such a mess I'll be impressed if anyone can organize it anymore at this point.

For example, I'd like to make heavy use of civilization forge elements, particularly xelics good and bad, sand raiders (renamed to Dune Wardens as they are separate from the sand raiders of Syrupleaf,) hobgoblins, and possibly the vamarii, add in various advanced weaponry which I dunno will even work properly, and at least one inherently deranged/incomprehensible race: Either the manamaids or Sequivets. To top it off, there's intent to include roving bands of spawn as 'wild animals,' possibly some crude form of making cyborgs out of injured dwarves, and megaspawn.

Of course the way things are going, a good bit of that may need to be phased out now just so we can survive the first year or two. FUN is all well and good, but it's less fun in the traditional sense if we get slapped with a total party kill multiple times in a row before we can even really get anything accomplished beyond "dig hole in dirt, hide like kobolds." Also next time around I plan on taking care of maintenance myself, because if nothing else I can maintain threads. I also would like to point out that the wiki should probably be rebuilt and the TVTropes page is painfully outdated (or was last time I looked at it.)
I don't have much experience with modding, but those ideas seem really cool. The only idea I've ever had for modding was the X-Dwarves mod, which was the result of my binging on the X-Men movies. The premise was that any creature had a chance of becoming a mutant and the powers, abilities, and other changes. This could include changing stats, body composition, abilities etc. Basically, they would vary from changing the weather on command (causing a blizzard to kill an invading army for example), gain control over a certain material, giving them the ability to levitate any objects made of it, manipulate any constructions or buildings made of it, and reshape it at will (for example, if they controlled metal they could pick up an invading army by their metal armor and throw them into the ground), telepathy (controlling other creatures, wether a FB, Goblin invader, or another Dwarf), telekinesis, or controlling temperature, giving them the ability to freeze or burn things at will. The main aspect was that these could easily be used against you. Remember when your legendary Axelord went berserk with his adamantine axe and killed half the fort? This would be worse. Invaders could also be mutants, but the powers would be restricted to Dwarves, Humans, Goblins, and Elves because a mutant FB would be ridiculous. A new type of HFS was planned to counter the mutants (like sentinels).

Then I took one look at the "How to Mod" page of Dwarf Fortress wiki and instantly have up.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 07, 2014, 07:12:50 am
Yeah, modding can be pretty intimidating with the game. I've only managed some very mangled inorganics I haven't tried to recreate, items, entities, and a very very very bare-bones grasp of reactions. Only creature I've ever made are the barbarians who are basically heavily modified humans (and thus easy as hell to make.)

Other things I want to do include other nobles upgrading similar to the "true" nobles based on the older versions' different nobles (such as the treasurer, governor, and adding in sort of pseudo-knightly orders based on two characters from this fort,) as well as a lesser nobility position intended to be a mix of small squads and accident fodder. It's all do-able but as it stands I haven't tried to recreate anything I've done in ages besides the barbarians.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 07, 2014, 05:45:39 pm
As far as learning to mod goes, I'd recommend starting with one of the older versions. It's less complex in general and there are fewer opportunities to bugger something up because you forgot some random minor tag somewhere.

Also, it's a good idea to use existing objects as a base until you 100% know what you're doing.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 08, 2014, 01:33:56 pm
How is everyone?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 08, 2014, 01:44:10 pm
Good question. I'm doing alright as are my projects save for the barbarians who I still need to get off my ass and make an entity file for and get thier weapons and armor sorted.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 08, 2014, 01:46:02 pm
Good question. I'm doing alright as are my projects save for the barbarians who I still need to get off my ass and make an entity file for and get thier weapons and armor sorted.
Right. Out of curiosity, though I'm sure everyone's already asked, what is the ETA on SBII?

Also, anyone else want to chime in with a status report?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 08, 2014, 01:50:39 pm
Well, I'm still far too busy playing Bravely Default while singing Let It Go over and over to actually get to work on the Spawn.

I totally was doing work on them, honest, but then I lapsed and I can't remember what the testing results were.

E: Found them, looks like they're beatable but I don't have enough practical military experience to know if it can be reasonably done in fort mode (I primarily use traps for defense because I'm awful at military so I have zero context for evaluation). Off to fort mode!
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on September 08, 2014, 02:00:42 pm
*waves* Current project is rebuilding RandCreatures from the ground up, and it's getting all my free time. Script thing I'm writing a parser for: http://pastebin.com/8nJ5Ndcx


Other than that, just overwhelmed with stuff. Mostly.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 08, 2014, 02:02:39 pm
Right. Out of curiosity, though I'm sure everyone's already asked, what is the ETA on SBII?

It's going to be a while. Things need to be made, tested, and/or phased out, I'm going to see about Civ Forge integration for the spawn and another race for our own use, see about digging up my old railgun raws, and certain people who want to participate aren't able to and won't be able to in the near future. We also need to get at least the Ballpoint raiders situated...

@ Mr Frog - Last you said the spawn went from "instant death for all comers" to "Instant death for untrained/poorly trained rabble but survivable with enough skill and decent armor." I also recall the trash golems were in semi-functional order as well after having thier stench toned down considerably.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on September 08, 2014, 02:12:18 pm
Almost forgot: scythod raws are fixed up. ...But, I don't know if we actually want them, considering they never made it into the LP. The manamaids did though, disturbingly enough. Still need to work on those.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 08, 2014, 02:38:35 pm
If seqivet are in SBII then it's only fair for scythod to be in there as well. Besides, I like them.

FUN WITH BUGFIXING: At first, the Spawn would refuse to spread out at all in worldgen. I couldn't figure out why or how to get them to do so after several attempts, so I just copied their settlement data wholesale from the dwarves... without taking into account how prolifically the Spawn reproduce compared to said dwarves, causing their settlements to quickly blanket the entire globe.

E: Couldn't get them to stop swamping the entire planet despite desultory attempts, and I kind of like the image of the Spawn as a rapidly-procreating horde that takes over territory by sheer numbers, so enjoy your entire continents full of Spawn hives plastered around densely-clustered outposts of civilised territory.

E2: Managed to accidentally pooch my initial test fortress after about two hours of play (my FPS with the new version is aggravatingly low -- didn't even make it to autumn). Note to self: when your only source of armour-grade metal is adamantine, take special care not to accidentally flood the shaft with magma.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on September 08, 2014, 09:31:38 pm
The Spawn-flood could make for some interesting backstory. Is SBII still presented on Everoc? How far into the future is it?

And Mr Frog, regarding FPS issues... I narrowed mine down to the new trees. Embarked in woodland as opposed to dense forest, and it was more-or-less fine ((although I never cracked the caverns; normally I bumrush them.))
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Aseaheru on September 08, 2014, 09:50:17 pm
Trees can be a pain, sorta.

Mind you, I still havent had much of an issue with FPS, even with shit laptops...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 15, 2014, 01:59:22 pm
Second test fortress has been put out of commission after a stray hungry head wandered into my stairwell and inflicted a fatal injury on my planter, who then got zombified and began caving in people's skulls. Reclaim went well until I absentmindedly left the gate open and a zombie deer dropped in for a visit.

I'm thinking I may be slightly out of practice at this.

E: Aaaaand I somehow accidentally deleted all of the updated Spawn raws. fffffffffffffffff
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 15, 2014, 02:47:28 pm
Maybe try testing in a location that isn't evil? When you uh... Y'know, sort the raws being deleted and all.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 15, 2014, 04:35:28 pm
Maybe try testing in a location that isn't evil? When you uh... Y'know, sort the raws being deleted and all.

Yeah, in retrospect maybe placing my first serious fort in ages in a zomberrific biome wasn't the best plan.

And as to the raws, don't worry. I can rebuild them. Better than they were before. Better... stronger... bitier.

E: I think the deletion may have to do with the Undo command in Windows Explorer, because a bunch of files that I know I moved are back to where they were originally and some other stuff I moved to the same place are now gone (including my custom embark and worldgen settings). Rrrgh. Probably shouldn't hit CTRL+Z irresponsibly.

E2: I have reconstructed the new Spawn to the best of my memory. Gonna test them out later.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 15, 2014, 09:21:32 pm
If you can ship me those raws I'd be happy to give them a field test alongside Stal's Armory (http://www.bay12forums.com/smf/index.php?topic=142993.0) (I'm more interested in the armor part of it, but I also have a strange love for glaives.) Pitting spawn warriors against "improved" armor and a mishmash of various arms seems like it'd be fun. If spawn can consistantly break bones through this stuff (but not always do so,) it may be worth including later on.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 15, 2014, 10:26:47 pm
I thought you'd never ask :) I'll do some preliminary tests for myself in the arena (because I can't be sure they're exactly the same as they used to be) and then upload it to DFFD.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 15, 2014, 11:38:28 pm
I haven't looked in ages and have since ditched the vast majority of old modded content I possessed, but are spawn ageless or do they drop dead after a while like most other things? I figure having them have a single max-age of a hundred or so might help even out their breeding rate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 16, 2014, 12:07:06 am
Ageless, but the main problem causing them to overpopulate everything would be
Code: [Select]
[LITTERSIZE:3:6]
Which I guess is now being respected in worldgen when it wasn't before?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 16, 2014, 12:21:15 am
Sounds like it. So some kind of drop-dead space or reduced reproduction rate will probably do the job of balancing things out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 17, 2014, 07:42:57 am
Ageless, but the main problem causing them to overpopulate everything would be
Code: [Select]
[LITTERSIZE:3:6]
Which I guess is now being respected in worldgen when it wasn't before?
If I'm reading correctly, that's the spawn? It's a wonder the world wasn't overrun with them before... Please tell me that when SBII comes around, there won't be a spawn number corresponding to this just running around Everoc. Also, I saw your message Splint, and since I'm already here I might as well tell you that I don't have any ideas really. Sorry. Maybe if I'd followed the story of that fort a bit closer I could help, but...
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 17, 2014, 06:12:49 pm
Ageless, but the main problem causing them to overpopulate everything would be
Code: [Select]
[LITTERSIZE:3:6]
Which I guess is now being respected in worldgen when it wasn't before?
If I'm reading correctly, that's the spawn? It's a wonder the world wasn't overrun with them before... Please tell me that when SBII comes around, there won't be a spawn number corresponding to this just running around Everoc.

Litter size wasn't really respected in 34x worldgen, but I guess Toady implemented it? Or maybe I just never noticed it before, or something else changed.

I don't think it really affects anything beyond hampering expansion of other civs. I'm pretty sure the Spawn will continue attacking at the same rate.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 06:24:30 pm
Also, I saw your message Splint, and since I'm already here I might as well tell you that I don't have any ideas really. Sorry. Maybe if I'd followed the story of that fort a bit closer I could help, but...

Well it's not exactly the hyper-convoluted organizational disaster this thread wound up, and several updates are fairly short; so it'd be fairly easy to pick up and probably read in a half or so, maybe 45 minutes if you're a slow reader.

Ageless, but the main problem causing them to overpopulate everything would be
Code: [Select]
[LITTERSIZE:3:6]
Which I guess is now being respected in worldgen when it wasn't before?
If I'm reading correctly, that's the spawn? It's a wonder the world wasn't overrun with them before... Please tell me that when SBII comes around, there won't be a spawn number corresponding to this just running around Everoc.

Litter size wasn't really respected in 34x worldgen, but I guess Toady implemented it? Or maybe I just never noticed it before, or something else changed.

I don't think it really affects anything beyond hampering expansion of other civs. I'm pretty sure the Spawn will continue attacking at the same rate.

It's entirely possible they were just bugged the hell out in .34.xx and something. Although if they use similar dwarven age rates (possibly slightly lowered,) then they shouldn't be a massive threat in and of themselves so much as that they could attack in waves during worldgen so to speak. Still waiting on those raws too.

And McClellan, there were in fact plans for roaming hordes of spawn as "wild animals" as well as megaspawn for a powerful megabeast enemy, meaning there quite literally would have been hordes just roaming about the continent. The latter may still be doable but the former would probably need them restricted to small groups of maybe 3 or 4 units and significantly weaker than regular spawn warriors. Otherwise they'll trounce us within the first year or two in an unfun manner (that's normal fun, not !!FUN!!) simply by wandering in and some idiot woodcutter or yak herder picking a fight with them or vice versa (which considering how shitty things can get quickly in the new version and our luck would probably turn out to be some super popular douche and result in the place caving in on itself even if we won the ensuing fight.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 17, 2014, 06:54:21 pm
Quote
And McClellan, there were in fact plans for roaming hordes of spawn as "wild animals" as well as megaspawn for a powerful megabeast enemy, meaning there quite literally would have been hordes just roaming about the continent. The latter may still be doable but the former would probably need them restricted to small groups of maybe 3 or 4 units and significantly weaker than regular spawn warriors. Otherwise they'll trounce us within the first year or two in an unfun manner (that's normal fun, not !!FUN!!) simply by wandering in and some idiot woodcutter or yak herder picking a fight with them or vice versa (which considering how shitty things can get quickly in the new version and our luck would probably turn out to be some super popular douche and result in the place caving in on itself even if we won the ensuing fight.)

I could throw in Spawn Degenerates or something as an optional add-on. I'm picturing a small, scrawny four-limbed beastie with no head and a gaping toothy mouth. Kind of like a starfish.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 07:39:22 pm
Spoiler (click to show/hide)

And with the simple phrase of them, you get this.

A lumpy, four-armed, ugly looking monstrosity even by spawn standards with feet warped into horrid things for pinning knocked down prey to the floor, limbs meant for slashing and raking prey, and a mouth full of varyingly unfitting sized teeth, making them poor at biting things. Their eyes have mismatched irises and pupils, skin is splitting in places, and thier limbs don't really fit too well together, being of uneven size.

In all, a wretched thing, even for spawn, believed to be the result of whatever modifications or foul magic done on them resulting in a steady backslide into creatures that may one day be competing with chaos spawn in "ugliest mother fucker in existence" contests.

The drawing wound up stockier than intended but it's still fitting enough.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 17, 2014, 08:19:43 pm
Hm... I was kind of picturing it sort of shambling around on all-fours crabwalk-style. I do like the idea of it having two misshapen eyes jammed haphazardly into its shoulders. And also its limbs not really fitting together well.

E: I note that its mouth looks especially... vaginal. Was that intentional?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 08:46:00 pm
It was a little bit, not gonna lie, but I hadn't meant for it to be quite so, like it is. I never really imagine the spawn in any form crawling on all fours unless situation demands such; more of an awkward only just coordinated gait when running (resulting in a rabid zombie look when they attack except when they trance,) and a bit of a hobble when walking due to messed up hips/legs, either from combat with other spawn/enemies or from accidents.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 17, 2014, 09:23:02 pm
Quote
I never really imagine the spawn in any form crawling on all fours unless situation demands such

These are degenerate spawn, though. They probably wouldn't be so dignified.

If anyone wants to help with balancing, etc. the new Spawn as they currently exist can be downloaded here (http://dffd.wimbli.com/file.php?id=9726). They won't be added to my modding page itself until I've twiddled around with them a bit more.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 09:28:26 pm
Awesome, been waiting on them raws. And I suppose so, though it may be more due to thier messed up legs than anything cause those clearly aren't totally functioning right.

Time to arena test these bitches against Stal's Armory.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on September 17, 2014, 09:57:00 pm
*looks in* Heyaa, looks like the spawn raws are coming along nicely. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Quartz_Mace on September 17, 2014, 09:58:54 pm
For how long have these Spawn been in the works?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on September 17, 2014, 10:02:44 pm
For how long have these Spawn been in the works?

Depends on what you mean. Four, five years... or just a couple months.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 11:03:44 pm
Preliminary testing in the arena is indicting thus: Dwarves with okay training using two-handed weapons and a full suit of armor and uniform under that made from steel and pig tail fabric can take on spawn with okay skills. However, heavily armored dwarves are at a disadvantage as the spawn move considerably faster.

The Dwarves however will either kill the majority or leave nearly all enemy combatants moderately to severely handicapped for additional conflict (missing limbs, unable to walk or bite, flat out down to pushing, and similar ailments.) Stal's Armory armor is a vast improvement and a single layer or armor and a uniform under that are more than sufficient to face down the spawn but seem to have fatal flaws: The neck and upper arms are very easy to injure since there's no plate armor for these body parts.

The Neck is a favorite once the dwarf is down. They are quickly choked to death or bitten and shaken until they bleed out.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 17, 2014, 11:16:38 pm
Awesome, been waiting on them raws.

Sorry about that :3  I really have no excuse; I've been doing pretty much everything imaginable except working on the Spawn.

*looks in* Heyaa, looks like the spawn raws are coming along nicely. :)

*waves*

Quote
Preliminary testing in the arena is indicting thus: Dwarves with okay training using two-handed weapons and a full suit of armor and uniform under that made from steel and pig tail fabric can take on spawn with okay skills. However, heavily armored dwarves are at a disadvantage as the spawn move considerably faster.

The Dwarves however will either kill the majority or leave nearly all enemy combatants moderately to severely handicapped for additional conflict (missing limbs, unable to walk or bite, flat out down to pushing, and similar ailments.) Stal's Armory armor is a vast improvement and a single layer or armor and a uniform under that are more than sufficient to face down the spawn but seem to have fatal flaws: The neck and upper arms are very easy to injure since there's no plate armor for these body parts.

The Neck is a favorite once the dwarf is down. They are quickly choked to death or bitten and shaken until they bleed out.

So, what's your call here? Should I make them stronger? Weaker?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 17, 2014, 11:39:51 pm
=STANDARD FOR ALL TESTS=
-Steel/Pig Tail Fabric-
x1 Breastplate
x1 Mail Coif
x1 Hauberk
x1 Barbute
x1 Greaves
x2 Gauntlets/boots
x1 Cloak
x1 Shirt
x1 Trousers

Morale is active in the arena.

TEST 1: 1v1

DWARF
x1 Glaive (two handed weapon, uses pike skill)
4 Fighter, Discipline, Pike
6 Dodge and Armor User

SPAWN
7 Bite and Striker (natural skills only)

RESULT:
The Dwarf eventually bleeds out, but stood his ground with 4 discipline.

Spawn survives through sheer durability and lucky hit to left arm.

The Spawn however is in extremely rough shape, with severe damage to it's torso and most of its limbs chopped off. Everything is missing, broken, or punctured except the left upper arm. It's only saving grace was the dwarf failing to hit the heart and the brain not being vulnerable, other wise the fight would have ended with the dwarf being victorious in very short order with a full set-up of Stal's Armor.

However if they managed to get a bite in and stay latched, the dwarf is basically done for, doomed to bleed out or pass out from pain.


TEST 2: 5v5

Dwarves are armed and skilled the same as before.
Spawn are Skilled same as before.

RESULT: Dwarves Are Victorious due solely to their armor tanking majority of the blows. Once again however, lucky shots prove to be debilitating. One dwarf was put out of the fight by a claw or more likely bite to the neck, and one was put out of the fight due to having his teeth clawed out and nose bitten off. Only the other three dwarves and two spawn already being down saved them from a likely pulp-induced death.

Spawn are viciously put down, with pulping a factor in one kill.

x1 Pulped (Punch)
x2 Heart Shot
x2 Bisection


TEST 3: All factors mirrored with Test 2. Starting positions altered.

Dwarves win due to early trances, and again Armor tanking the hits. Four out of five have some heavy bruising from bites and claws.
The Spawn make the mistake of targeting the same two dwarves which lead to them trancing and gaining a huge edge over them.

x4 Pulped (edge damage)
x1 Heart Shot

It should be noted all three of these tests assume trained and fully equipped soldiers using two-handed edged weapons. They have a minimum of skill required to fight well in their heavy armor and not break and flee at the first sign of trouble. On top of this, 4 points that would have been allocated to shield user were redistributed to Dodge and Armor use.

The spawn are given no skill aid due to their immense physical stats: Considerably greater strength (they can cause heavy bruising through armor intended to stop most edged weapons and inferior quality blunt weapons as well,) agility, and extreme durability to the point it took flat out wailing on them enough for them to be pulped even be put down at all.

The dwarves in all three tests also by AI fluke or brilliance targeted the spawns' legs first more often than not, removing their speed advantage altogether.


TEST 4: 5v5, Spawn given minor skill aid.

Dwarves: Mirror kit and skills from prior tests
Spawn: 4 wrestling, dodge, fighter, and kick

RESULT: Spawn Victory but just barely, with two very heavily injured spawn. However, this result is skewed as the dwarves abandoned their breastplates due to misordering their gear on my part. The injured units were left basically lamed and unsuitable to continue fighting more dwarves (one was basically a torso and head with a mangled left thigh attached and the other was missing a leg and arm as well as disembowelled, unable to use its remaining arm and leg, and missing its teeth.)

SPAWN CASUALTIES
x2 Pulped (edge Damage)
x1 Bisection

DWARVEN CASUALTIES
x4 Bled out
x1 Pulped (Claw)



TEST 5: Replicated Test 4. Equipment sorted.

RESULT: Two dwarves are taken out of the fight very quickly, being wounded enough for one to run for his life and jump into the arena's water to escape, and with the added dodge skill and no armor the spawn turn into lightning bruisers, taking the dwarves out in short order mainly by targeting the neck and less well protected upper arms.

The Spawn are all injured to some degree, most missing their arms and legs. They also had great difficulty against the dwarve's more sturdy armor pieces, to the extent they had to target the upper arms and neck to cause any damage since they were less well armored.

SPAWN CASUALTIES
x1 Pulped (edge damage)

DWARVEN CASUALTIES
x3 Bled Out
x1 Suffocated (strangled)
x1 Fled the Field (injured)


TEST 6: 11v11

Dwarves: 6 Glaivedwarves,
5 Marksdwarves
 x1 Mahogany Siege Crossbow
 x15 Iron Quarrels
 7 Armor use and Archer

Spawn: 11 Warriors

RESULT: Over all, the battle went to the spawn, however the survivors were too badly mangled to be useful for fighting and were unable to finish off the incaped dwarves thanks to their armor. The marksdwarves may have been a deciding factor, but note they were using high power crossbows lacking a bayonet option. With bayonets the fight would have probably ended in favor of the dwarves

SPAWN CASUALTIES
x3 Bisection
x2 Heart Shot
x2 Pulped (edge damage)
x4 Too crippled to be viable combatants.

DWARVEN CASUALTIES
x4 Bled out
x5 Incapacitated


All of these tests are by no means conclusive but do give an idea of their performance against a decently trained and equipped force; the spawn are beaten or suffer what amount to pyrrhic victories, generally being too banged up for the most part (some may still be credible threats but depleted numbers work against them,) to be a real threat to reinforcements. Marksdwarves armed with more powerful weaponry also prove able to inflict some serious harm on spawn, and may end up instrumental compared to SBI where they weren't nearly as important except under certain conditions.

HOWEVER

This also has the dwarven opposition armed to and trained to a certain standard. With these (shoddy) tests, dwarves using anything less than steel for their armor (and anyone without a breastplate,) may not fare anywhere near as well, and they'll require absolutely tremendous discipline, emotional hardening, or a numeric advantage to cope with casualties. This also doesn't take into account soldiers using one-handed weapons and shields (at the expense of some mobility.) They may fare better with shields, or the lower dodge and armor use may kill them.

And last of all, this doesn't take into account heavily regimented weapon masters. Since most spawn like the ones here won't really be exceptionally skilled enemies, soldiers with a very high level of skill and a minimum of bronze or iron armor and weapons will likely mop the floor with most spawn provided they aren't coming in overwhelming numbers.

Overall they're actually not too bad. So long as we can out skill them and provide enough armor for everyone we can take them on, though there may be some casualties.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on September 18, 2014, 02:27:07 am
These results are delicious~
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Orange Wizard on September 18, 2014, 03:37:10 am
Hey guys. I'm posting here to ask if someone would be so kind as to provide a link to the raws for 40.x compatible spawn? This seems like a fairly reasonable place to ask, I guess.
I've done some searching, but I can only bring up incidental discussion or the 34.11 version.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 18, 2014, 04:11:40 am
Hey guys. I'm posting here to ask if someone would be so kind as to provide a link to the raws for 40.x compatible spawn? This seems like a fairly reasonable place to ask, I guess.
I've done some searching, but I can only bring up incidental discussion or the 34.11 version.

Have some updated spawn, courtesy of Mr Frog (http://dffd.wimbli.com/file.php?id=9726)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Orange Wizard on September 18, 2014, 07:13:38 am
Glorious, thank you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on September 18, 2014, 01:23:22 pm
I actually love the idea of glaivedwarves, it seems to be a natural progression from pikes/spears. Have you looked into mughammers though?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 18, 2014, 07:11:35 pm
=STANDARD FOR ALL TESTS=
-Iron/Pig Tail Fabric-
x1 Breastplate
x1 Mail Coif
x1 Hauberk
x1 Barbute
x1 Greaves
x2 Gauntlets/boots
x1 Cloak
x1 Shirt
x1 Trousers
x2 Leg Wraps (in place of socks)
x1 Wooden Tower Shield

4 Fighter, Dodge, Armor, Shield, and Weapon

Spawn will only receive minimal aid: 2 Wrestling and Dodge

Morale is active in the arena.



TEST 1: 5v5; Macedwarves using Iron Flanged Maces vs Spawn Warriors

RESULT: Macedwarves prove able to inflict a hell of a lot of harm on the spawn, crippling two and severely impairing the ability of the other two survivors' ability to fight, though not to the extent as the cripples. However the dwarves were killed to the last. Iron Armor is less effective, letting in more bruising shots, but still does the job of (mostly) stopping claws and bites from killing the soldier.

Spawn
x1 Pulped Torso
x2 Crippled (ineffective combatants)
x2 Impaired (still credible threats)

Dwarves
x1 Struck Down (claw)
x4 Bled Out



TEST 2: 5v5; Hammerdwarves using Silver Warhammers vs Spawn Warriors

RESULT: Again, the spawn clean house but do take a beating in the process. The spawn are largely crippled to some extant (can't walk or disabled claws,) while the dwarves are basically slaughtered wholesale. If a dwarf gets disarmed, it's basically over.

Spawn
x1 Heart Shot
x3 Impaired (still credible threats)
x1 Unimpaired (severe to minor bruising.)

Dwarves
x5 Bled Out



TEST 3: 5v5; Axedwarves using Iron Battle Axes vs Spawn Warriors

RESULT: The Axedwarves prove far harder opponents against the spawn, with a spawn being killed in the opening moves. The Spawn's durability and the weak spot on the arms of the dwarves' armor is the only thing that gave them a chance here; one dwarf is crippled entirely while the other two are in rough shape but can still fight, but only if they absolutely had to.

Spawn
x5 Pulped (edge Damage)

Dwarves
x2 Bled Out



TEST 4: 5v5; Swordsdwarves using Iron Short Arming Swords vs Spawn Warriors

RESULT: Again, dwarves armed with edge weapons seem to far significantly better. One dwarf even tranced after being disarmed and took down three spawn alone without a weapon (kicked two to death and threw one resulting in a caved in upper body.) There is however an error present in all 4 melee tests indicated below.

Spawn
x2 Pulped (kick)
x1 Pulped (thrown)
x1 Crippled (no longer credible threat)
x1 Impaired (still credible threat, but barely.)

Dwarves
x5 Bled Out



TEST 5: 5v5; Marksdwarves using Iron Bayonet Crossbows + 25 Iron barbed Bolts vs Spawn Warriors. Out of necessity, They are granted an additional 4 points for spear skill. Shield points allocated to Archer instead.

RESULT: The Spawn dominated the marksdwarves, who prioritized shooting over melee even when the spawn got in thier face. They did last considerably longer since they were fully armored however. On top of this, the marksdwarves left the spawn in such dire straights that a rush of melee dwarves would probably wipe them out in short order (if with one or two casualties to the few still able to use their claws.)

Spawn
x5 Crippled (no longer credible or only negligible threats)

Dwarves
x1 Struck Down (claw)
x3 Bled Out
x1 Suffocated (strangled)



TEST 6: 6v6; Speardwarves using basic Iron Spears vs Spawn Warriors.

RESULT: The Dwarves manage to kick spawn ass, but only just barely. Two dwarves require medical attention and one is crippled (having lost his right hand and lower arm.) The other three suffer minor to moderate bruising and are tired, but otherwise ready and able to face another threat. The basic spear's deep piercing damage proves to be the vital component to the dwarves' victories here.

Spawn
x3 Heart Shot
x2 Pulped (edge damage)
x1 Bisected
 
Dwarves
x3 Severely Injured/Crippled
x3 Battle Ready



TEST 7: 6v6; Speardwarves using Iron Boar Spears vs Spawn Warriors.

RESULT: The dwarves clean house and totally obliterate the spawn. The Boar Spear's added slashing ability proves to be very lethal even in the hands of a soldier with only basic training. The Boar Spear Armed dwarves suffer moderate bruising in places (again indicating Iron Armor is noticeably but not fatally less effective,) but are otherwise no worse for wear and would easily be able to take on another similarly sized group of spawn or an elf ambush.

Spawn
x2 Bisected
x3 Pulped (edge damage)
x1 Heart Shot

Dwarves
x6 Battle Ready



ERROR: I goofed and the initial four melee tests neglected gauntlets. However this does show how well dwarves with gaps in their armor fare: They'll put up one hell of a fight but ultimately lose out to the spawn's sheer durability. Findings show the following.


Once more this doesn't take into account, poorly equipped, well disciplined/trained, or untrained soldiers, merely a set standard. Elite Spawn Wrestlers would likely tear these test dwarves apart and on the inverse well trained soldiers would likely cause the test spawn to suffer critical existence failure without doing any appreciable harm.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Starweaver396 on September 19, 2014, 02:31:19 pm
Oh... I had been under the impression blunt was better against the spawn than edged... I'd been using macedwarves in my forts... ^.^'
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 19, 2014, 02:50:25 pm
Oh... I had been under the impression blunt was better against the spawn than edged... I'd been using macedwarves in my forts... ^.^'
Pre-pulping yes, because they'd often shatter ribs which would damage thier hearts. With pulping they can simply outlast the dwarves, knocking them out with pain before they can land that fatal strike that makes thier bodies go all mushy.


MOAR TESTS

=STANDARD FOR ALL TESTS=
-Iron/Pig Tail Fabric-
x1 Breastplate
x1 Mail Coif
x1 Hauberk
x1 Barbute
x1 Greaves
x2 Gauntlets/boots
x1 Cloak
x1 Shirt
x1 Trousers
x2 Leg Wraps (in place of socks)
x1 Wooden Tower Shield

4 Fighter, Dodge, Armor, Shield, and Weapon

Spawn will only receive minimal aid: 2 Wrestling and Dodge

Morale is active in the arena.

This time around I remembered to get everyone fully armored.



TEST 1: 5v5; Macedwarves using Iron Flanged Maces vs Spawn Warriors

RESULT: The Macedwarves again put up one hell of a fight, severely handicapping most of the spawn for future conflict, but ultimately fail to take down any Spawn this time around.

Spawn
x4 Injured but still Credible Threats
x1 Superficial Injuries

Dwarves
x4 Struck Down
x1 Bled Out



TEST 2: 5v5; Hammerdwarves using Silver Warhammers vs Spawn Warriors

RESULT: They performed better than the macedwarves, but honestly not by enough to say it mattered. The only real difference was that they managed to make sure none of them could walk rather than only 4 of them and failed to inflict any fatalities on the spawn.

Spawn
x5 Crippled But still Credible Threats

Dwarves
x4 Struck Down
x1 Bled Out



TEST 3: 5v5; Axedwarves using Iron Battle Axes vs Spawn Warriors

RESULT: They take out the spawn handily, mainly by flat out wailing on the spawn until they fall apart. One dwarf needs medical attention and another is dead, but on the whole for the rest? They're good to go another battle, provided it's against not-horrible-dwarf-spawned-monsters.

Spawn
x4 pulped
x1 Heart Shot

Dwarves
x1 Bled Out
x1 Requiring Medical attention
x3 Superficial Injury



TEST 4: 5v5; Swordsdwarves using Iron Short Arming Swords vs Spawn Warriors

RESULT: Swordsdwarves prove hard foes, however two require medical attention and one is killed. This further supports versatility and armor as our best hope. The short arming sword is a solid enough contender that it seems consistently able to hit the spawn's obsidian hearts.

Spawn
x4 Heart Shot
x1 Bisected

Dwarves
x1 Bled Out
x2 Requiring Medical Attention
x2 Superficial Injuries



TEST 5: 5v5; pikedwarves using Iron Pikes vs Spawn Warriors. Out of necessity, They are granted an additional Shield Skill points redistributed to Dodge and Armor use.

RESULT: Using full-sized pikes (no shields) and iron armor, these pikedwarves prove mighty foes in this battle, just as the shortpikes and their users in Spearbreakers were. The Spawn once again are only able to inflict casualties by targeting the less solidly protected parts of the dwarves, leading two to require medical attention, but only one of them knocked out.

Spawn
x3 Heart Shot
x1 Pulped (edge damage)
x1 Bisected

Dwarves
x1 Incapacitated (claw to neck did some serious damage)
x1 Requiring Medical attention
x3 Superficial Injury



TEST 6: Glaivedwarves using Iron Glaives vs Spawn Warriors

RESULT: As before, Glaive-armed dwarves prove solid foes. While one dwarf is killed by sheer bad luck, the rest demolish the spawn without much trouble.

Spawn
x4 pulped (edge damage)
x1 Heart Shot

Dwarves
x1 Bled Out
x1 Superficial Injuries
x3 Battle Ready



TEST 7: Mirror of Test 6.

RESULT: Proof that luck is always an element in battle, the spawn claim a victory but only barely. The dwarves start strong, taking out a spawn in the opening act, but the fight quickly becomes a matter of luck and willpower. Both sides start taking eachother out unit for unit until there's only one dwarf and two spawn left. The spawn snatched victory from the maw of defeat through durability alone.

Spawn
x2 Heart Shot
x1 Bisected
x1 Crippled
x1 Injured but Credible Threat

Dwarves
x2 Bled Out
x3 Struck Down



TEST 7: Mirror of Test 5.

RESULT: The battle is slightly skewed due to using an unsafe test area (A roof top,) but again shows that the spawn's durability and luck are major factors. One dwarf was ejected from the battle halfway through by a dodge and only the fact he had got lucky and managed to grab a wall saved him from an impact injury, while another dwarf actually fought far harder than expected and even when disarmed, refused to flee the field (resulting in two fatal spawn casualties.) The spawn however, are no longer fit to fight and the survivors leave this battle as basically little more than torsos with heads and mangled stumps where arms and legs used to be attached.

Spawn
x2 Pulped (kick)
x3 Crippled

Dwarves
x2 Struck Down
x2 Bled Out
x1 Accidentally ejected from battle



So what did this round of findings show?


Next two tests will have mismatched dwarves (varied skills and equipment) vs spawn in two 10v10 clashes with a weaponmaster leading the dwarven teams and elite wrestlers leading the spawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 20, 2014, 02:34:59 am
@Splint:

Those writeups tho. I am in awe.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 20, 2014, 03:58:22 am
@Splint:

Those writeups tho. I am in awe.

Why thank you. THe next two rounds may be a bit of an eyesore though. Two rounds, 10v10. Equipment and training was "randomized" (selected arbitrarily random values to assign to skills; armor is a hodge podge of materials picked at random.)



All dwarves will receive a basic pig tail fabric uniform from previous testing.
Shields will be made of wood.
Spawn save leaders will only receive minor skill aid: 2 wrestler/dodge

ROUND ONE

Leader: Axe Lord with Steel Hatchet
x3 Speardwarves
x2 Axedwarves
x2 Glaivedwarves
x1 Swordsdwarf
x1 Macedwarf

STATS

Leader: Axe Lord
15 Axe, fighter, dodge, armor, shield, discipline

Steel hatchet
Steel Breastplate
Steel Greathelm
Round Shield
Iron Hauberk, Coif, Gauntlets/Boots, Greaves

Axedwarf 1
3 Axe, fighter, shield,
4 Armor
2 Discipline, dodge

Bronze Hatchet
Bronze Breastplate
Iron Barbute
Copper Hauberk, gauntlets, greaves
Iron Coif, boots
heater heater shield

Axedwarf 2
1 fighter, axe, shield
3 armor, discipline
5 dodge

Copper battleaxe
Steel Coif
Copper Hauberk, boots, gauntlets
Iron Barbute, greaves
buckler

Glaivedwarf 1
Untrained

Steel Glaive
Iron Breastplate
Steel Barbute
Copper Hauberk, Coif, Greaves
Bronze Gauntlets, Boots

Glaivedwarf 2
5 pike, dodge
3 discipline, armor, fighter

Bronze Glaive
Leather Armor
Bronze Kettle helm
Steel Hauberk, coif
Iron Boots, gauntlets
Copper greaves

Swordsdwarf
3 sword
4 armor, shield
1 dodge, discipline
2 fighter

Iron Short Arming Sword
Bronze hauberk, coif, greaves
Copper scale armor
Copper kettle helm
Iron gauntlets/boots
heater shield

Speardwarf 1&2
2 fighter, shield, discipline
4 spear
1 armor, dodge

Bronze boar spear
Bronze hauberk, coif
copper greaves, gauntlets, scale armor
Iron barbute, boots
tower shield

Speardwarf 3
untrained

copper spear
bronze gauntlet/boots, kettle helm
copper coif, hauberk
Iron greaves, breastplate
round shield

Macedwarf
3 Mace, armor, dodge
1 discipline, fighter
2 shield

Steel flanged mace
Steel coif, hauberk
copper gauntlets, great helm
Iron boots, greaves, scale armor
heater shield


ROUND 1 RESULT: Half of the dwarven squad is killed and three of those require medical attention. The spawn however, even their badass elite wrestler, are taken out to a man... Demon... Thing. The speardwarves and one of the glaivedwarves compose the survivors along with a wounded leader who may or may not have been fatally wounded. Polearms again stand tall as most effective anti-spawn weaponry.

The leader was last to receive any serious injury and the glaive and boar spear armed dwarves carried the fight.



ROUND 2: Themed as including basic workers. As such, the miner and two of three axedwarves are untrained except for their weapon skill

x1 Pikemaster
x1 Miner
x2 Swordsdwarves
x3 Axedwarves
x2 Speardwarves
x1 Hammerdwarf

Leader: Pikemaster
steel pike
iron barbute
copper gauntlets/boots
steel scale armor, coif, hauberk, greaves

Legendary Miner (legendary fighter subbed for mining)
bronze pick


Swordsdwarf 1
3 accross board

iron short arming sword
heater shield
full randomized copper armor

Swordsdwarf 2
2 fighter, discipline, armor
3 dodge, shield, sword

copper short arming sword
round shield
iron hauberk, coif, barbute
bronze gauntlet/boots
copper greaves

Axedwarves 1&2
2 axe

copper hatchet

Axedwarf 3
2 axe, fighter, shield
1 discipline, armor
4 dodge

iron battle axe
bronze greaves, gauntlets/boots
steel scale armor, barbute
copper hauberk, coif

Speardwarf 1
mirror armor kit to Swordsdwarf 2
iron spear
buckler

4 spear, discipline
2 dodge, armor
1 shield, fighter

Speardwarf 2
2 across board

full randomized bronze armor
tower shield
steel boar spear

Hammerdwarf
5 hammer
2 discipline, fighter, shield
3 dodge, armor

iron hammer
heater shield
iron hauberk, coif, greaves
copper gauntlets/boots
bronze kettle helm, breastplate



ROUND 2 RESULTS: The spawn massacred the dwarves wholesale, but despite facing a partially untrained force, are severely crippled. Only two can still walk and the rest are short multiple limbs. One spawn was killed early on by the dwarf with the boar spear (this weapon above all others seems to work the best out of every single test they've appeared in for some reason.) The difference is pretty stark from round one. Even only a bare bones type of training and full armor (even made from mismatched or poor materials,) can make all the difference from everyone being killed and some people making it out more or less unharmed and victorious. Woodcutters predictably won't have a chance of spawn jump them and miners are a wildcard since that skill isn't applicable in the arena. They may do well, they may fail absolutely miserably.

The Sergeant was last to fall predictably, and did a fair bit of the real damage. Copper armor appears to be painfully insufficient but better than nothing, while bronze worked well enough, meaning we'll need a minimum of bronze armor.



So, I will put forward that if we make degenerate spawn a thing (and why shouldn't we?) the spawn as a whole should probably be taken back towards their roots. They're already obscenely durable, feel no pain, fear, don't need to breath, and don't bleed rendering many weapon either useless (maces and hammers,) or neutered (just about everything else that wasn't a pike-skill weapon or boar spear.) Traps might work, but with the nerf they got (you need a lot more weapon traps to get the same results from versions past from what I hear,) soldiers are still preferable to remove them as a threat quickly.

Allowing them to be susceptible to stunning and nausea like their forebears would probably make the fights much more enjoyable, less likely to scare away replacement soldiers, and less likely to always result in tantrums and rioting since the majority of tests have resulted in two or more dwarves being killed. To balance this of course there's the option to allow spawn to have trances and potentially include degenerates as a meat shield caste - that is, even the momentary distraction these mutants provide may be all a spawn warrior needs to kill a soldier.

And on the note of degenerate and ubiquitous spawn, Degenerates should be inherently messed up and weak but still very credible threats to an early fort: While they share the durability and no need to breath and lack of blood, proof as something is seriously wrong with these decrepit excuses of spawn is they are susceptible to stunning, nausea, and brain damage along with whatever other weaknesses they may have, along with much higher striker skill to make use of thier claws (low bite skill/unable to transfer spawn fever, poor agility compared to warriors, and of course the fact they look like genetic rejects.)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Mr Frog on September 23, 2014, 02:42:08 am
Hmm. Everything seems to be working out fine. My one complaint is that you seemed to be only doing 1-2 tests with each weapon type, which doesn't seem enough of a sample size to me.

I personally think that the Spawn should be left as they are... I always kind of liked that they were practically guaranteed to rip a chunk out of your army no matter what, as I'm not a fan of forts that eventually hit a stable state and go on and on and on without dying (there's a reason that Headshoots eventually an-hero'd after a bit), and what you're getting in the tests is roughly the results I was going for (although the skill levels of the soldiers seemed a bit low... isn't training soldiers easier in this version?). I'd still encourage you to do some practical tests in fort mode, as there's a lot of factors that may not be taken into arena (Spawn potentially showing up in numbers you aren't prepared to handle, etc.).
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 23, 2014, 06:45:13 am
I was mainly doing a test of what works best in general and much more importantly, how well the armor performs. Slashing and piercing capable weapons - Boar Spears, Pikes,  Glaives, and to a lesser extent basic Spears and Swords, do best (especially the boar spears; those stood head and shoulders above every other weapon,) while pure slashing (axe) work, but not as well, and blunt weapons are flat out useless. Using Stal's Armory multiple layers for the most part aren't needed (though chain under the breastplate and a standard uniform under the armor doesn't hurt,) and it's by either lucky latches or attacking less well armored sections that the spawn do thier hurting.

As to skill levels barring the randomized skills tests (which operates as a "freshly raised" unit under a recently promoted weaponmaster and as such is lacking in training,) they're actually spot on for the dwarves: Average competency of world gen soldiers is between 2 (adequate) and 4 (skilled) of thier chosen weapon with other skills in the same area (dodge, armor use, etc.) With wanderers and the like generally having much higher skills that go with thier rather large animal kill lists. Leaders typically hovered around 7 (talented) and up. As such I used 4 in various skills to represent what would be considered the bog-standard footman's capabilities with basic training. Of course in worldgen getting migrants/attackers with lesser or greater skills is a thing.

The main reasoning that I haven't done a practical test is that for me the spawn's initial site keeps getting wrecked by forgotten beasts, knocking them out of play early on. Happens to dwarves from time to time as well, necessitating regen after regen. The remainder as to why I haven't is I've been having fun having dorfs and spawn kill eachother with no repercussions. As it stands these spawn have "Tantrum Spiral" written all over them which isn't really any fun if the spiral happens early rather than late-game where there's plenty of dwarves to see punch eachother to death, hence the suggestions to make them a little more survivable in a fight.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 24, 2014, 01:26:11 am
Splint, can I borrow from your editing skills and ask how to add meat butchering to a specific species? What happened was, I settled in the far north and brought along a bunch of rabbits for food. I later discovered while reading the wiki that rabbits are not butcherable and don't yield meat. This is very bad as there is very little food in this region. So I decided to sort-of cheat and add a small yield of meat based on the size of the rabbit compared to the size of a hare. ( Hares are about 7 times the size of rabbits and drop 6 meat, ergo rabbits will drop one. ) I read over some knowledge base on raw editing but it didn't give me what I needed to know quickly enough, so could you point me to a better, more specific guide or just tell me how to do this?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 24, 2014, 01:38:04 am
Far as I know it's based on thier size, which is why most snakes, ravens, keas, and whatnot generally can't be butchered or only yield skulls. So just modify thier adult size to 1/7 of a hare and that should have you good to go based on that choice of wording. Then again my own isn't too clear but still.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 24, 2014, 01:40:49 am
Far as I know it's based on thier size, which is why most snakes, ravens, keas, and whatnot generally can't be butchered or only yield skulls. So just modify thier adult size to 1/7 of a hare and that should have you good to go based on that choice of wording. Then again my own isn't too clear but still.
Huh. If that's the case I might be in trouble... Then again, if that's the case, I might just replace their raws with hares in all but name.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on September 24, 2014, 01:42:13 am
Far as I know it's based on thier size, which is why most snakes, ravens, keas, and whatnot generally can't be butchered or only yield skulls. So just modify thier adult size to 1/7 of a hare and that should have you good to go based on that choice of wording. Then again my own isn't too clear but still.
Huh. If that's the case I might be in trouble... Then again, if that's the case, I might just replace their raws with hares in all but name.

It should apply since I recall Lolfail shrinking a megaspawn.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on September 24, 2014, 01:47:06 am
Far as I know it's based on thier size, which is why most snakes, ravens, keas, and whatnot generally can't be butchered or only yield skulls. So just modify thier adult size to 1/7 of a hare and that should have you good to go based on that choice of wording. Then again my own isn't too clear but still.
Huh. If that's the case I might be in trouble... Then again, if that's the case, I might just replace their raws with hares in all but name.

It should apply since I recall Lolfail shrinking a megaspawn.

I also made it [IMMOBILE] and rendered its [SPEED:10000000000].

I am a powerful RAWmancer and a vengeful god when it comes to my personal fortresses.

Witch of Space, baby~
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 24, 2014, 01:49:08 am
So then mighty RAWmancer, is it as Splint says? Must I feed my rabbits uber-steroids in order to survive the impending winter (that comes after summer and fall)?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Lolfail0009 on September 24, 2014, 01:53:38 am
If they don't have the [NOT_BUTCHERABLE] tag, then yes.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: CaptainMcClellan on September 24, 2014, 02:01:51 am
If they don't have the [NOT_BUTCHERABLE] tag, then yes.
Mmm. Thanks. :)
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: TalonisWolf on October 04, 2014, 10:36:51 am
@Splint: Those write-ups are impressive, and really show what fun SBII will be. I look forward to it.

  Have you tested Megaspawn in a similar manner?
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on October 04, 2014, 10:40:35 am
I have not, unfortunately.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Talvieno on November 13, 2014, 01:18:15 am
Hello, gentlemen... Bumping this thread wondering how all of you are. :) Miss you guys, you know...

And, I suppose, to stay on topic, I ought to ask how the raws for SBII are.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 13, 2014, 06:44:39 am
I've been doing some weapon and armor testing from some larger samples. Spawn are ready more or less but anything else I couldn't tell you.
Title: Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11, finished)
Post by: Splint on November 15, 2014, 01:25:01 am
On warfare against the Spawn of Holistic Detective
A more comprehensive study of arms and armor of the dwarven midlands kingdoms complied by Forgemaster Stalhansch.
Tests carried out by Researcher Splint Leanhelped, Great Great Nephew of Splint Spearspin with the aid of the 5th Penal Infantry Regiment and Royal Biologic Studies Academy.
All tests approved by Queen Gecko Bannerspear.


Alright, for intents and purposes, this is a considerably larger test than the past ones. There will be two kinds of tests.

Weapon Testing will have 10 tests applied to each weapon, and be in 10v10 battles. The primary goal is to determine which weapons are most effective in battle the spawn. All weapon testing teams will receive Basic Infantry training Iron armor, and Iron weapons. Ranged soldiers will be issued Iron bayoneted crossbows wooden siege crossbows and unbayoneted crossbows. Two-handed weapon users have their shield skills allocated evenly (more or less) to armor and dodging. During weapon tests, morale may not be active.

Armor Testing will focuse on what armors confer the most benefit: While steel and adamant armors will obviously work the best, it's also possible lighter armor suits may provide enough mobility to have spawn encounters be survivable, though in my professional opinion it will likely result in dead penal troopers and my assistants having to bathe the test chambers in magma. Armor testing will be done in 10v10 battles and go from bone/leather to adamant.

Skill testing will test the abilities of different training levels against Spawn Warriors, and is divided into four catagories.

I have done some small changes to the Spawn.
-Spawn are now susceptible to status effects of nausea and stunning to see how it affects their performance.
-May do smaller tests replacing status effects with brain damage susceptibility to see how it affects balance.

UNIFORMS
Dwarven Battle Dress Uniform
Pig tail Fabric tunic, trousers, legwraps (in place of socks,) hood, and cloak. Ideally all soldiers would have this or an equivalent to avoid bad thoughts in the event of metal equipment shortages. As a note, apple wood (being classed as a hard wood and likely easy to acquire depending on the area,) will be used for shields.

Skirmisher: Light armor sets that make heavy use of chain and few rigid metal components. Marksdwarves should be issued such armor to improve response time and firing speed.
Leather Armor
Chain leggings, coif, and hauberk
plate gauntlets
leather boots
Leather helmet
Apple wood round shield (for melee only)
Weapon

Line Infantry: Full metal armor. For weapon testing purposes this will be the standard equipment, made of iron.
Barbute
Chain coif and hauberk
Breastplate
Greaves
Gauntlets
Boots
Apple wood heater shield
Weapon (iron, though silver will be used for hammers, as is normal for hammer testing.)

WEAPONS TO BE TESTED
1. Pernach (mace)
2. War Hammer
3. Bardiche (two-handed axe)
4. Battle Axe
5. Short Arming Sword
6. Falcion (Hacking Sword)
7. Glaive (two-handed pike skill weapon)
8. Spear
10. Boar Spear
11. Pike (two-handed)
12. Hatchet
13. Bayonet Crossbows


PERNACH TEST REPORT

The pernach mace proves woefully ineffective a weapon against the spawn. While they do kill 13 spawn and leave most in varying states of injury (some even missing limbs and it looks like at least a third had every tooth bashed out of their stupid toothy maws,) the dwarves are killed to a man. The only saving grace here is that the spawn have more or less suffered a phyrric victory since a very large portion of thier warriors won't be much a threat to dwarves packing edged weaponry.

Most common cause of death was crushing of the upper and lower body with a pernach. Following that was kicks and shield strikes doing the same and then heart damage. For the dwarves, spinal damage and unprotected upper arms as well as the odd neck chomp + the resultant shake were the main causes of death.

===

WAR HAMMER TEST REPORT

The hammers proved only marginally more effective, killing an additional two spawn to the mace's already small 13. The results were basically mirrors otherwise, with the majority of spawn being grievously harmed and 100 dwarves massacred due to their unprotected upper arms and inability to efficiently remove limbs on the first hit (and to a lesser extent, their unprotected neck occasionally contributed as well.) Though admirably, they ensured spawn teeth flew freely and everywhere in massive piles beneath their mangled corpses.

===

BARDICHE TEST REPORT
The dwarves fare much, much better. While lacking shields to block with, their weapons and dodge and armor use skills more than make up for it. This time I simply split the groups, and hurled them at eachother in one big mess, and may well do that for the other tests; while less detailed in data presentation, it's a hell of alot more enjoyable while still providing the same results.

In all, the bardiche-armed dwarves fare much, much better than their pernach and hammer-equipped fellows. A guestimated average has three spawn killed before a dwarf dies (though some groups fare worse than others.) The bardiche, with it long cleaving blade, consistently shatter hearts and in general cleave bodies apart. Often times opening moves included knocking out the spawns' teeth, resulting in very large piles of them all over the battle areas. Limbs are severed, heads roll, and blood is spilled, mostly from the upper arms and sometimes the neck.

100 spawn meet their ends, most commonly by heart damage, and generally lose multiple limbs during the fighting, and often at least one or two per group end up with their teeth bashed/kicked out. In contrast, only 29 dwarves are killed. However I put in an estimate of around 15 or so injured (and possibly infected with spawn fever,) and at least 3 others who'd have probably died of their injuries shortly after. Probably 90% of the kills/injuries were to the upper arms (which lack a rigid armor to protect them, only the sleeves from the mail hauberk,) and 10% may have been neck injuries, as I had two of the bleed outs die because they'd been clawed or bitten and shaken around by the neck.

Regardless, it went much better than with the maces or hammers. By a huuuuuuuge amount.

===

BATTLE AXE TEST REPORT

The tried and true battle axe, alongside a sturdy hardwood shield, performs with flying colors! While a few dwarves are injured, most have only bruises or no injuries at all. A few unlucky dwarves lost hands to bite-latch-shake and others are in critical condition by way of blood loss but may recover. Again, I can't really give an estimate of possible spawnitis infectees, but anyone who lost a limb or is in really bad shape blood-wise I'm assuming has it.

The spawn get fucked up pretty badly, with most being killed by edged pulping, AKA upper or lower bodies being cloven asunder.

===

SHORT ARMING SWORD TEST REPORT

Sword-and-board performs admirably, with only 17 dwarves killed, and most injuries (barring a minority of injuries,) are relegated to light to moderate bruising that aren't fatal, though a few have broken feet or hands, and a trio of especially unlucky dorfs received nothing worse than a bruise.... And disfiguring loss of their noses. Anyone with arm injuries I assume has spawn fever though, since arms (and the claws that they come with,) were usually usually the first to go when the fights started. Most dwarves killed were usually taken out by a blow to the head (taking between two and four hits that manage to bypass the barbutes usually, and always from claws,) but a few also bled out from upper arm injuries.

The spawn meanwhile were pretty messed up right out of the gate. Within the first few moves three spawn died in three different groups from stab wounds, and 13-15 died before they took a dwarf out (the flood of HSx has been struck down messages made counting a bit tedious but it was at least 13.) Granted this is due in part to combatants tripping over eachother and the stunning/nausea nerf I imposed.

===

FALCION TEST REPORT

9 suffocations (neck or spine injuries,) 17 bleed outs (from arm or neck injuries,) 3 claws to head. The falcion proved a mighty weapon, but in the end it wasn't enough and armor is still going to be a deciding factor. Arm and neck injuries have a good hunk (I can't tell how many specifically, but it seems to be around 2 of every 5 surviving soldiers,) out of commission or otherwise injured. The falcion's weighty choppitychopping blade was able to consistently damage hearts after a scant 3-5 strikes from the dozen or so reports I looked through, with a lesser amount of edged pulping than the axe-skill weapons.

The spawn in all the tests seem to be single-minded; once they pick a target, they'll more often than not focus on that target alone unless another one gets in their way or happens to be easier to hit. This lead to many spawn being literally cut to ribbons by the much less focused swordsdwarves who went after whatever happened to be in slicing range.

Regardless, the falcion served admirably, scoring more points for weapons that severe over bludgeoning.

===

GLAIVE TEST REPORT

Multiple spawn are taken down rather quickly within the first few rounds of attacks, and unlike the swords and battle axe that relied on edged pulping (cleaving asunder and whatnot,) the initial casualties are nearly all bisections. Following the initial dwarven death, another six spawns in the test groups are killed, the majority again being bisections, though some die to edged pulping of the upper body. This sets the trend for the battle, with roughly 6 spawn dying for every dwarf killed until several dwarves die of their injures rather quickly, mainly through blood loss.

At the end, there's 84 dwarves still standing - mostly. A handful of unlucky ones are missing a foot or hand, and several have broken bones, and at least a few need stitches and may be infected with spawn fever. And a guestimate puts at least three likely to die of their injuries before help can arrive, depending on if they're still bleeding or not, as several dwarves stop bleeding from injuries mid-battle.

===

SPEAR TEST REPORT

15 dead dwarves and 100 dead spawn (and the usual mountain of forcibly removed spawn teeth,) the majority have moderate to severe bruising. The wounded however are nearly all likely to die of their injuries barring a "lucky" few who might have spawn fever; the reports being as jumbled and unsearchable as they are, leaves it open as either claw injuries or chomping. The spear proved a rather powerful tool, and made up for the more shallow penetrating power and reduced mobility with the option to use a shield.

Solid Anti-spawn weapon.

===

BOAR SPEAR TEST REPORT

Head and shoulders above all, with 9 dead, 11 seriously wounded (8 not counting one guy missing an ear and another who suffered easily treatable claw wounds,) is the Boar Spear. While circumstance did leave 3 dwarves dead real early in the battles, the boar spear armed dwarves have suffered the fewest casualties of any weapon. It seems to have the perfect balance of choppiness and stabiness combined with the ability to use a shield.

I have to say this weapon repeatedly surprises me in the test fights, and may well be the weapon of choice come Spearbreakers II if we don't modernize the weaponry we have. Speaking of which, I'm going to post a new poll on the matter.

===

PIKE TEST REPORT

Before going on with talk of the weapon's effectiveness, a find was made during the battle that Spawn can in fact be knocked unconscious by mild harm to their hearts. Biologists figure in such rare instances the hit to their heartstone dislodges it rather than damages it, resulting in a brief bout of incapacitation.

The pike, as is expected of the chosen arm of Champions, proves to be a most deadly implement against the spawn. by the time six dwarves die (two succumbing to blood loss, and two to head injuries, 52 spawn are killed by the pike's deep-penetrating point, predominantly via chipping or shattering their heartstones. The sheer efficiency the weapon shows in the task is truly monstrous, as the spawn bodies pile up before my eyes during the tests.

However as the last 20 or so spawn begin to die off, so too do wounded dwarves, ripped off hands or feet, shredded necks, battered spines, and mangled arms taking their toll. In fairly rapid succession 10 or so dwarves die, primarily through blood loss though a handful are killed by the desperately flailing spawns' claws and one suffocates. The majority are no worse for wear besides being tired, though at least six from random inspection of six of the ten test squads need to have injuries treated and most have some measure of severe to moderate bruising. Like all the "successful" tests there is also likely at least a few now infected with spawn fever.

===

HATCHET TEST REPORT

The hatchet proved... Unimpressive, but not bad. Oddly the hatchet teams all suffered fewer injuries, but they suffered around the usual 20 dead. Injuries and such were the usual bruising and a few more serious arm and neck wounds.

===

BAYONET CROSSBOW TEST REPORT - Melee test.

Not great. One test team actually got wiped out, and most others lost one or two guys at least. Still, thousands of times better than just packing a regular ol' crossbow with no stabby nit on the end. 29 dead dorfs, 97 dead spawn.



And that concludes the weapon testing portion! While less than informative, due to my less in-depth inspection of reports and all, it gets the job done.

As far as weapons go, polearms (Glaive, Bardiche, Spear and Boar spear, and the Pike,) by far seem to fare the best, with the humble boar spear, a tool meant for hunting things like large boars and irate wolves being far and away the best choice. Swords and axes come in after them and blunt weapons are downright terrible. This means while as of .40xx we can field mixed weapon units like back in the 40d era, mace and hammerdwarves need to be set up in thier own squads and kept away from confrontations with the spawn unless there's no choice.

On a related note, Iron armor testing was also taken care of; works well enough, but not the best. Let's in a number of hits that lead to fatal face clawing, which from a balance standpoint? Fuckin' awesome! Next up is going to be armor material testing since I'm on the subject.

And last of all, with Stal's Armory and with the status effects, the Spawn are now much more balanced. While still horrendously difficult to kill due to not bleeding and lacking a damagable brain, stunning and nausea have made them closer to the original while still retaining their hellish durability and strength (what with them being able to crush a dwarf's skull with an average of two penetrating hits through an iron helmet, a hood, and and chain coif plus all thier tissues.)
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Aseaheru on November 15, 2014, 04:16:09 pm
Well, that was an epic post...
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on November 16, 2014, 08:31:13 am
I heartily agree, that was an impressive bit of work there!!!  :o Not at all surprised to see that pikes are still the best weapon - they have the most stopping power against the Spawn heart. Bravo, Splint, bravo! :D

And Aseaheru!!! Heyaa! :D


And, news! I may VERY WELL be finishing the Vanya story soon (in a couple months, after I finish up this other work), but if three or more people would like me to, I'll post spoilers of the rest of the plot so that we can move on with SBII without leaving anything unfinished.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Aseaheru on November 16, 2014, 08:54:51 am
Hi Talvieno. How you been?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on November 16, 2014, 12:03:43 pm
If you wanna post spoilers, go for it.

Been sorta lazing about right now as far as SB related stuff goes, aside from testing things. The barbarians are more or less able to roll though.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on November 18, 2014, 06:32:00 am
Talvi! You're alive! :'( How are you doing lately? Also I vote yes for spoilers.

I kind of think ya'll need to make more of an organised push towards SBII now that (I think?) the new version has gotten to the point where it's not blowing up constantly. Splint's kind of the boss here, so I suggest that he make a definitive list of exactly what we need to do in preparation (crap I forget how to spell that) for the sequel. What we're putting in, what needs to be done, etc.. It'll kind of help make the path to the end easier to see.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 18, 2014, 08:53:41 am
Can I make a formal request for all of my previous writings for this fortress to be struck from the record? ((Although I'll keep the posts themselves, I guess.))

Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on November 18, 2014, 09:05:12 am
Heyaa, Asea, Mr Frog!!! :D How have I been? Well... busy. Very busy, with one thing after another. So much work piling up on my plate that I don't know quite what to do about it, but hey! I'm coping this time. Mr Frog - missed talking to you in particular. :P I'm planning on shooting you a PM asking how you've been.

And yes, I'm most definitely alive. And kicking! No need for tears - I know it's awful I'm still around, but still. ;) jkjk   No, actually, you in particular will be very happy to know that the girl I've been with on and off for three years came back again like she always did, begged, and I actually managed to stand my ground and tell her no.  :o Yay for me! I'm actually glad I did.

In other news,
Spoiler (click to show/hide)

And in still more other news, I joined NaNoWriMo, which I have now mostly lost all my respect for, as they actively encourage people to write crappy novels full of over-wordiness. :P Ah well. Now I know.

AND I GOT NINJA'D! Just like old times!
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 18, 2014, 09:17:58 am
Just like old times~ :)
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on November 18, 2014, 09:28:44 am
Talvieno: Indeed, because it just happened to me. One hell of a picture you made man!

Lolfail: As to your old writings, I'm in the process of rejiggering all the stuff I wrote (fixing typos, modifying plot, changing some motives, but otherwise trying to keep to the same general direction and actions.) You could do the same if you like, but that's not quite up to me. Maybe Lefton was just certifiably insane and really shouldn't have been given a pair of sharp things and a license to kill. :P
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 18, 2014, 09:48:29 am
If anyone's certifiably insane it's me; the good ol' ((possibly schizophrenic)) Creator, although "Creator" is a misnomer; I only design '^^

Maybe I'll finish the Interlude, but not as I intended. Maybe I'll actually wrap up the story instead of reusing those characters in SBII like I'd planned '^^ But first, I need sleep more than I've ever needed sleep before. Goodnight all.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Reudh on November 18, 2014, 10:39:15 am
Heyaa, Asea, Mr Frog!!! :D How have I been? Well... busy. Very busy, with one thing after another. So much work piling up on my plate that I don't know quite what to do about it, but hey! I'm coping this time. Mr Frog - missed talking to you in particular. :P I'm planning on shooting you a PM asking how you've been.

And yes, I'm most definitely alive. And kicking! No need for tears - I know it's awful I'm still around, but still. ;) jkjk   No, actually, you in particular will be very happy to know that the girl I've been with on and off for three years came back again like she always did, begged, and I actually managed to stand my ground and tell her no.  :o Yay for me! I'm actually glad I did.

In other news,
Spoiler (click to show/hide)

And in still more other news, I joined NaNoWriMo, which I have now mostly lost all my respect for, as they actively encourage people to write crappy novels full of over-wordiness. :P Ah well. Now I know.

AND I GOT NINJA'D! Just like old times!

Hey man! Awesome news!
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on November 18, 2014, 04:36:32 pm
@Lolf:

Eh, just keep the stuff. Maybe retcon it slightly if it really bugs you. I don't think it's really hurting anyone by remaining canon or semi-canon and we've had a hell of a lot worse in here.

E: Internet deletionism is generally poor form anyways. It reflects better on you to accept what you did and own it rather than try in vain to make it not have happened. (Not saying that you really did anything bad, mind -- just a general rule of thumb.)

@Talvi:

I'm really happy to hear that you finally managed to stand up to a girl (particularly that one, urgh). Don't think that's ever happened before :p

I don't really know what to say about the picture besides that it's really pretty and you should make more. I like the star shining in the background, I guess? It kind of gives a 'glowy-halo-of-holiness' feel (especially to the nearby planet), and I like the shadows it makes. Also congrats on winning that competition.

I'm kinda-sorta-but-not-really doing NaNoWriMo -- not really in any official capacity, though; I just figured that it was as good an excuse as any to start writing something, as I've been in a major slump. Didn't really bother checking out the community or whatever. I guess it can be good to just write whatever pops into one's head for a change instead of constantly stressing out over whether it's 'good enough'? Probably won't get one any prizes, but...
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on November 18, 2014, 05:51:38 pm
Heyaa, Lolfail, Reudh!!! :D Missed you guys. (Not Reudh quite so much because I have him on Skype. :P)

I'm with Mr Frog on this, Lolfail - I don't think it's hurting anybody. If you're looking to improve, that's awesome and commendable, but don't do it because you think people don't like your work - obviously we do, or we wouldn't have read it. :P Reflect on what you did, realize your mistakes, and do a better job. Don't delete it. :P

@ Mr Frog:
Yep... lol, I stood up to a girl, and that's an accomplishment, as pathetic as that sounds. When they get on their knees and beg it's generally hard for me to turn them away, but I guess I've grown as a person?

And... you'll be amused to know that actually... I didn't make that background shot you seem to like so much. If you click here, you'll see where it's from. (and it's gorgeous) http://youtu.be/4r6N7_HAsZo?t=10m20s

And... About NaNoWriMo - if you want to add me on there or whatever, a link is here: http://nanowrimo.org/participants/talvieno Maybe not much point, seeing as there's less than two weeks left.

And yeah, I guess it can be good to just write whatever comes to mind, but I've seen people actively encourage others to do absolutely whatever it took to reach the word count - even if the end results were practically illegible. :P
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 19, 2014, 04:19:18 am
Very well, I won't delete it.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: CaptainMcClellan on November 20, 2014, 09:40:46 am
... I think I might no longer have a place here.

Well, I suppose I can always force my way back into relevance. Hi, everyone. How's life?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 20, 2014, 10:02:44 am
There's always a place for you here, McClellan!~
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on November 21, 2014, 05:06:02 am
Yes. Over there, at the loser table.

jk mclellan ilu bby no homo
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: CaptainMcClellan on November 23, 2014, 02:26:20 am
Yes. Over there, at the loser table.

jk mclellan ilu bby no homo
Yeah, I know... * puts on the "Least Contributive Member" hat and badge *
No homo allowed.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on November 23, 2014, 08:13:25 pm
Hey, give me my hat and badge back! :P
I, on the other hand, am fully open to any homo. Just no romo.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on November 24, 2014, 12:06:40 am
Gotta say, even with as little as there is, I'm shocked by the  trend the poll is showing.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Arcvasti on November 24, 2014, 12:55:16 am
Gotta say, even with as little as there is, I'm shocked by the  trend the poll is showing.

Why would you be? Spearbreakers has ALWAYS defended itself the same way its ancestors have since the beginning of time! With a wall made of bravery, beards, steel and half-trained conscripts! We need not cower behind walls or fancy omnicrossbows! WE! ARE! SPEARBREAKERS!

:P
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Quartz_Mace on November 25, 2014, 01:24:10 pm
Gotta say, even with as little as there is, I'm shocked by the  trend the poll is showing.

Why would you be? Spearbreakers has ALWAYS defended itself the same way its ancestors have since the beginning of time! With a wall made of bravery, beards, steel and half-trained conscripts! We need not cower behind walls or fancy omnicrossbows! WE! ARE! SPEARBREAKERS!

:P

Indeed! If the Spearbreakers aren't breaking any spears, they're doing something wrong.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Aseaheru on November 25, 2014, 02:54:21 pm
Having squads with more modern weapons while most of the army uses traditional gear.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: TalonisWolf on December 06, 2014, 01:53:20 am
  What are the statistics for Railguns? Are they better then Polearms in combat situations?

 (Look who's alive! Nice to see McClellan, Talvi, Mr Frog, Reudh and Splint, there to lead the fresh blood on the next epic... )
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on December 06, 2014, 02:02:58 am
Railguns were intended to be powerful enough (and used behind defences,) that melee would be irrelevant, since one hit would knock down even megaspawn.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: TalonisWolf on December 06, 2014, 11:08:47 am
  No plan survives enemy contact, and knowing Murphies Law... well, it would be just our luck to find out Spawn can dodge Railgun Fire.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: King Kravoka on December 07, 2014, 08:21:25 am
I liked this fort but I couldn't read it anymore because the science fiction subplots with confusing twists and annoying romance were beginning to outnumber actual talk about the fortress. Don't do this with Spearbreakers II, got it?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on December 07, 2014, 08:28:57 am
I liked this fort but I couldn't read it anymore because the science fiction subplots with confusing twists and annoying romance were beginning to outnumber actual talk about the fortress. Don't do this with Spearbreakers II, got it?

First, don't get all demanding. That was something that spiraled out of control and needs wrapping up eventually. That probably won't get done until SBII is halfway finished for all I know. It just... Y'know, snowballed.

Second, It hopefully won't end up quite so convoluted the second time around, though at present there's plenty of stuff to want to do or have made (at the very least the Spawn varieties and some balancing to go with them, some other caste stuff, and some expendable noble positions so we can arrange accidents without political worry while our main noble has no heirs.) Kinda relying on Mr Frog for the Spawn stuff, while I can take care of dwarf stuff myself.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: TalonisWolf on December 07, 2014, 01:03:45 pm
I liked this fort but I couldn't read it anymore because the science fiction subplots with confusing twists and annoying romance were beginning to outnumber actual talk about the fortress. Don't do this with Spearbreakers II, got it?

... Errrr, so you're telling them to stop doing the very thing which has made Spearbreakers the epic it is? That's like telling Rolls-Royce to stop selling Hot Rods and start selling family cars because they're* more practical- it's not what it's about. If you don't like the product, don't buy the 'car'. There are hundreds more out there.

*they're? there're?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Orange Wizard on December 07, 2014, 01:49:30 pm
"they're" is correct. Contraction of "they are".

I found the sci-fi subplots very confusing at best. I wouldn't leave them out, though. It's still fun to read them even if I have no idea what's going on.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Sarrak on December 08, 2014, 03:21:12 am
I found the sci-fi subplots very confusing at best. I wouldn't leave them out, though. It's still fun to read them even if I have no idea what's going on.
They are fun indeed, but often so different and distant from the main plot that sooner or later you reach the point you can't follow everything that's going on even if you try.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on December 08, 2014, 09:23:39 pm
I liked this fort but I couldn't read it anymore because the science fiction subplots with confusing twists and annoying romance were beginning to outnumber actual talk about the fortress. Don't do this with Spearbreakers II, got it?
"they're" is correct. Contraction of "they are".

I found the sci-fi subplots very confusing at best. I wouldn't leave them out, though. It's still fun to read them even if I have no idea what's going on.
I found the sci-fi subplots very confusing at best. I wouldn't leave them out, though. It's still fun to read them even if I have no idea what's going on.
They are fun indeed, but often so different and distant from the main plot that sooner or later you reach the point you can't follow everything that's going on even if you try.
'kay then. Multiple large posts are likely to be incoming - I'm going to wrap up the Vanya plot entirely, and though I do intend to finish her series at some point, I'll keep that out of the Spearbreakers thread.


Also, my apologies for the quality of my writing. :-\ I know I'm not particularly incredible, but I tried my best. You never really "had" to read my stuff anyway - it was really all fanfiction. Noted, though: my twists and romance suck. :P It isn't the first time I've been told that.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on December 08, 2014, 11:43:58 pm
I liked this fort but I couldn't read it anymore because the science fiction subplots with confusing twists and annoying romance were beginning to outnumber actual talk about the fortress. Don't do this with Spearbreakers II, got it?

Spearbreakers II will turn out exactly the way it happens to turn out, cupcake. That's the nature of a community RP. I personally didn't want a deluge of special-snowflake OCs but they happened anyway.

Quote from: Talvi
I'm going to wrap up the Vanya plot entirely, and though I do intend to finish her series at some point, I'll keep that out of the Spearbreakers thread.

Please do post them (or at least a link) in here; they're part of Spearbreakers and have been for a while and it'd be remiss if the conclusion wasn't posted where the stories began.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Arcvasti on December 09, 2014, 12:32:04 am
Also, my apologies for the quality of my writing. :-\ I know I'm not particularly incredible, but I tried my best. You never really "had" to read my stuff anyway - it was really all fanfiction. Noted, though: my twists and romance suck. :P It isn't the first time I've been told that.

I rather liked your writing personally, although I didn't get all the way through Vanya's story. Or Spearbreakers, for that matter. Weird sci-fi subplots are cool, although I think a certain lack of coordination detracted from the overall effect somewhat. Forts where everybody participates and writes journals and does stuff are the best forts.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on December 09, 2014, 03:59:56 am
Weird sci-fi subplots are cool, although I think a certain lack of coordination detracted from the overall effect somewhat.

See: That one time where I went off on a tangent without asking everyone else what they were doing and conflicts were created and buttmad occurred

Like I think for SB2 (or any public forts any of us plan to do in the future) we should probably make it a habit of sharing our plans with other writers so that incidents don't happen and tears aren't spilled.

On the topic of SB2, is there any particular reason why it hasn't been started yet?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on December 09, 2014, 05:49:51 am
Stuff hasn't been finished for it mainly, as well as the questionable game stability/buginess and availability of enemy forces.

EDIT: To be specific, like dwarves they have a tendency to get thier asses kicked early on by forgotten beasts, which knocks them out of the game early.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: MDFification on December 09, 2014, 08:00:29 am
Weird sci-fi subplots are cool, although I think a certain lack of coordination detracted from the overall effect somewhat.
On the topic of SB2, is there any particular reason why it hasn't been started yet?
Spearbreaker's 2 is delayed, nobody knows ware the vapor is.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on December 09, 2014, 01:18:32 pm
This is the first of a number of relatively short posts. This one spans the next five or six chapters - all of which I've already written, but not revised or released because of quality concerns.  :-[ This one has a lot more detail in it than future posts of similar nature, just so you know. In fact, as I draw more towards the end of her story, expect plot holes, inconsistencies, bad grammar, etc. I'm not proofreading any of these beyond spelling before I post. :P At this point I have zero confidence in their quality and really just want to stop holding up SBII.

Talvi's Workshop: Vanya's Future, Part 1
(The following is, by definition, pure spoilers.)
Spoiler (click to show/hide)
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Lolfail0009 on December 10, 2014, 09:21:06 pm
I personally didn't want a deluge of special-snowflake OCs but they happened anyway.

Oops '^^
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Mr Frog on December 10, 2014, 11:25:42 pm
I personally didn't want a deluge of special-snowflake OCs but they happened anyway.

Oops '^^

Scary thing is yours probably wasn't even the worst :V The weapons were pretty snowflakey and the whole god mythos thing was... odd but as far as I recall the avatars were at least more-or-less normal dwarves beyond, y'know, being living avatars of a higher being.

I honestly kind of take the blame for opening the floodgates on this. Making my character a 700-year-old mad scientist gnome from another timeline who personally oversaw the rerelease of the Spawn back into Everoc was a bit excessive on my part, and I kind of feel like it started a bit of an arms race over whose snowflake could be the speshulest.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on December 11, 2014, 03:56:53 am
Resistance to making a retcon so that the whole thing could be wrapped up quickly didn't help matters (that egotistic fuck can put on airs of infallible-ness all he wants, he's bound to make mistakes or have lapses in judgement damn it,) I take full share of blame though since things were in progress at the time and with the whole Sci-Fi thing, I latched right onto that shit, cause I looooooooove excuses to reuse characters from other stories I've had and to make up weapons and such.

In the end, who knows. Maybe just a do-over with some added content might be best.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Talvieno on December 11, 2014, 10:55:09 am
I personally didn't want a deluge of special-snowflake OCs but they happened anyway.

Oops '^^

Scary thing is yours probably wasn't even the worst :V The weapons were pretty snowflakey and the whole god mythos thing was... odd but as far as I recall the avatars were at least more-or-less normal dwarves beyond, y'know, being living avatars of a higher being.

I honestly kind of take the blame for opening the floodgates on this. Making my character a 700-year-old mad scientist gnome from another timeline who personally oversaw the rerelease of the Spawn back into Everoc was a bit excessive on my part, and I kind of feel like it started a bit of an arms race over whose snowflake could be the speshulest.
I'm partially at fault too, with Vanya being the only elf living in a dwarven fortress, mind-controlled by the "big bad" himself... instead of one of his underlings, which now strikes me as odd, but perhaps it was back before he'd gained much of a following? Still doesn't work well.  :-\ Then I tried making a reference to Splint's Vampire Wars in the form of "vampiric blades", and that just seemed stupidly over-the-top after I'd had it down on paper.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Splint on December 11, 2014, 12:33:03 pm
The blades I found pretty nice (found "artifacts" some contractor dropped or stolen weapons are their most likely real origin,) and elves, humans, and others are actually fairly common in other cultures besides their own and snatchers, depending on the world, to the point it can make finding a battle in progress confusing in the new version as to who you're supposed to help, if anyone.

And on that note, those populations even in smaller numbers can end up spread out, resulting in as few as a five or six nondwarves in a population of hundreds in a given fortress, so if anything, Vanya's presence by herself or with only one or two other elves would have actually been considered fairly typical, rather than unusual.
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: TalonisWolf on December 14, 2014, 03:38:45 pm
 Hey, if you guys can put everything into a single continuity (as opposed to an continuity and a half) I'll probably end up trying to draw a storyboard of some sort. Incentive or reason to throw me onto the spike bridge during a Necromancer/Spawn Conflict Siege?
Title: Re: [34.11] Spearbreakers - Now discussing sequel and other things
Post by: Starweaver396 on December 21, 2014, 12:58:49 am
This is the first of a number of relatively short posts. This one spans the next five or six chapters - all of which I've already written, but not revised or released because of quality concerns.  :-[ This one has a lot more detail in it than future posts of similar nature, just so you know. In fact, as I draw more towards the end of her story, expect plot holes, inconsistencies, bad grammar, etc. I'm not proofreading any of these beyond spelling before I post. :P At this point I have zero confidence in their quality and really just want to stop holding up SBII.
Spoiler (click to show/hide)
Just my thoughts on it.

Edit... Spoiler?
Title: Re: [34.11] Spearbreakers - Do-over or sequel?
Post by: Splint on December 30, 2014, 08:53:54 pm
Alright guys, so I have found myself wondering what to do about SBII. When development hits another long cycle, I'd like to get the show on the road, but there's a matter of how to go about it.

Sequel: This is what everyone's expecting, but it's pretty clear those of us with the bare ability to mod.... Anything really, are kinda halfhearted in our efforts. Plus it'd take more work to get things ready, and militarily chaos and violence might be fewer and far between or burn out completely if we somehow kill everyone.
Do-over: A chance to essentially get a fresh start with a new name and try to stick closer to the continuity of Syrupleaf and Headshoots. This takes far, far less effort to set up since there would only be a few modifications.

Now obviously there's pros and cons to both, partly listed above.
A Do-over gives us a clean slate and allows us to more directly call forth to the old stories, but has the drawback of making much of the efforts here feel wasted in a big way.
Meanwhile a sequel gives us an establish canon of sorts to work from and gives us an excuse to have all kinds of advanced weaponry, but will take longer to do unless we bunker down and get all the shit we wanted to do done and carries the legacy of the harder to follow parts of Spearbreakers, parts late-comers weren't too fond of (Sci-fi stuff, prayer magic, aliens, and other stuff that would be possible but really would turn preparation into an almost Total Conversion-like endeavor and for some things require DFhack to function, such as being able to build battlesuits that provide tangible benefits.) Personally, I'm in favor of a do-over because it'd be much easier to manage and get going and require very little modding unless a new enemy was added and spawn modified to include degenerates and whatnot.

But ultimately it comes to you guys, you who dared set foot on the border of the sinister bloodplains beside me, and begin this story at all. If we go for a do-over, I can get things rolling probably within the next week to a month. Sequel will take far longer because there's multiple people needed to manage different things (I can do weaponry, basic reactions, and entity stuff, but creatures are beyond me for example.) Regardless of the poll outcome though, I'll be doing things right and making sure to keep track of everything myself this time around like I should've here for the sake of making things easy to follow.

May the the gods guide your votes and posts true beardkin.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on December 30, 2014, 09:30:04 pm
Sequel is required.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on December 31, 2014, 12:03:16 pm
If we do a do-over I just figured out what to do for a possible new enemy, and pay homage to this place.

Vampiric Empire Remnants
Large numbers of these bastards managed to survive the collapse and conquest of thier empire, and now roam the countryside in medium to large groups, putting on airs of still being in power when they are now little more than bandits. With society at large now well aware of thier tricks, they have largely abandoned trying infiltration, though some may still make the attempt to varying degrees of success.

This means vampiric empire bandits may try to attack the place or blunder into it, and enabling vampires in a limited capacity (basically relatively low at around 3-4 possible curses - we might get one or two, or none at all.) Granted I'd have to lern 2 castes but still.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Dorsidwarf on December 31, 2014, 04:30:08 pm
I loved spearbreakers 1, but as people have said, I was so overwhelmed by the volume of side-stories that I just skipped past them all to see what fresh horrors the overseer had dredged out of the fort. The ones I did read were bloody well-written though.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on December 31, 2014, 07:39:56 pm
The Poll is already pulling for "sequel" ahead by leaps and bounds and this is honestly very distressing to me.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TheFlame52 on January 01, 2015, 12:10:11 pm
I want a do-over, but with references to the original. I voted for indifferent.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 01, 2015, 12:15:02 pm
I want a do-over, but with references to the original. I voted for indifferent.

That's closer to what I was thinking myself. I just really don't want any of us to have to put in more work than necessary and a sequel will require a lot of work.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 01, 2015, 12:23:28 pm
Why dont we just dump it all together in one pile?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 01, 2015, 12:38:15 pm
Because the majority of us have no idea how to mod (and even I'm very shaky in what I can do,) and most of us are of limited ability to commit any time by the looks of things.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Starweaver396 on January 01, 2015, 03:31:03 pm
Because the majority of us have no idea how to mod (and even I'm very shaky in what I can do,) and most of us are of limited ability to commit any time by the looks of things.

A lot of effort can simply be cut out of a sequel(basically, anything that's not absolutely necessary can just be avoided), should time require it. I liked the subplots better than the actual story itself, so I can't possibly vote for a redo. Apologies.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 01, 2015, 03:42:31 pm
The main story wound up flat on its face because I was a controlling freak and people constantly disappeared (real life, laziness, literally disappearing, or just plain bad timing in general,) or had to drop out before their turn was over due to the same reasons.

The side stories wound up taking over as a means to fill the potentially long gaps between updates, and were the result of things spiraling out of control, stemming from my own love of sci-fi shit, Vanya's existence as a narrator (though in game terms her being around actually wouldn't have been unusual in a world-gen fortress,) and Mr Frog at the time feeling a need to make dorf!Mr Frog a special snowflake of sorts, no offense intended to either of them.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 02, 2015, 05:07:50 am
I'm gonna vote Sequel, tbh.

Although my story needs a total do-over tbh...
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TalonisWolf on January 02, 2015, 05:29:48 pm
I'm gonna vote Sequel, tbh.

Although my story needs a total do-over tbh...

  Same, but do we have to Mod *EVERYTHING* in? Mods generally take a lot of time, effort, and debate to get a finished. Why not take what is working NOW, fix anything that's game breaking, and go?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 02, 2015, 07:16:44 pm
I'm gonna vote Sequel, tbh.

Although my story needs a total do-over tbh...

  Same, but do we have to Mod *EVERYTHING* in? Mods generally take a lot of time, effort, and debate to get a finished. Why not take what is working NOW, fix anything that's game breaking, and go?

Continuity mostly, but also as a matter of pseudoprofessional pride; if we do a sequel, we shouldn't half-ass it which I admit since it was a first for many of us, we sort of did here.

Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 03, 2015, 05:13:40 am
You do have some very good points there, Splint...

But in any case, where can we go from here but up? Rock bottom is the best foundation; any good Overseer knows that~

yaaaaaaaay attempted positivity...
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TalonisWolf on January 03, 2015, 03:21:58 pm
 @Splint: That seems reasonable, your points are valid. Spearbreakers, as a FORT, isn't the greatest thing ever (although Mitch's Soviet-Style Restoration of the Hospital was Epic in itself).

  So how about a Middle Road? Parasol/Ballpoint/whoever goes $@&/ this, breaks the timeline or somesuch so as to make things go their way, da de da de daa. Or something which performs the purpose of preserving the elements of Spearbreakers without... well, relying on Spearbreakers.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 04, 2015, 05:55:42 am
I was going to write something like such a temporal phenomenon in my story, but...
I mean if people want me to do it I'll do it but if not then y'all can do the thing
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 01:53:02 am
(Why does this thread only start moving again when I stop paying attention to it? Are y'all actually sockpuppets run by SCP-173 or..?)

@Splint: That seems reasonable, your points are valid. Spearbreakers, as a FORT, isn't the greatest thing ever (although Mitch's Soviet-Style Restoration of the Hospital was Epic in itself).

I honestly am not sure why we even made it into the Hall of Legends, considering that our reception among people who weren't part of the mess the whole way through seems lukewarm at best...

[snip]

I think a big mistake that was made with this fort was not enough being done to speed things along whenever someone was dragging their heels with updates. Multiple people were given extension upon extension for literally weeks on end with no way to keep up interest in the interim beyond writing reams of sci-fi crackfic which I don't think we had the organisational competence necessary to pull off well and which largely was left dangling without any proper conclusions due to various factors. If we do more to hurry things along (read: bump people who don't keep in contact or can't update for various reasons to the back of the line) it'll probably help prevent people from getting bored and writing impenetrable walls of fanfic that make it impossible for newbies to get into things.

Additionally, I vote that we do either a reboot or at the very least a greatly-pared-down sequel with few (if any) additional mods, if only because Splint himself really doesn't seem all that keen on doing a sequel and I do not have high hopes for any project that the co-ordinator himself lacks enthusiasm for. Besides, for the sake of being realistic, I really do not think we have the time, ability, or organisational skills required to make such a massive mod in our spare time. If we did, we'd probably have the damn thing finished already by this point.

E: To add to my point concerning a re-boot being preferable, we kind of have a massive continuity lockout going on here where someone who wants to get into the story and understand what's going on has to trawl through a thread which is literally tens of thousands of posts long in order to track down and read a good-sized bookshelf's work of mutually-interconnected fanfic of decidedly scattershot quality, which they may or may not be interested in in the first place. I can forsee a crisis of dwindling readership in the future, where we lose readers due to lack of time or interest but fail to gain any new ones because they're put off by the sea of bullshit they have to wade through to get to us.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 02:27:38 am
>Wading through shit: Yuppers. And part of it was poor planning on my part, making it largely my fault people have to wade through shit. Now this place is such an organizational nightmare it'd take far too much effort to find everything/salvage it even for a legendary manager.
>>Extensions: Optimism at its organizational worst (the fact some people made progress but had to drop out part way didn't help matters and was a contributing factor to them being granted.)
>>>Continuity lockout: Oh hoooooo boy do we have one.
>>>>Quality:  As some places would say we alternate between quality (good stuff,) and QUALITY! Meaning yes, about half of what's here is crap or very close to it/confusing as all hell.
>>>>> No confidence in a direct sequel: Not even a little bit.

Overall: This fort was what happens when a poorly conceived clusterfuck goes to term - It ended badly, tripped over itself, and in (I'm exaggerating here) general is an astonishing display of simultaneous enthusiasm, hyper competence atypical of a truly great fort, and chilling ineptitude on par with many other complete disasters on the meta front that ranks somewhere between becoming a WoW addict, killing your best friend with a wiffle ball bat you fired out of a potato gun, and being a coke smuggler.

As de facto "leader" of this mess (and I use the term loosely,) I am frankly ashamed with how this place turned out in the end. While we made a good story in one place and made some great pals for this forum/game out of those of us who stuck it out until the very unsatisfactory end, we fell flat and utterly failed to accomplish our real goal for the fort proper to be the draw, the exciting funhouse of failure and madness that makes a great fortress great. Hell it should be listed under "so bad it's good" in the Hall, because looking back that has to be how we got in with this place. On that note I think it might be why I crapped out multiple story forts - overcompensation for what happened here.

I'm going to reset the poll to see if anyone's had a change of heart, in either direction.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 02:44:38 am
Honestly? I say that fuck the poll, just go with a reboot since you are pretty obviously not feeling the whole sequel thing (that you reset the poll because you didn't like what it was saying says volumes). If you force yourself into a project you don't want to do, it absolutely will not work unless you either are being paid for it or are blessed with an unholy amount of willpower.

I personally think that it'd be a great opportunity for us to put the lessons we learned from this clusterfuck to work. We can keep all the stuff that worked (community contribution (admit it, the early bit where everyone and their brother was writing and drawing crap was amazing), a fun backstory/setting (with guidelines enforced to prevent things from getting out of hand, of course), cool mods) while avoiding the mistakes we made the first time around (temper tantrums left and right, a complete lack of any sort of communication between major writers, long delays prompting us to write increasingly-convoluted side stories just to keep interest up). It'd be like a rebirth.

Quote
Overall: This fort was what happens when a poorly conceived clusterfuck goes to term - It ended badly, tripped over itself, and in (I'm exaggerating here) general is an astonishing display of simultaneous enthusiasm, hyper competence atypical of a truly great fort, and chilling ineptitude on par with many other complete disasters on the meta front that ranks somewhere between becoming a WoW addict, killing your best friend with a wiffle ball bat you fired out of a potato gun, and being a coke smuggler.

More like what happens when you stick a bunch of mentally-unstable people with vast imaginations and no common sense into a little padded room and leave them without adult supervision for over a year. But we're better people now. Probably.

I do enjoy the fact that this fort's clusterfuck was entirely on a meta level, with the fort itself basically becoming problem-free towards the end.

E: Addendum: Also some sort of guideline to prevent overly-speshul OCs from being introduced would be swell. This fort started at "planeshifting mad scientist gnome" and actually proceeded to get even worse from there. I propose that, similar to Riverrun, any OCs *must* be flesh-and-blood dwarves with no powers outside of the mundane.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 03:01:29 am
>Poll reset
Actually I reset the poll because if anyone does/did have a change of heart in either direction they can't exactly change thier vote. Some may see it as even more of a reason to bite the bullet and push forward, while others may now think a sequel wouldn't be as good an idea as they initially thought when the voted the first time, and still more others may now decide that they don't give two hiddly diddly fucks in either direction and want to make it known by filing under indifferent.

>Rebirth
My thoughts exactly to be honest. I was just thinking the Armory add in an extra enemy (Vampiric Empire Remnants if anyone else thinks it's a good idea,) and fiddle with the spawn to make them more varied and crapshooty as to how easy they'd be to kill.

>Early stuff
Sweet mother of god did I miss that. Try as I may I know I'll never be able to achieve such an effect in any solo endeavors. Kind of hurst reading that but it's true.

Quote
More like what happens when you stick a bunch of mentally-unstable people with vast imaginations and no common sense into a little padded room and leave them without adult supervision for over a year.
Most stunningly appropriate description ever for post-end Spearbreakers, and much better way of wording what I said.

>Character rules
I would have implemented them anyway, since they were enforced in Riverrun due to what happened here and because of DreamerGhost's bodysurfing monster guy in Carryscar.


Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 03:12:35 am
Quote
Most stunningly appropriate description ever for post-end description, and much better way of wording what I said.

Tee-hee. Still, you managed to work the word 'wiffle ball' into yours, which certainly earns it some points.

I personally think we should keep the Spawn largely the same (if only because I'm proud of my babies and don't like to see them changed), although I still loooooove the idea of having a feral (and much-weaker) variety of Spawn turn up as a wild encounter in order to spice things up. Nothing too complicated, of course; just a smaller Spawn that sometimes turns up and tries to get into your fort to wreck shit. I also like the idea of a vampire civ, and maybe banshees (sorry to keep plugging them but I really think we need a way to punish turtling late-game), but that's it.

Also, because I edited in and you may not have seen it:
Quote
Addendum: Also some sort of guideline to prevent overly-speshul OCs from being introduced would be swell. This fort started at "planeshifting mad scientist gnome" and actually proceeded to get even worse from there. I propose that, similar to Riverrun, any OCs *must* be flesh-and-blood dwarves with no powers outside of the mundane.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 07, 2015, 03:59:52 am
[scribbling forcefully] New... OC... Required.
Got it :3~<
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 04:02:53 am
I saw it, yeah. Anything I start from now one will have a Standard Operating Procedure with that because while I don't want to step on people's creativity, I have indeed learned from my mistakes and there's things I won't let people get away with again.

Magma weaponization isn't one of those things since spawn can be incinerated while alive now. And in fact I may set us up on a volcano for the express intent of saving us the trouble of bringing it up to use on them (and mitigating the FPS hassel a massive pumping op would entail somewhat.)

EDIT: On that note, I am in fact starting field tests of the spawn.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 04:10:15 am
EDIT: On that note, I am in fact starting field tests of the spawn.

Awwww yeahhhhhhh

I can't remember clearly, but they seemed a bit underpowered based on your arena findings... Should be interesting to see how they measure up outside of a controlled setting, where literally anything can go wrong.

E: Classic froggy avatar is go. Let's make this shit happen, assholes.

Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 04:18:38 am
Well it was less underpowered and more the armor being used had been beefed up immensely. If anything they're freakishly powerful for thier size: Two bruising hits get through an iron helmet and chain coif and that soldier's head will be crushed into paste.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 07, 2015, 04:20:41 am
Sorry for the long absence lads, but I take it we're not going to continue on this particular fork of the story with the space travel and the railguns and the robots and such? What's the current status of the next game? Position of chief is still up, right?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 04:26:37 am
Sorry for the long absence lads, but I take it we're not going to continue on this particular fork of the story with the space travel and the railguns and the robots and such? What's the current status of the next game? Position of chief is still up, right?

Sure looks like a reboot is what's on the horizon, yeah. It's a bit sad to throw away everything after spending so much time laughing and crying over the mess we made but it's really better for everyone involved to just start fresh.

Status of next game is that there probably will be a next game, possibly even soon, and that Splint is planning a volcano embark (which are always !!FUN!!) and that there may or may not be a vampire civ or something added. I dunno. The wheels really didn't start to really spin on this until just a few days ago. You missed very little.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 04:28:23 am
Sorry for the long absence lads, but I take it we're not going to continue on this particular fork of the story with the space travel and the railguns and the robots and such? What's the current status of the next game? Position of chief is still up, right?

All good. And probably not, but god damn does it make a good, if convoluted, setting on its own. And chief?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 04:32:36 am
Quote
god damn does it make a good, if convoluted, setting on its own.

Indeed. Part of me wants to retain some of the sci-fi factions, albeit in a limited fashion with all of the confusing BS excised. They're pretty irrelevant to the fort itself, though, so it's probably a bad idea.

(Gonna nip off to bed now, kiddies. Happy evildoing~)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 07, 2015, 04:40:12 am
The SciFi factions could possibly be reimagined into an in-universe counterpart.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 04:41:53 am
Well, Parasol was just an inept science/general retailer looking company in Syrupleaf, responsible for such things as magma proof parasols. WWhile said parasols were highly effective, they failed to actually help the users if at any point the user caught fire.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 04:58:11 pm
The SciFi factions could possibly be reimagined into an in-universe counterpart.

I love this idea and am annoyed by the lack of an upvote button (my brief sojourn on Reddit damaged me)

Like they can still be shady science companies but something more in line with the setting's tech level and no OP spacetime wormholes or confusing-ass multiverse-scale continuity snarls to deal with

+1 +1 +1 +1 +1


E: Request: In order to prevent things from getting too out of hand again, maybe just put a short description of the setting and various factions and what they're about into the thread OP, along with a guideline stating that while people are allowed to flesh them out, they are not to add any more factions or whatever. When people start adding their own factions and whatnot to the story halfway through it tends to get messy.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 05:16:30 pm
Spawn have yet to show up in the first field test but I know they're out here. They and goblins are the only notable neighbors (discounting an apparent group of kobolds that managed to take over a forest retreat, probably in wake of the spawn and goblins forcing everyone into a tiny little pocket of land behind a mountain range.)

I'm going to start typing some things up for an OP, so we can dive in once A. the spawn are fully tested, and B. the patches and such slow down at the very least (as we'll need DFhack to clean up the copious numbers of item splatters trees like to leave behind now for FPS conservation unless that gets addressed soon.)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 05:24:45 pm
Actually, it's probably possible to disable falling leaves/fruit with some simple raw editing if that's what you're referring to. I dunno. Gonna poke around a bit.

Mostly I want to avoid extensive DFHack use this time around 'cuz it feels like cheating and cheating is for the weeeeeeeeeeeeeeeak
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 05:26:09 pm
Actually, it's probably possible to disable falling leaves/fruit with some simple raw editing if that's what you're referring to. I dunno. Gonna poke around a bit.

Mostly I want to avoid extensive DFHack use this time around 'cuz it feels like cheating and cheating is for the weeeeeeeeeeeeeeeak

E: Also, may I have a peek at the prototypical OP when you're done with it, to give abusive ranting input? PM me it if you want.

E2: Boop. Looks like I hit "quote" instead of "edit". Oh well.

E3: Currently poking around plant_new_trees.txt and it looks as though simply hitting CTRL+H and replacing "[GROWTH_DROPS_OFF" with "(GROWTH_DROPS_OFF" will quickly and easily stop all plants from shedding leaves and fruit (not sure if this will stop the trees from going bare in autumn/winter, but I don't see why it would seeing as how there's another tag for that anyways).
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 07, 2015, 05:47:02 pm
Sorry for the long absence lads, but I take it we're not going to continue on this particular fork of the story with the space travel and the railguns and the robots and such? What's the current status of the next game? Position of chief is still up, right?

All good. And probably not, but god damn does it make a good, if convoluted, setting on its own. And chief?

Meant to say chef. Or specifically, the chief chef!
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 07, 2015, 05:54:55 pm
Sorry for the long absence lads, but I take it we're not going to continue on this particular fork of the story with the space travel and the railguns and the robots and such? What's the current status of the next game? Position of chief is still up, right?

All good. And probably not, but god damn does it make a good, if convoluted, setting on its own. And chief?

Meant to say chef. Or specifically, the chief chef!

Pff, if you wanna be head cook go for it.

Actually, it's probably possible to disable falling leaves/fruit with some simple raw editing if that's what you're referring to. I dunno. Gonna poke around a bit.

Mostly I want to avoid extensive DFHack use this time around 'cuz it feels like cheating and cheating is for the weeeeeeeeeeeeeeeak

E: Also, may I have a peek at the prototypical OP when you're done with it, to give abusive ranting input? PM me it if you want.

E2: Boop. Looks like I hit "quote" instead of "edit". Oh well.

E3: Currently poking around plant_new_trees.txt and it looks as though simply hitting CTRL+H and replacing "[GROWTH_DROPS_OFF" with "(GROWTH_DROPS_OFF" will quickly and easily stop all plants from shedding leaves and fruit (not sure if this will stop the trees from going bare in autumn/winter, but I don't see why it would seeing as how there's another tag for that anyways).

See how it affects fruit. And certainly, was going to PM it to you and a few others anyway.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 07, 2015, 06:11:32 pm
It'll prolly prevent fruit from dropping, too, considering that fruit uses a very similar tag to enable it falling ([GROWTH_DROPS_OFF_NO_CLOUD] as opposed to [GROWTH_DROPS_OFF]). Don't have time to test it right now, unfortunately; will try to do so later tonight.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 08, 2015, 11:00:51 pm
Urgh. I was super-proud because it looked like it had worked and the leaves were changing properly and no FPS-killing bullshit was being strewn about, but then winter came around and all of the leaves and fruit dropped off of the trees simultaneously. fffFFFFfff

TOADYYYYYYYYYYYYYYYYYYYYYYYYYY
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 08, 2015, 11:07:44 pm
Mental Image: Brewer Dwarves sitting there admiring the trees (for the new varieties of booze they will make from those delicious fruits,) and suddenly...
1st of Moonstone
*EVERYTHING JUST FALLS OFF*
Brewer 1: What in the hell?
Brewer 2: Well, so much for the peach cider and cherry wine we were gonna have. It was-
Brewer 1: I swear to Moldath if you finish that sentence I will stab you in the eye with a fucking spork.

I was just concerned about whether or not we'd be able to harvest the fruit, what with my not knowing what anything does anymore with much of the raws.

EDIT: In other news, the test fort is officially known to the spawn! Except it wasn't a Spawn that we ran into. it was a Spawn-raised human. I sincerely hope this doesn't mean what i think it means.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 08, 2015, 11:37:15 pm
Mental Image: Brewer Dwarves sitting there admiring the trees (for the new varieties of booze they will make from those delicious fruits,) and suddenly...
1st of Moonstone
*EVERYTHING JUST FALLS OFF*
Brewer 1: What in the hell?
Brewer 2: Well, so much for the peach cider and cherry wine we were gonna have. It was-
Brewer 1: I swear to Moldath if you finish that sentence I will stab you in the eye with a fucking spork.

I was just concerned about whether or not we'd be able to harvest the fruit, what with my not knowing what anything does anymore with much of the raws.

EDIT: In other news, the test fort is officially known to the spawn! Except it wasn't a Spawn that we ran into. it was a Spawn-raised human. I sincerely hope this doesn't mean what i think it means.

Poop. Are mixed-species sieges a thing now? I really don't want mixed sieges to be a thing. When I specify in the raws that I want Holistic Spawn to attack at a certain time, I want Spawn, and specifically Spawn, to attack at that time, and not before or after and that just adaffarwgra
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 08, 2015, 11:54:58 pm
Mixed-race attacks have always been a thing. We had spawn mixed into the goblin ranks here (only... Two I think though,) and humans, dwarves, and whatever else are more than capable of leading thier surrogate race into battle.

I'm amazed I haven't been attacked by either them or the goblins yet, since those are my only neighbors outside the safe-zone.

And it's more an optimization thing. The game wasn't meant to handle the load it has to now with the number of materials it needs to track and all the item-contaminants from the leaves, flowers, and such. It needs a massive round of optimization for that stuff, but bug-fixing is taking priority, though after any serious game-wrecking bugs are squashed it should really be done.

Oh well though, we can make due.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 09, 2015, 12:19:08 am
Mixed-race attacks have always been a thing. We had spawn mixed into the goblin ranks here (only... Two I think though,) and humans, dwarves, and whatever else are more than capable of leading thier surrogate race into battle.

Point. I had actually forgotten about that. My bad.

I kind of got a nightmare vision of a completely-random hodgepodge turning up with each siege regardless of what's specified in the raws and proceeded to completely lose my head.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 09, 2015, 12:23:09 am
Mixed-race attacks have always been a thing. We had spawn mixed into the goblin ranks here (only... Two I think though,) and humans, dwarves, and whatever else are more than capable of leading thier surrogate race into battle.

Point. I had actually forgotten about that. My bad.

I kind of got a nightmare vision of a completely-random hodgepodge turning up with each siege regardless of what's specified in the raws and proceeded to completely lose my head.

Hey, that's what happens when you need to force advance scouts that won't book it right away. I mean, they will, but they'll be more inclined to attack than flee outright.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 10, 2015, 08:27:47 am
A bump and notice: First trial by fire.

(http://i.imgur.com/iFzeqVG.png)

Said "army" consists of four spawn. Whose first action in the area was to make a bee-line for a roaming herd of wild giant emu. The first spawn to be injured outside of testing is shot by a quartet of marksdwarves, who take advantage of it getting stunned dodging a bolt into the river and proceed to shoot the fuck out of it. A single melee squad remains behind to fight if it gets out, while the other two I have, numbering 8 dwarves in all, go after another, two spawn having left the area after killing several of the giant emu.

The spawn lose two members who wander out of the area.

The still-landbound spawn is set upon by the militia just as it finishes killing an emu. In the ensuing clash they quickly disable its legs and arms after a dwarf's hand is clawed, but an axedwarf suffers a skin-tearing bite and another dwarf is knocked unconscious when he gets his head chomped on. These two are mercifully the only wounded, and the head victim may be saved thanks to my foresight to build a decent and stocked hospital.

I'm going to have to monitor the actual bite victim as he may contract spawn fever, but toherwise this initial test was... Well, less than optimal but at least they weren't instant death machines. in fact, the only deaths from the battle were from AI stupidity - two dwarves tried to climb across the outside of the bridge and fell into the river, drowning themselves.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 10, 2015, 09:32:55 am
Well, a successful test is one that yields results, so that would definitely be a successful field test~
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 10, 2015, 09:50:17 am
I guess. The spawn were also pretty quick to declare war right after, so I'm probably going to be seeing them semi-regularly.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: zacen299 on January 10, 2015, 10:05:55 am
This could bode to be interesting. Also it's nice to see things actually going forward. Hopefully those spawn were just idiots or they might need some tuning.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 10, 2015, 10:34:05 am
In terms of stats I still think they need adjusting to be more readily survivable encounters to a less well-off (read: early) militia. My test location got absurdly lucky and had iron and coal on-site. I will note, that said luck obviously didn't extend to those two soldiers, and as a result 1-wide walkways have been added to the outside of the bridge.

As to them roaming off, it's likely they were just passing through the area and happened to notice the residents, or less likely, even on a genuine emu hunting trip. Granted it still showed off the spawn being stupidly durable as normal but still, it was a less than optimal combat test.

Question, does anyone remember how long Spawn fever takes to kick in?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 10, 2015, 02:53:34 pm
'Bout three months. Transform rate was supposed to be about 25% but, in 34x at least, there was a bug that caused the transformation to become guaranteed if you saved and reloaded prior to the time elapsing. I think I may have just cut out the middleman and made the transform rate 100% this time around but I might not have. Gonna go raw-diving.

E: Transform rate is still supposed to be 25%. Not sure if Toady fixed the bug responsible or not.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 10, 2015, 03:00:41 pm
Actual fever indicated "basically dead" right? Because if so I should probably make sure he doen't have anything useful on the victim.

Awaiting an additional test force of spawn. Hopefully this time they won't wander off and my idiot soldiers won't go drowning themselves.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 10, 2015, 03:02:27 pm
Fever occurs regardless of whether the dwarf will actually transform. Still best to quarantine any dwarves that get feverish, though.

E: @Zacen: I think there's a tag to make them ignore wildlife if that's what you're talking about.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 10, 2015, 03:09:34 pm
Fever occurs regardless of whether the dwarf will actually transform. Still best to quarantine any dwarves that get feverish, though.

E: @Zacen: I think there's a tag to make them ignore wildlife if that's what you're talking about.

The tag in question is [AT_PEACE_WITH_WILDLIFE] which should not under any circumstance be added to the Spawn.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 10, 2015, 04:50:29 pm
Fever occurs regardless of whether the dwarf will actually transform. Still best to quarantine any dwarves that get feverish, though.

E: @Zacen: I think there's a tag to make them ignore wildlife if that's what you're talking about.

The tag in question is [AT_PEACE_WITH_WILDLIFE] which should not under any circumstance be added to the Spawn.

Teehee. I know. It wouldn't particularly be in character for them.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: zacen299 on January 10, 2015, 06:58:33 pm
I get why we wouldn't want that on the spawn, but I'm curious what has that tag naturally?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 10, 2015, 07:24:34 pm
Elves. Maybe kobolds as well but I can't remember clearly. It basically makes wildlife ignore the creature and the creature ignore wildlife. [INVADERS_IGNORE_NEUTRALS] (or whatever the tag was) may be required in the entity for it to work properly for sieges but I'm really just speculating with that and have nothing to base this on.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 10, 2015, 07:36:21 pm
I like the idea of sieges eating the local wildlife, and the idea of spawn tying to turn EVERYTHING they come across.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Starweaver396 on January 10, 2015, 11:20:22 pm
I get why we wouldn't want that on the spawn, but I'm curious what has that tag naturally?

Cats have it as well, although it's buried in a tag that gives them two or three other properties besides it.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TalonisWolf on January 11, 2015, 04:26:36 pm
Fever occurs regardless of whether the dwarf will actually transform. Still best to quarantine any dwarves that get feverish, though.

E: @Zacen: I think there's a tag to make them ignore wildlife if that's what you're talking about.

The tag in question is [AT_PEACE_WITH_WILDLIFE] which should not under any circumstance be added to the Spawn.

Teehee. I know. It wouldn't particularly be in character for them.

  Definately, with one exception:

"Mooan Chatter chatter!"
Translation : "Kill everythin- awww, what a adorable kitty."

  ...and suddenly Spawn have Tactical Catsplosion Payloads. Biological Weapons using Biological Weapons, would that be considered Ironic?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 12, 2015, 11:38:31 am
Okay, so invasions aren't exactly working as intended. Yeah, Spawn are showing up in small groups of 3-8, but they've so far appeared, and then left, presumably actually being groups wandering around. However, thier thieves were more than willing to come in one neat bundle of five individuals and they even attacked the militia!

Result: 5 dead spawn and some free psychological trauma for everyone who saw 3 die on the trade depot. Now these are elite soldiers who've had some practice on trogs, emu, and other critters where needed, and about a year or so of straight training. This shows that the spawn will need one hell of a numeric advantage to beat exceptionally well trained soldiers. Granted it might have been because the leader's dog distracted them but still.

Slightly leading cause of death was edged pulping - cloven asunder, cut away from the tissue (essentially resulted in a bisection.) Take your pick. After that was heart damage of course, with a chest stab from a falchion and a chop from an axehammer killing the victims. Still waiting on "the big one" though where I can see how the spawn fare when they have some serious numeric superiority.

In other news, I've tidied up the TVT page slightly, made some stuff reflect the fact the fort's over, added a trope and some examples to others for the barbarians, and in general made some stuff easier to read (while my own examples are probably a bit wordy.)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 12, 2015, 03:07:35 pm
Quote
Okay, so invasions aren't exactly working as intended. Yeah, Spawn are showing up in small groups of 3-8, but they've so far appeared, and then left, presumably actually being groups wandering around.

Ruh-roh. Does this happen with other hostile civs, or do I need to go raw-diving?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 12, 2015, 03:13:05 pm
Quote
Okay, so invasions aren't exactly working as intended. Yeah, Spawn are showing up in small groups of 3-8, but they've so far appeared, and then left, presumably actually being groups wandering around.

Ruh-roh. Does this happen with other hostile civs, or do I need to go raw-diving?

Most likely the former, but it's also possible the "armies" were just a bunch of jackoffs roaming around. I'm also below "Siege" population (60 rather than 80) so that may be a factor.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Talvieno on January 13, 2015, 12:45:59 pm
Whoa. o.O Think I missed something... been away mostly because a death in the family. I sort of dropped off the Internet for a while... need to do some catch-up reading, it looks like.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 13, 2015, 01:12:45 pm
Ouch. Well, mostly it's been discussion about a do-over and Spawn testing. Also sent a PM.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Talvieno on January 13, 2015, 01:38:05 pm
Starweaver: You're right, Reudh probably would have gone after Vanya. Katie might have too, but she was a bit exhausted after the spells she did, so I don't think she would've managed. The police bit makes sense too. I knew there were flaws in the plot but couldn't quite put my finger on them.


@Splint: Ultimately I'd much rather have a sequel, and I'd be willing to put in the modding time necessary to get it to work... but I think it looks like more people voted for the do-over, and you've clearly already put a lot of work into making it... I think that's decided at this point.

I'm with Starweaver. The subplots were my favorite part, and how they all wove their way into the Spearbreakers universe. Who knows, though - maybe some enterprising souls will come along someday and create a Spearbreakers II for us, continuing the tradition of each fort in the series being created by new people. I'd be all for that, honestly, and it'd make me proud.

Quote from: Splint
it was the side stories predominantly written by Talvieno with a noticeably smaller amount of input from me, Mr Frog, Reudh, and Hans that made the place by and large what it became: A crazy, fucked up mess so convoluted and rife with errors, crossovers, stubborn authors, and just in general being a setting that was a barely understandable disaster area for even some of us here that the fact we can even make any sense of it is astounding.
Awwww, I'm touched. That was a pretty nice thing to say.

Anyway, yes. The fort itself stagnated, just like you said. The side stories were the best part. I feel bad, honestly, for anyone who read the fort but not the side stories. Anyone who did was missing out on so, so much. Hans' stuff, and Mr Frog's stuff, and of course your stuff... It's the "younger blood" that mostly seem to be against a sequel.

@Mr Frog: Agreed that not pushing people to get their updates out was a mistake. And..... yeah. Your points stand. I guess redo makes more sense. The community lockout wouldn't be a good thing at all, and there's no way to sensibly pare down the information to something manageable that we could expect everyone to read.

Also agreeing with the flesh-and-blood dwarves only.

And the artwork for Spearbreakers was amazing. The community contribution outstanding... The sentimental value there makes it really hard for me to be totally on-board with a redo.



And I'll switch back to my old avatar, perhaps... Although, truth be told, I think I didn't even have an avatar until six months through the fort. :P

Urgh. I was super-proud because it looked like it had worked and the leaves were changing properly and no FPS-killing bullshit was being strewn about, but then winter came around and all of the leaves and fruit dropped off of the trees simultaneously. fffFFFFfff

TOADYYYYYYYYYYYYYYYYYYYYYYYYYY
This made me laugh. :P I missed you guys.



Anyway, I'm up for the redo. Not sure if it'll turn out exactly the same way, but hey, who knows.

Also, can we please have Dorf!Mr Frog in the redo? :P I don't mind if Vanya gets cut, but the fort wouldn't be the same without Mr Frog.

And finally... I'm not sure how much my opinion counts for. I've never really done a good job at keeping up with things. :P
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 13, 2015, 02:00:58 pm
Talvi msg me bby <3 <3 <3

Quote
Also, can we please have Dorf!Mr Frog in the redo?

No and yes. Mr Frog himself is in fact banned by Splint's own rules re: one's OC having to be a flesh-and-blood dwarf (strike one, worth noting that Splint specifically said no gnomes :p) with no super-dwarven abilities (strike two) or knowledge outside of what is normal for the setting (strike three and he's, most definitively, out). I didn't see anything in the rules he PM'd me specifically banning planeshifters but I'll respect his intent. I could most certainly write in an equivalent with a similar personality and affiliation but I also want to try someone else and I don't think Splint will let me have two OCs (*puppy-dog eyes*).
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 13, 2015, 02:05:04 pm
I also want to try someone else and I don't think Splint will let me have two OCs (*puppy-dog eyes*).

Man i couldn't give a rat's ass if you gobble up extra dorfs if you feel like it. Chances are we'll have more than we'll have people who want'em.

@ Talvieno: Obviously your opinion matters. Hence why you got a message with the beta version of the new fort's OP.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 13, 2015, 09:51:06 pm
Y'all will probably be pleased to realise that I made a mistake when attempting to disable leaf/fruit litter on trees and failed to remove the responsible tag from all types of tree. While the trees I left the tag on are dropping leaves and fruit as normal, the others are not dropping anything at all. Their bases are clear of litter. It worked. You just have to make sure to do a find+replace in both plant_new_trees.txt and plant_standard.txt (I only did the former, not realising that the latter also had trees defined in it). This is good news.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TalonisWolf on January 15, 2015, 03:59:19 pm
[snip]

  Hurrah! The FPS has been struck down by a spinning *Mr Frog*!
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 15, 2015, 05:35:43 pm
[snip]

  Hurrah! The FPS has been struck down by a spinning *Mr Frog*!

No, that would be if I'd secretly modded trees to grow triple the amount of twigs and drop leaves constantly year-round.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 15, 2015, 05:42:49 pm
[snip]

  Hurrah! The FPS has been struck down by a spinning *Mr Frog*!

No, that would be if I'd secretly modded trees to grow triple the amount of twigs and drop leaves constantly year-round.
An act punishable by having your eyelids stapled open, your person lashed to a chair, and forced to endure a manamaid lap dance.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Talvieno on January 15, 2015, 05:44:47 pm
[snip]

  Hurrah! The FPS has been struck down by a spinning *Mr Frog*!

No, that would be if I'd secretly modded trees to grow triple the amount of twigs and drop leaves constantly year-round.
An act punishable by having your eyelids stapled open,
Eh.  :-\

Quote
your person lashed to a chair,
Eh.  ::)

Quote
and forced to endure a manamaid lap dance.
OH GOD HOW COULD YOU EVEN THINK OF DOING SOMETHING SO HORRIBLE
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: TalonisWolf on January 15, 2015, 08:26:40 pm
 Horrible[/u]

  See: Bay12, Dwarf Fortress, Mermaid Harvesting. Originally meant 'to be horrifying', now generally accepted to mean 'THAT WAS AWESOME! DO IT AGAIN!'

  Similiar words: !!FUN!!, Hilarious, Amusing.

 -The (Unofficial) Dwarven Dictionary
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Talvieno on January 15, 2015, 08:30:15 pm
Talonis, I respect you, but I don't think you quite understand the horror that is manamaids.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 15, 2015, 09:24:13 pm
Talonis, manamaids are... Well... The sight would kill a spawn. A blind spawn.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: zacen299 on January 15, 2015, 10:37:55 pm
Remind me again who came up with manamaids and why?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 16, 2015, 04:13:33 am
We're still adding em' in, right?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 16, 2015, 05:37:16 am
Remind me again who came up with manamaids and why?

I think it was Talvi, but in true Spearbreaker's spirit... Blame Reudh

Reudh I'm sorry
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 02:00:06 pm
Okay people, I'm working on the beta OP for the reboot. I've sent it to a few people, but so far I've only heard back from 3 of them. In the meantime, I'm looking for volunteers. The founders/volunteers can pick thier skills except the two soldiers I plan on bringing. Notes on tools (I'm boosting starting points for the tools; we may need the sturdier items.) 4 Iron picks, an anvil, and an iron hatchet, 8 bundles of leather, and some ores/coal for covering some of the nonedible basics and my initial plan. Those who volunteer now will get a beta OP to give them an idea of what's going on.

Anyway, the skills can be as useful or worthless as you like.

VOLUNTEERS
1. Splint "The Leader" (2 Mason/Engraver/Building Designer/Leader, 1 Persuader/Intimidator)
2. Aseaheru "Negligent dwarficide waiting to happen (AKA group doctor)" (3 Diagnoser 2 suture/wound dress, 1 bone doctor/surgery)
3. Propman "Head Chef" (4 cook, 2 comedian, 1 flatterer/wood crafter/butcher/lye maker) 
4. Lolfail "The Smith" (2 Weapon/Armorsmith/Metalcraft, 1 conversationalist, 2 liar, 1 wood burner)
5. Leonkr "The Lumberdwarf" (3 woodcutter, 2 carpenter/woodcraft, 1 axe/persuader/comedian)
6. Zacen "The Swordsdwarf" (3 Discipline, 2 Armor, 2 Dodge, 2 Shield, 1 Sword, 1 Fish Cleaner)
7. Deus Asmoth "The Speardwarf" (3 Discipline, 2 Armor, 2 Dodge, 2 Shield, 1 Spear, 1 Soaper)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 17, 2015, 02:07:00 pm
I never replied because I dident see any issues with it.

In any case, I would like to grab a male dwarf with basic doctor skills and a little extra in diagnosing. Someone to clean up the place and put people back together, yes?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 02:14:53 pm
Done. You're the group doctor now.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Deus Asmoth on January 17, 2015, 02:28:55 pm
Can I take Soldier B? This intrigues me and I'd like to be involved in the next bout of madness from the beginning.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 02:39:04 pm
Done, they're yours. I'll get the Beta OP spellchecked and send it to you for any input.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 17, 2015, 06:21:32 pm
I shall accept a male dwarf with cooking as his primary skill, and his secondary skills if any, being randomized. Let us see how the spawn taste!
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 06:34:01 pm
I shall accept a male dwarf with cooking as his primary skill, and his secondary skills if any, being randomized. Let us see how the spawn taste!

Gave you some nice thoroughly disjointed and largely unrelated skills.

EDIT: Beginning the test for the Onol-kor. Doing this separate since megabeasts have a disturbing habit of wrecking mountainhome sites and spawn and dwarves would prove too much competition I'm sure.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 17, 2015, 09:33:39 pm
Forgotten beasts are rather organized in this edition indeed. One historical report of mine had no less then 60 rocs tear down a human town they didn't like.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 09:48:33 pm
Forgotten beasts are rather organized in this edition indeed. One historical report of mine had no less then 60 rocs tear down a human town they didn't like.

I would just like to point out the bolded words do not equate to the same type of creature. Seems a number of people (not just you Propman) have been making that mistake lately.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 17, 2015, 09:54:54 pm
Quote from: Splint
I would just like to point out the bolded words do not equate to the same type of creature. Seems a number of people (not just you Propman) have been making that mistake lately.

(http://i.imgur.com/xGPILjb.jpg)

Is that so? If that is the case, that only makes it more perplexing that megabeasts would have accomplices. Are they perhaps, megabeasts tamed by a civ?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 10:05:25 pm
Quote from: Splint
I would just like to point out the bolded words do not equate to the same type of creature. Seems a number of people (not just you Propman) have been making that mistake lately.

(http://i.imgur.com/xGPILjb.jpg)

Is that so? If that is the case, that only makes it more perplexing that megabeasts would have accomplices. Are they perhaps, megabeasts tamed by a civ?

Well. That's a horrible thought.

And yes, different critters.
Forgotten Beast: Randomly generated abominations that are one of a kind, found in the caverns
Titan: Same as above but on the surface
Roc, Hydra, Dragon, Bronze Colossus: "Generic" megabeasts that (colossi aside,) can be tamed, bred, and sicced on enemy forces.
Giants, Ettins, Cyclops, Minotaurs: Semi-megabeasts; they lack the sheer size and power of the megabeasts and random nature of the Titans/FBs, but can use weapons and are still bigger than most other creatures. The first three are often quite laughable against one or two good soldiers or a melee dwarf backed up by a marksdwarf or two though Minotaurs are especially dangerous if they get thier hands on a weapon since they have natural melee combat skills, both armed and unarmed.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 17, 2015, 10:23:23 pm
Well. That's a horrible thought.

And yes, different critters.
Forgotten Beast: Randomly generated abominations that are one of a kind, found in the caverns
Titan: Same as above but on the surface
Roc, Hydra, Dragon, Bronze Colossus: "Generic" megabeasts that (colossi aside,) can be tamed, bred, and sicced on enemy forces.
Giants, Ettins, Cyclops, Minotaurs: Semi-megabeasts; they lack the sheer size and power of the megabeasts and random nature of the Titans/FBs, but can use weapons and are still bigger than most other creatures. The first three are often quite laughable against one or two good soldiers or a melee dwarf backed up by a marksdwarf or two though Minotaurs are especially dangerous if they get thier hands on a weapon since they have natural melee combat skills, both armed and unarmed.

Oh, that was just a fumble on my part (FBs and Rocs are both megabeasts, after all). I thought you meant that the message generated meant that it was a Roc + 59 accomplices which might or might not also have been rocs attacking at once.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 17, 2015, 10:24:50 pm
S'all good. I meant actual FBs when I said they seem to have a bad habit of trashing dwarf (or similar) sites. Quite a few spawn- and dwarf-less worlds were due to them.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: zacen299 on January 18, 2015, 02:26:08 am
I'll probably regret this, but I'll take Soldier A, also I didn't reply for the same reason Asea didn't, I just didn't see anything that I felt the need to comment on.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Lolfail0009 on January 18, 2015, 06:02:13 am
Can I grab a metalworker? I wouldn't mind a metalworker... I mean, if that's ok with you '^^

E: And yeah, I didn't really reply to the PM because I didn't think my input was... you know... necessary. You guys had it all figured out.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 10:00:03 am
I'll probably regret this, but I'll take Soldier A, also I didn't reply for the same reason Asea didn't, I just didn't see anything that I felt the need to comment on.

Can I grab a metalworker? I wouldn't mind a metalworker... I mean, if that's ok with you '^^

E: And yeah, I didn't really reply to the PM because I didn't think my input was... you know... necessary. You guys had it all figured out.

Well the whole point was to see if there was anything you guys felt should be removed or whatever. And got you on the list. That leaves one spot open.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Leonkr9 on January 18, 2015, 03:28:15 pm
This Sounds Fun Dorf me as a Carpenter/Lumberjack if that's alright (or miner if you prefer)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 03:37:57 pm
This Sounds Fun Dorf me as a Carpenter/Lumberjack if that's alright (or miner if you prefer)

On a waiting list or would you like the last embark slot?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Leonkr9 on January 18, 2015, 03:54:14 pm
Eh embark and waiting list if that's okay
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 03:59:02 pm
Eh embark and waiting list if that's okay

I'll just assume that means you want the last slot.

VOLUNTEERS - Complete!
1. Splint "The Leader" (2 Mason/Engraver/Building Designer/Leader, 1 Persuader/Intimidator)
2. Aseaheru "Negligent dwarficide waiting to happen (AKA group doctor)" (3 Diagnoser 2 suture/wound dress, 1 bone doctor/surgery)
3. Propman "Head Chef" (4 cook, 2 comedian, 1 flatterer/wood crafter/butcher/lye maker) 
4. Lolfail "The Smith" (2 Weapon/Armorsmith/Metalcraft, 1 conversationalist, 2 liar, 1 wood burner)
5. Leonkr "The Lumberdwarf" (3 woodcutter, 2 carpenter/woodcraft, 1 axe/persuader/comedian)
6. Zacen "The Swordsdwarf" (3 Discipline, 2 Armor, 2 Dodge, 2 Shield, 1 Sword, 1 Fish Cleaner)
7. Deus Asmoth "The Speardwarf" (3 Discipline, 2 Armor, 2 Dodge, 2 Shield, 1 Spear, 1 Soaper)

That covers the embark party. Since Talvieno and Mr Frog were the only ones putting in extra input, I'll run a modified OP by them, then we'll await the next release and a bugfix for it (since there will inevitably the need of one.)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 18, 2015, 04:43:49 pm
Out of curiosity, is it set in stone that we're doing a reboot? The poll seems to have evened up...

(fwiw, I still think a reboot would be a better option and would be more accessible to newbies and less of a hassle to set up, but)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 04:58:58 pm
It is set in stone as far as I'm concerned. The amount of effort to shore everything up and modding needed to do things right is more than I'm willing to put in (in regards to modding; hell I'm even trying to dissuade Talvieno from trying to finish the PDF just because of the clusterfuck the thread has become I'm fairly certain I even forgot to post things somewhere for the last turn.)
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 06:52:49 pm
Light Light Armor Testing (50v50 engagement)

For the purposes of this test, all dwarves are using a fabric uniform full chain (coif, paints, boots, gloves, hauberk) with leather body armor and a rigid iron helmet. Test groups are using either short arming swords or boar spears and wood kite shields.

Shed Dastot (Order of the Sword) (50)
Skilled (4) Across the board (Armor/dodge/shield/sword/observation)
[VS]
Spawn Warband (50)

3 + 7 (3 Wrestler/dodge, 7 Bite/strike)

OUTCOME
21 Dwarves survive
The dwarves went through two extremes: Largely unhurt, or deader than dead. Some scattered broken bones in different groups were around and for some other dwarves...
(http://i.imgur.com/2QD6A7s.png)
Yeah.
The dwarves who survived largely unhurt were honestly just really lucky. Had Morale been active, they'd have been slaughtered wholesale. Hell I think only so many survived because they killed the spawn while they were busy chewing on the other guys in their units, most of which have been reduced to under half their number.
Light armor: Fucking worthless against the spawn without a lot of shield and dodge training.

12 Spawn survive, primarily in various states of dismemberment, but here's the thing: This shit would have killed literally anything else. And here's an especially amusing one.
(http://i.imgur.com/znGMB5C.png)
That spawn was among the survivors and had lost both arms and legs and had its guts trailing behind it. The spawn are still stupidly durable, and even with the debuffs I added in the last tests, they can destroy soldiers with "skirmish" type armor, and this assumes an even playing field and a bare minimum of training and doesn't factor in morale.

With morale in effect, the dwarven squads would have likely collapsed and tried to flee after the first few corpses piled up. I was going to do a test with speardwarves as well, but decided against it in the end since the results probably would have been heavily skewed by the difference in weaponry. Swords are typically the "average" weapon people associate with fantasy and in general for middle ages weaponry, and hence I used that.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 18, 2015, 10:09:34 pm
Hmm. Guess I overdid it with them then if they're still that tough after the armour buff and your nerf.

I still don't really agree with exactly how you nerfed them -- I don't think stunning or nausea make sense for creatures without functioning brains or digestive systems -- but I'll definitely make the 'public' version a bit weaker. I just got through a test with vanilla armour and unnerfed Spawn and the results were roughly the same as yours.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 18, 2015, 11:05:37 pm
Honestly I prefer to look at them more as semi-living things they were in Syrupleaf - while they possessed a host of vulnerabilities most creatures had, they didn't bleed, feel pain, or fear, and it took champions to hold the line against them.

Another aspect is I'm looking at this from a gameplay perspective: yeah, lots of casualties is fun the first time or two it happens, but in thier pre-nerf state against unlayered (that is to say one uniform, and one suit of armor for vanilla,) they were walking tantrums waiting to happen which gets old pretty fast. So I struck a balance.

While I gave back two of the vulnerabilities of Syrupleaf era Spawn, I didn't tone down thier stats or attacks in any way shape or form. Soldiers who're tanking it (be it in layers upon layers - which I think is stupid from a resource standpoint - or via beefed up armor,) up now actually have half a chance against them rather than being dwarf nibblets in an iron can. If I recall right, with those two status effects, dwarven casualties dropped noticeably while there were still moderate losses (deaths and combat invalids) and some possible spawnitis victims.

I'm going to reread everything though to get a better idea of them. It's been a while anyway.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 19, 2015, 01:22:51 am
Well, as much as I hate to admit when I'm wrong, if you can show me evidence of the Spawn getting stunned or nauseous in Syrupleaf I will begrudgingly accept that such should be re-implemented in the current version. I swear to Christ they didn't, but we all know I have the reading comprehension of a squirrel so :V

E: Er, not that I'm saying that they shouldn't be put in the SBII version anyways if that's what Splint wants. my petty grumbling aside. It's your show, bro.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 20, 2015, 05:54:59 pm
Well, as much as I hate to admit when I'm wrong, if you can show me evidence of the Spawn getting stunned or nauseous in Syrupleaf I will begrudgingly accept that such should be re-implemented in the current version. I swear to Christ they didn't, but we all know I have the reading comprehension of a squirrel so :V

E: Er, not that I'm saying that they shouldn't be put in the SBII version anyways if that's what Splint wants. my petty grumbling aside. It's your show, bro.

http://lparchive.org/Dwarf-Fortress-Syrupleaf/Update%2007/

Quote from: Vox Nihili
The demons cannot bleed, nor feel pain, nor do they know fear, though it is said that a blow to their digestive organs can paralyze them momentarily as they vomit forth their foul meals.

First confirmation, they are indeed vulnerable to nausea, and implied to be vulnerable to stunning. I'll wait until I see more to confirm the stunning and cement the nausea.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Propman on January 20, 2015, 08:12:13 pm
Could we by any chance make the spawn vomit acid, or something equally toxic to life?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Mr Frog on January 20, 2015, 11:01:38 pm
Quote
The demons cannot bleed, nor feel pain, nor do they know fear, though it is said that a blow to their digestive organs can paralyze them momentarily as they vomit forth their foul meals.

Bravo, Splint! Gonna go pop that into the raws I have on my comp then

@Prop:

I dunno. I think the material a creature uses for vomit is hardcoded but I very vaguely recall seeing something to the contrary? Gonna go poke around.


E: Also, something that just now occurred to me: should we have a limit on the number of turns that can be reserved in advance? I think we literally had to clear out the waiting list and start over because we had like 12 people who had made reservations months before and subsequently lost interest or ceased forum activity entirely.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 20, 2015, 11:43:43 pm
It'd probably be a smart thing to do, maybe try to get people in bunches and at least attempt to move swiftly as it were.
Title: Re: [34.11] Spearbreakers - Prepping for Reboot
Post by: Splint on January 22, 2015, 04:05:46 pm
Bump to inform!

What would you guys say to having a roughly gorilla sized thing that lives everywhere, breeds quick, and loves nothing more than to kill things, steal thier food and drink, and smash things as a wild animal enemy? No pain or fear, steals food and booze, comes in huge numbers, and prone to rage, but otherwise having all the same vulnerabilities as other creatures in place of roaming spawn?

And I mean everywhere, particularly where Crystalclock will be settling. The only place they won't pop up on thier own is freezing areas and grasslands. Caves, jungles, forests, swamps/marshes. And I plan to plop us right in thier territory. Possessed of some natural combat skills to boot.

Also: The Onol-kor are functioning and appearing during world gen and even surviving from time to time. Haven't faced them in battle yet though.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 22, 2015, 04:10:15 pm
Can we capture and train the creatures for war?
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 22, 2015, 04:15:53 pm
Can we capture and train the creatures for war?

Nope, they are not for use directly.

But if you wanna fill a chamber with captured specimens and throw stripped goblins in...
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Aseaheru on January 22, 2015, 04:26:56 pm
Makes it a rather meh thing for me then.
Title: Re: [34.11] Spearbreakers - Sequel or Do-over?
Post by: Splint on January 22, 2015, 04:34:41 pm
Well I just tested them and a dwarf got beat to death with his own chain coif. If they attack in the larger swarms, it'll take legendary soldiers to drive them off. 3 fully armored dwarves with basic skills killed and injured several but one was strangled and the other ended up beaten to death with the first guy's coif. They seem more than capable of bending armored soldiers into knots and massacring small groups.

Unarmed civvies: They'll be killed with little effort for the creatures.

Mano a mano: Armored dwarves have little to fear barring bad luck.

Outnumbered: Hope you have good training, cause these fuckers will absorb losses like they're nothing and turn your soldiers into a pretzel.

EDIT: At any rate, I think they'll make the early game good and dangerous without pitting a barely equipped group against the Spawn of Indestructibility.

EDIT II: I've gone in and fixed some dud things in the new spawn raws (as soul attributes seem to be tagged differently and it was spamming the error log,) and removed a bugged natural skill token - it was FIGHTING which did nothing, rather than MELEE_COMBAT (the fighter skill token) and they don't really need natural skill in that to be deadly. Oddly I found the same bug in the onol kor raws despite the fact I largely just copied and modified humans slightly. Or maybe I just thought it was in the spawn raws?  ???
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TalonisWolf on January 23, 2015, 05:05:52 pm
Bump to inform!

What would you guys say to having a roughly gorilla sized thing that lives everywhere, breeds quick, and loves nothing more than to kill things, steal thier food and drink, and smash things as a wild animal enemy? No pain or fear, steals food and booze, comes in huge numbers, and prone to rage, but otherwise having all the same vulnerabilities as other creatures in place of roaming spawn?

And I mean everywhere, particularly where Crystalclock will be settling. The only place they won't pop up on thier own is freezing areas and grasslands. Caves, jungles, forests, swamps/marshes. And I plan to plop us right in thier territory. Possessed of some natural combat skills to boot.

Also: The Onol-kor are functioning and appearing during world gen and even surviving from time to time. Haven't faced them in battle yet though.

 Watch them be a bigger threat than the Spawn, in the true Spearbreakers style. ;)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on January 23, 2015, 09:53:49 pm
I'm aliiiiive! :) I have a lot of catching up to do... :(
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on January 24, 2015, 04:09:09 am
TL;DR: Sequel is abandoned in favour of a reboot with hopefully less meta-clusterfuckery and !!DRAMA!!, Mr Frog fails at gameplay balancing and probably could have stood to read Syrupleaf a little more closely (turns out Spawn do, in fact, suffer from nausea), new fortress is in the works and pending the next major game release.

Also, welcome back!


E: Out of curiosity, exactly what major bugs are present that are cause for postponing the fort? I haven't exactly played much, but everything seems to be working fine...

E2: For the sake of contributing to the present discussion... I'm pretty meh on the creature you suggested, if only because I'm not sure what it really contributes to the setting. Of course, you weren't terribly clear on what exactly it was, so if it's actually some kind of horrifying eldritch beast/elemental avatar/whatever sort of supernatural blight upon existence then consider me all for it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on January 24, 2015, 01:18:01 pm
At present the fort's not been started because I doubt any saves from .24 back will be compatible with the next release. If I'm proven wrong, then I need to find something to jame in my eye as penance.

The creatures though are in response to you saying you're worried the fort will be too safe and Spearbreakers' own admittedly lackluster beginning turn. For the time being I'm calling them horrors for lack of better terms.

They're scaley ape-like creatures the size of a gorilla with beady red or pink eyes, prone to rage, set up to steal food and booze, and come in fairly large groups. The main role is to be an early game threat making wood and fruit harvesting much more dangerous and potentially strangling trade if they blunder into (and subsequently attack) caravans, and make even the caverns dangerous for harvesting wood/silk, as they can most likely run down most civilians, bend them into a knot, and continue towards the fortress itself to try and access the food and drink.

I also have an entity version too but that's something I don't think I'll employ (has all the same traits but replaces supply theft with smashing anything they can get thier hands on for fun.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on January 24, 2015, 02:33:41 pm
Quote
Spearbreakers' own admittedly lackluster beginning turn

I dunno... it's probably better for at least the beginning turns to be a bit stable, if only because it really, really blows to get the fort annihilated on the first turn because something turned up that one wasn't prepared to handle.

Still, I do rather like the monster description you gave... how about calling them 'emerald horrors' or 'jade horrors' (I'm picturing them with green scales for some reason)?

Also, give them [CURIOUSBEAST_EATER] or [CURIOUSBEAST_GUZZLER] so that they'll try pathing into the fort if they can. Building Destroyer would likely also work, but it'd probably be a bit extreme for what's supposed to be an early-game threat.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on January 24, 2015, 02:50:51 pm
Quote
Spearbreakers' own admittedly lackluster beginning turn

I dunno... it's probably better for at least the beginning turns to be a bit stable, if only because it really, really blows to get the fort annihilated on the first turn because something turned up that one wasn't prepared to handle.

Still, I do rather like the monster description you gave... how about calling them 'emerald horrors' or 'jade horrors' (I'm picturing them with green scales for some reason)?

Also, give them [CURIOUSBEAST_EATER] or [CURIOUSBEAST_GUZZLER] so that they'll try pathing into the fort if they can. Building Destroyer would likely also work, but it'd probably be a bit extreme for what's supposed to be an early-game threat.

Forest and Jungle horrors have shades of black, gray, brown and green to thier scales (Forest horrors have more brown while jungle horrors more green,) cave horrors shades of gray and black, while the entity ones have all of them mixed together. They also do in fact have both tags save the entity, which has [BUILDINGDESTROYER:2] instead. I may lower thier cluster number (can appear in groups up to 20,) since I have yet to field test them to balance it since I'm trying to get the entity ones working.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on January 24, 2015, 08:42:20 pm
Hey assholes

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on January 24, 2015, 08:48:33 pm
Hey assholes


That made my night. And yeah, kinda... Scary, looking back on it. And hamsquids? Really?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on January 24, 2015, 08:53:20 pm
Spoiler: Incoming Cringe (click to show/hide)

"Hamsquid" seems pretty accurate to me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on January 24, 2015, 08:56:16 pm
I dunno, maybe for the left hands. The rest is pretty good still.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Starweaver396 on January 24, 2015, 09:29:51 pm
Hey assholes

Congrats. I suspect you'll need it for the new fort. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on January 25, 2015, 02:47:58 am
If we're doing a reboot... I should migrate my meager contributions and be more involved if I want to participate. We're gonna label it as a "spiritual successor", right? Also... Life stole my life and I want it back! ;-;
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on January 25, 2015, 03:56:37 am
Hey assholes

Congrats. I suspect you'll need it for the new fort. :P

I had a grandiose idea that I'd draw every overseer's dwarf once their turn was completed, but we all know my track record of following through on said grandiose ideas soooo
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Arcvasti on January 25, 2015, 04:10:17 pm
Also... Life stole my life and I want it back! ;-;

I recommend combusting its residence with some sort of citrus fruit to persuade it to. Maybe the resident Arch-Jizzard can help you?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TalonisWolf on January 30, 2015, 09:39:34 pm
Also... Life stole my life and I want it back! ;-;

I recommend combusting its residence with some sort of citrus fruit to persuade it to. Maybe the resident Arch-Jizzard can help you?

  Pfft, Life is overrated. Try being Undead for a bit, you'll never go back! (More because you really can't go back...)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Talvieno on January 31, 2015, 02:40:10 pm
*waves* I disappeared for a bit, but I'm back! :D (for now)

I think at this point it's safe to say I may not have time for a turn in the reboot. I'm a bit too busy in real life, trying to pull things together so I can finally get out of here (out of where I live now, not this thread, to clarify).

Also, I told Mr Frog in detail about how awesome I think his pic of Katie is in a PM already. :P Thanks were most certainly given. Absolutely made my day seeing that. :D Late Christmas present, more or less.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on January 31, 2015, 02:58:11 pm
*waves* I disappeared for a bit, but I'm back! :D (for now)

I think at this point it's safe to say I may not have time for a turn in the reboot. I'm a bit too busy in real life, trying to pull things together so I can finally get out of here (out of where I live now, not this thread, to clarify).

Also, I told Mr Frog in detail about how awesome I think his pic of Katie is in a PM already. :P Thanks were most certainly given. Absolutely made my day seeing that. :D Late Christmas present, more or less.
I hope that goes well for you Talvi. As do we all. :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TalonisWolf on January 31, 2015, 03:41:26 pm
*waves* I disappeared for a bit, but I'm back! :D (for now)

I think at this point it's safe to say I may not have time for a turn in the reboot. I'm a bit too busy in real life, trying to pull things together so I can finally get out of here (out of where I live now, not this thread, to clarify).

Also, I told Mr Frog in detail about how awesome I think his pic of Katie is in a PM already. :P Thanks were most certainly given. Absolutely made my day seeing that. :D Late Christmas present, more or less.
I hope that goes well for you Talvi. As do we all. :)
Ditto, try not to forget anything- it sucks to realize two years later you left something behind.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Talvieno on January 31, 2015, 04:03:24 pm
*waves* I disappeared for a bit, but I'm back! :D (for now)

I think at this point it's safe to say I may not have time for a turn in the reboot. I'm a bit too busy in real life, trying to pull things together so I can finally get out of here (out of where I live now, not this thread, to clarify).

Also, I told Mr Frog in detail about how awesome I think his pic of Katie is in a PM already. :P Thanks were most certainly given. Absolutely made my day seeing that. :D Late Christmas present, more or less.
I hope that goes well for you Talvi. As do we all. :)
Ditto, try not to forget anything- it sucks to realize two years later you left something behind.
No, I'm not leaving yet. :P Still a long ways to go. It may or may not involve opening a Kickstarter/Patreon account for my current work of fiction, as I've been getting offers for donations... which is a hard thing to accept (as you can probably already surmise if you know me well), but... you know what desperate times call for. :P I'm still a good ways off... need to find a way to secure a second form of ID so I can open a bank account... which will be a risky venture in itself.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Aseaheru on January 31, 2015, 04:07:16 pm
SS card, drivers license/permit?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Talvieno on January 31, 2015, 04:07:59 pm
SS card, drivers license/permit?
Don't have access to the first of the two. :P Going to find a way to get a new birth certificate though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on January 31, 2015, 08:53:09 pm
Talvien, you'll want to check with a notary or perhaps a city official where you were born. Why can't you take donations through PayPal? Well... I guess without a debit account, that could be hard. I don't know about Patreon, but Kickstarter requires an account just to donate and for that reason, I couldn't fund you there. Also, be sure to add 5% to however much you need to account for fees.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on January 31, 2015, 08:55:38 pm
With certain conditions I can possibly suggest ways to get government assistance if you need it. PM me about that and I'll see what I can do.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TalonisWolf on February 02, 2015, 09:02:03 pm
Hey assholes

Congrats. I suspect you'll need it for the new fort. :P

I had a grandiose idea that I'd draw every overseer's dwarf once their turn was completed, but we all know my track record of following through on said grandiose ideas soooo

  I had a thought: could we have each Overseer draw or delegate the drawing of their dorf? That way the burden isn't placed on any one individual, the work gets spread out.

  I'd offer to do it for at least most of them, but I sorta still have to draw Reindeer Calvary for Necrothreat...

  Drawing Reindeer with Armour and Dwarves riding them is a pain in many unmentionable places. :(
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on February 03, 2015, 03:02:31 am
I dunno. I don't really want it to get to the point where people feel pressured to smash out a picture whenever someone's turn concludes. It should probably be more of an at-will sort of thing.

Also, use Google Images for references if you're not sure how to draw something (https://www.google.ca/search?q=person+riding+reindeer&espv=2&biw=1366&bih=705&source=lnms&tbm=isch&sa=X&ei=1oDQVMqKJ4_xoATDzoLoCg&ved=0CAYQ_AUoAQ). It helps a lot, even if you're not gonna do a 1:1 recreation of the reference.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Lolfail0009 on February 03, 2015, 03:04:29 am
Also, if the pressure is put on people to draw their Overseer at the end of their own turn, that could push back final writeups by... ages.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on February 03, 2015, 03:32:00 am
Also, if the pressure is put on people to draw their Overseer at the end of their own turn, that could push back final writeups by... ages.

I can see Lolf, too, has an intimate understanding of how procrastination works :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on February 03, 2015, 10:08:18 am
Also, if the pressure is put on people to draw their Overseer at the end of their own turn, that could push back final writeups by... ages.

I can see Lolf, too, has an intimate understanding of how procrastination works :V
* quietly slinks away in shame at my own procrastinations *
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: The Big D on February 26, 2015, 02:13:02 am
Well, judging by the size of this thread i'm going to have to read this, aren't I!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Lolfail0009 on February 26, 2015, 03:50:41 am
Well, judging by the size of this thread i'm going to have to read this, aren't I!

Best of luck, keep an open mind, and don't read my writing; it's shit.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on February 26, 2015, 09:05:23 am
Well, judging by the size of this thread i'm going to have to read this, aren't I!
O.O Yeah okay. Sure thing, pal.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on February 26, 2015, 09:42:11 am
So I was taking the time to read through MurderMachines whilst I was between classes and attempting to find the flashdrive the save file was on taking a break. And I found this:
so Deathgate meets Spearbreakers?
How would that even work?
"Deathgate unleashes hell!"
"Spearbreakers is unfazed, unleashes mugs"

...

Drops this here and leaves it for y'all to ponder:
http://www.bay12forums.com/smf/index.php?topic=148661.0

...

Crossover time?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TalonisWolf on February 28, 2015, 07:17:25 pm
  If it were to happen, it'd be stuffed into Everoc along with other legends in the setting, such as Boatmurdered and Syrupleaf.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on February 28, 2015, 09:10:48 pm
  If it were to happen, it'd be stuffed into Everoc along with other legends in the setting, such as Boatmurdered and Syrupleaf.
I'm not necessarily opposed to that myself, but I don't know how the others would feel.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Propman on March 01, 2015, 03:12:00 am
I've read through Deathgate, and to see it come up as a tale like the other grand forts would be an interesting prospect, though I'm not 100% sure how we could really cross over without breaching candyland.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on March 01, 2015, 03:21:53 am
We are coming up on a sequel... That seems like the best possible time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Lolfail0009 on March 01, 2015, 03:50:37 am
Are you saying that Deathgate III and Spearbreakers II should coexist? If so, on the same thread or different ones?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on March 01, 2015, 04:21:40 am
Are you saying that Deathgate III and Spearbreakers II should coexist? If so, on the same thread or different ones?
Mebbe not coexist, but interact. Possibly the universe could be the same, that'd be fun if there were any kind of reliable way to synchronize it. ( Which would be a big pain. ) Different threads tho.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Orange Wizard on March 01, 2015, 05:04:34 am
Or don't. It risks becoming an absolute clusterfuck of anachronistic nonsense.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Lolfail0009 on March 01, 2015, 05:21:20 am
Or don't. It risks becoming an absolute clusterfuck of anachronistic nonsense.

Fair point.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on March 01, 2015, 07:22:50 am
I'm all for cross fort references and whatnot so long as it doesn't go too overboard or anything. What exactly entails "too overboard" may be subject to personal opinion.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on March 01, 2015, 04:29:15 pm
Or don't. It risks becoming an absolute clusterfuck of anachronistic nonsense.
True.

I'm all for cross fort references and whatnot so long as it doesn't go too overboard or anything. What exactly entails "too overboard" may be subject to personal opinion.
Yeah. I'll have to get the ok from some prominent MurderMachines players, and there's not really a need to do too much. If we're limiting it to that, as most seem to think is best, then there's also not the need for both forts having the same modded in creatures.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: TheFlame52 on March 01, 2015, 04:41:04 pm
I feel pretty prominent. If some of the void spirits mention the Spawn occasionally, then I'm fine with it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on March 01, 2015, 04:42:41 pm
I feel pretty prominent. If some of the void spirits mention the Spawn occasionally, then I'm fine with it.
You are one of the main ones I was referring to, along with peregarrett. I forgot you were here too, so that makes it easy.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on April 01, 2015, 01:42:41 am
In light of the fact that a new release does not appear to be terribly-imminent and Splint does not appear to want to start the new fortress until then, I've taken the liberty of jumping the gun a bit and starting the new fort myself using a modified version of the prototype OP Splint sent. Hopefully y'all will forgive me. Here's the thread. (https://www.youtube.com/watch?v=l7GObEWKTwA)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Orange Wizard on April 01, 2015, 01:47:31 am
I forgive you because that was actually kinda good and not just a link to dickbutt or some crap.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Lolfail0009 on April 01, 2015, 02:03:39 am
Ok, well done.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on April 01, 2015, 01:00:14 pm
On that note, happy April Fool's Day guys.

So since I'm here, let's posit something.

Continue the wait for another one or three months (I'm optimistic the next release being in the next couple months,) or starting sometime this week and hoping it doesn't suck (because sieges seem to be pretty broken.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on April 01, 2015, 01:09:09 pm
Broken how? I really haven't played much with the current version -- been kinda off DF for a while sadly.

Honestly, I'd say that unless there's a legitimately-insurmountable performance issue at hand just do it. Largely because even when the new release comes in, there'll probably be loads of bugfix releases required, and then we'll just sort of end up right back where we started where we're constantly waiting for the "right release" to do it on, because let's be frank every single iteration of DF has had some sort of terrible issue or another.

Also, Merry Christmas asswipes
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on April 01, 2015, 01:23:00 pm
On that note, happy April Fool's Day guys.

So since I'm here, let's posit something.

Continue the wait for another one or three months (I'm optimistic the next release being in the next couple months,) or starting sometime this week and hoping it doesn't suck (because sieges seem to be pretty broken.)
Yeah, I'm hoping the same. I'm also hoping to stall DGIII until then, but Flame seems pretty ready to go. As per Spearbreakers, I'd say "sign me up", but I am practicing my responsibilities thing. So, put me down as a definite maybe.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Aseaheru on April 01, 2015, 03:21:47 pm
I say to start it now.

Also, sieges are sort of broken, yes. You might get one your first week or not get one for a decade, depending on what the civ that sends it is doing (since sieges now work more like migrant waves, inthat they dont make new people as needed) However, that probally wont be an issue with the spawn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on April 01, 2015, 03:31:42 pm
I say to start it now.

Also, sieges are sort of broken, yes. You might get one your first week or not get one for a decade, depending on what the civ that sends it is doing (since sieges now work more like migrant waves, inthat they dont make new people as needed) However, that probally wont be an issue with the spawn.

That is actually exactly what I figured would happen with the new system, so I'm feeling pretty smug :3  Teehee.

Still, I'd imagine Spawn would use the same system, seeing's how to my knowledge all civs use the same sort of basic population mechanics, so they'd probably be just as broken. Not that having them turn up on Year 2 really stopped Spearbreakers, but it'd suck if they just decided to not turn up at all.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Orange Wizard on April 01, 2015, 03:37:04 pm
Yeah, it's probably worth the wait for Toady to fix sieges. The other option is to make the Spawn have gigantic sites with huge populations.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on April 01, 2015, 03:41:01 pm
Yeah, it's probably worth the wait for Toady to fix sieges. The other option is to make the Spawn have gigantic sites with huge populations.
Hey, I'm having an issue that might be related, but has to do with my own mods. The megabeast I've created seems to be either: A) Destroying all life or B) Not appearing in-game. What should I do?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Orange Wizard on April 01, 2015, 03:49:11 pm
... increase megabeast count in worldgen and nerf the beast's stats a little?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on April 01, 2015, 06:29:24 pm
Yeah, it's probably worth the wait for Toady to fix sieges. The other option is to make the Spawn have gigantic sites with huge populations.

This is why I've had this thing on hold. I'm hoping if nothing else he'll heed the call of boredom many people have been having and at least include a setting to let sieges poof the needed numbers together out of thin air like they used to.

Because it kind of defeats the purpose of having "new" enemies if they never attack you, and necromancers are right out the damn window because they're so horrendously OP now that it isn't fun fighting zombies even from a gameplay standpoint; hiding and hoping they go away only has so much appeal, but now one undead giant wren can kill seven armed dwarves and a half dozen dogs without much effort where in 34.xx it would have been the other way around.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on April 03, 2015, 08:05:39 pm
It occurs to me that we could just make the fort in 34.11 if sieges are as broken as they're made out to be (terribly sorry that I don't have firsthand knowledge of this). It'd certainly suck and would be a last resort at best (if only because we'd be missing out on all of the other goodies the newer versions have), but it's still a thing that could be done, particularly if the issues aren't fixed promptly in the new release.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on April 03, 2015, 08:11:10 pm
That is an option I suppose. My tests kept being greeted by pitifully small attacks that weren't even attacks; one or two spawn would linger because they were chasing emus around the map or whatever, and get swamped by a dozen soldiers trained to fight a horde. Hell in one test fort I lost more soldiers to accidental drowning thanks to climbing than combat.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: MDFification on May 19, 2015, 10:39:14 am
a) Mugs now serve a purpose.

b) MUGS NOW SERVE A PURPOSE

c) MUGS NOW SERVE A PURPOSE

d) You're never going to actually do your sequel are you?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on May 19, 2015, 05:10:06 pm
We're waiting on the next release is all. I'm still optimistic it'll be out within the next couple months.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on June 11, 2015, 11:41:49 am
We're waiting on the next release is all. I'm still optimistic it'll be out within the next couple months.
That's alright, in the meantime I've:

So... all I can say is, the next update better be soon, or I might be a biplane pilot by the next time I post on the forums. ;p Also, someone please message me when the next Spearbreakers is about to start.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Aseaheru on June 11, 2015, 11:47:41 am
Hopefully when Toady finished this update (Including bugfixes) he will let us stew for a year without one, so we have time to start the sequel. Until then, good luck with your pilot classes!  :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: CaptainMcClellan on June 11, 2015, 11:49:42 am
Hopefully when Today finished this update (Including bugfixes) he will let us stew for a year without one, so we have time to start the sequel. Until then, good luck with your pilot classes!  :P
>.> Really? That long? Oh well, I now can say I understand from experience why it takes so long... My simple game is taken a kajillion years to develop. But that's mostly because I don't have the Toad's work ethic or sufficient coffee. Thanks though, nice to be back on the forums. Sorry for neglecting you guys so long, y'all know how it is with that "life" thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Talvieno on June 11, 2015, 12:06:28 pm
I'm GMing (http://forums.ltheory.com/viewtopic.php?f=16&t=4477) now... which is taking entirely too much of my time. :P Also studying and programming and doing PR work for Voxel Quest. and other stuff. I've been busy.  :-\
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Splint on June 11, 2015, 01:32:15 pm
Well, at the current rate of not coming out, I leave the fates in the hands of you lot.

Setting up poll with three options. Wait for next game release and all the goodies that entails, use v40 (hit or miss attacks, considerably better Dwarf AI, more features in general, spawn die in magma) or v34 (less features in general, dumber AI, spawn refuse to die in magma, but attacks guaranteed.)

I want the next show to get in The Hall, but for the right reasons. Spearbreakers right now is more there in a non-complementary "Roll up, roll up, everyone come and see the freak" way. Seriously, looking back this place is a colossal pile of shit that didn't even end right. A fun pile of shit to be sure, one I'm amazed we were able to keep anything vaguely resembling a canon for, but a pile of shit all the same. At least that's my opinion.

As an alternative, I'm starting to look into absorbing a few things into my elf invasion mod, and expanding that in general, so we could possibly use that for the next fort in place of the spawn for the not-sequel, Crystalclock. Not quite as good as spawn, but I've been attacked consistently enough by the invading elves that they're more viable than the Spawn were in v40 testing.

In any event, I'm also in the market for hostile creatures of all shapes and sizes to make the world more dangerous if we use v40.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such
Post by: Mr Frog on June 13, 2015, 12:45:48 am
I want the next show to get in The Hall, but for the right reasons. Spearbreakers right now is more there in a non-complementary "Roll up, roll up, everyone come and see the freak" way. Seriously, looking back this place is a colossal pile of shit that didn't even end right.

Hey, now... it didn't go the way any of us wanted, but I think that's going a bit far. We had some good stuff going on, especially in the beginning and middle before things got out of hand. I know I've been pretty negative on it in retrospect as well, but I think you're being too hard on yourself :) Even if it got a bit silly, and even if there was a lot of stupid drama, we still had fun and produced some decent writing and fortress antics before FPS death/general delays set in and we all got bored and started getting off track -- which really only happened because we loved the story we'd built so much that we wanted to keep building on it even though the fortress itself had stalled. Be proud of yourself for making that happen.

...ANYWAYS, NOW THAT THE SAPPY STUFF WHICH IS BORDERLINE OUT-OF-CHARACTER FOR ME HAS CONCLUDED:

I don't feel that I know enough about the current version to make a decision, but I'm leaning towards sticking with 34x simply because, in my limited experience, 40x is hella slow and the next version would likely be even worse, especially in the beginning while all the bugs get sorted out, and I think that'd be horrible for a succession fort (unless you'd like every turn after #5 to take upwards of a week :V). It'd admittedly be a shame to miss out on all of 40x's bugfixes and other goodies, but that's the direction I'm leaning in. Note that I'm not voting, I'm just throwing in my two cents.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on June 13, 2015, 03:07:30 am
Man, I can't even find a real ending among the Savero updates. Pretty sure I had save trouble during that now that I think of it...

As to slowness, it's partly just the fault of trees. Less densely wooded areas don't really feel like that go much slower than v34, aside from the biweekly world history update thing causing a very brief hiccup in FPS sometimes. And either way, DF Hack is more then sufficient to counter the trees with run a quick map clean every so often (at the cost of the pretty smears of blood that used to be enemies/local wildlife/us.)

At present, dwarves are much better at threat assessment, I can say that much. Plus dwarves apparently suck at defending non-player sites during gameplay. The reason I'd want to use the next release (after the wave of follow-up patches and such of course,) is becaus eit'd open up plenty for some real roleplay/storytelling, with some among us making actual asses of themselves playing music, dancing, getting so smashed they can't walk home, scholars possibly taking up residence, fights with traveling mercs and such...

But then we still need consistent battle in some form. Blah, ramble ramble noise make. Going to bed.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on June 29, 2015, 05:32:57 am
D'aww, I'm done reading and the stories aren't.
*waits (im)patiently for Talvieno to continue*
Yes, I read the entire thread, and then registered an account (and waited very impatiently for Bay12 to let me log in) just to say that I had finished, because this thread is that awesome.
I'm debating whether to claim a storydorf for SBII, but I doubt I could come anywhere close to the quality of the writers that are already here.
And for what it's worth, I want to see a direct sequel.  I don't know if the issue was decided or not but this plot is simply too epic to get scrapped.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on June 29, 2015, 06:01:53 am
First off, welcome to the madhouse that is Bay12.

Secondly, you sir are completely deranged to have read the whole thread.

Third, a direct sequel is... Do-able, I guess. In a sense anyway. But it would be best done on 34.11. Attacks are variably sporadic thanks to the new army movement shit, and Spawn tend to get stamped out early on if they spawn too close to races that normally get along.

We've had the discussion about it in the past, and lots of it depends on the stories all being wrapped up, which isn't likely. The best that could be done with that at this point would be a coalescence of information about the disparate storylines, and even then it'd be ill-advised to adhere to it, instead going for a broad strokes thing

I for example envision a massive assault with Spawn, local mercs, and Ballpoint involved likely as the final large-scale fight for Vanya's story, and the fortress not falling until decades after this big climactic finale, Sewaturet drives all comers from its city and with Ballpoint, is successfully thrown off Joseph's trail following thier attack on his In-dimension HQ, OG!Mr Frog manages to kill Joseph with the help of Vanya and Recovery 5 due to certain things being monkey wrenched by utter chance (making arrogance and the fickle whims of Lady Luck a fatal combination to bring the bastard down,) and during the big Ballpoint assault, most of the Spearbreakers Army's veterans dying in battle against soldiers of equal skill among Ballpoint's forces, and the mass migration of the region's dwarves inland to get away from all the fighting now running rampant.

Overall, it's a bittersweet ending: Joseph is slain and the Fortress survives (for another century or two,) people like Mr Frog come out as better people for having achieved thier goals in killing someone, seeing the world,  and so on. But in the wake of the conflict, the dwarves of the Coastal Reaches eventually decide to flee, causing a massive power vacuum, barbarians and spawn appear in ever greater numbers, as man, elf, and goblin are constantly caught in the crossfire of the two, and the Scythod begin emerging from the Amber Barb to carve out thier own empires in the world, their tribes often coming to blows with the local peoples.

Of course, such a mass flight of dwarves can lead them to further hardships in places far worse, with the dwarves being... Well, Dwarves, such terror and unspeakable conflict are only to be expected. But they leave home bearing greater tools and beasts for war, and no matter what sort of fresh hell is unleashed upon them, they will endure as they always have.

And endure they must, as the "Great Inlands" are filled to bursting with terror unimaginable, but also the chance for the greatest triumphs for the dwarven peoples. Not just because they are dwarves, no. Not because they possess the finest blades, the first guns, or the best soldiers and engineers. But because they are dwarves. And even if they don't know it...

... None can ever truly best the chosen sons and daughters of Armok.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on June 29, 2015, 05:57:32 pm
  Splint, those last four lines are kinda epic. Nicely Done, I tip my Mug to you.

  We need usable Mugs, simply so the Dwarves form attachments to their Mugs only to go insane when they are lost/destroyed/sold. There is little else which could convey the insanity that is, well, you know.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on June 29, 2015, 06:06:44 pm
First off, welcome to the madhouse that is Bay12.

Secondly, you sir are completely deranged to have read the whole thread.

-plotsnip-
((Is that like a parsnip or something?  Eh.))

... None can ever truly best the chosen sons and daughters of Armok.
Aw, thanks!
Aw, thanks!  ((Didn't you notice?))
Plot:Sounds good by me.  I mean, not "Make a new fort immediately after Spearbreakers", but, like, plot continuity.  Parasol and Ballpoint and etc.  Don't abandon the plot.  It was and is the best thing.  Except possibly the mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on June 29, 2015, 06:11:10 pm
  And to think that the Mugs that we all love and know started out as a horrific error which made Mr Frog get drunk off of a variety of unknown substances. THe Mug Gag is now all grown up!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on June 29, 2015, 11:37:57 pm
Heyaa, BiggerFish! :)

I'm probably never going to get around to finishing Vanya's story, sadly, so I'll sum up in (semi) brief what I'd planned to happen. Splint was letting me wrap up the Spearbreakers story, so I guess you can consider this something of an Epilogue.

After battling Cronan Tames (which I detailed in one of my previous posts here), Vanya was going to dive into the lake outside that Parasol city I mentioned and swim to shore, effectively escaping Tames for the time being. After getting her gear back and changing into her regular clothes, she heads back to Kenzon's apartment. Kenzon saw it all on the news - and knows that Tames is actually after Vanya, not Katie. Because of this, he makes his girlfriend, Jade, kick her out of her apartment, and takes Katie back to live with him (after spitting a few choice words of hatred in her direction). This leaves Vanya completely homeless, and she wanders the Parasol slums, afraid to talk to anyone lest she gets someone killed.

After a few days, she goes back to Kenzon's Armory and tries to take him up on his previous offer of training so she can get off the street for a while, and maybe beg for a little food - at this point she's lost all sense of pride. She also doesn't really care if Tames kills her because, as she sees it, she has absolutely nothing left to live for. Kenzon has anticipated it, though, and leaves her with a free coupon to a bar - a free meal, more or less. Vanya, hungry as she is, goes there straightaway. The meal (and alcohol) leaves Vanya feeling rejuvenated, and ends up dancing to the Parasolian music, despite a crowd of gawkers - this would be a special moment where Vanya finally stops hating herself for how she's an elf. I would've loved to write that up, but I never got quite that far. In any case, it turns out that Reudh has followed her there, and when she stops dancing, he applauds her, and they sit down for a little chat, where Reudh reveals that she's a very different girl than he'd initially imagined. While he's dearly fond of her, he doesn't think a relationship would work out, and Vanya accepts this. After a warm embrace, the two part as friends.

But it only goes farther downhill from there. Kenzon completely bans her from going to his armory, Eltsha disappears, and she is for once completely without a friend. She's tired, hungry, and freezing, doing her best to scavenge little scraps of half-edible garbage just to keep herself alive - even Solnay has been relocated, but by who, she's not sure. She eventually gets the idea that someone is trying to starve her to death - and another very shaking confrontation with Joseph proves that it's the case. Shaken, she wanders the Parasol tubeways in a daze, wanting to get back to the Lobby area so she can beg Shawn to let her through... but her mind wanders back to the day her sister died - when she was running away from all those Ballpoint soldiers - and how Wari had told her not to lose hope. At this point, Vanya has certainly lost hope... not even the word "honeycomb" ever came to mean anything in the end.

And that's when the tubecar slows to a stop in front of an abandoned underwater laboratory. Over the entrance, in large letters, is the word, "HONEYCOMB". A glimmer of hope springs forth in her chest, and she steps off the tubecar - the local AI recognizes her and says she's authorized, permission granted by a certain Dr. Solnay Calivant Hylcelon. It then offers her a tour - which she accepts. It warns her that she must touch nothing during the tour, and she says she understands.

Honeycomb, the AI explains, was a top-secret government project that got mothballed after a certain high-ranking member went off the deep end and stole much of the technology, going away to form a new company called Eris. The intentions of the project was to perfect the idea of working "psychoclones" - physical clones of soldiers with an electronic link to the minds of their original selves, so that the cloned minds, in hibernation, would awaken with all the memories of the original if the original was to die. It is mentioned that Eris later perfected the technology and used it extensively, and goes on to list the technical challenges that such a venture presented - but Vanya isn't listening. Her breath short, her widened eyes are fixated on a particular tube, in which she sees someone she thought she'd never see again: Salaia.

In a frenzy she throws open her sister's stasis chamber, completely ignoring the alarms that begin to sound, and unplugs all the tubes and disconencts all the equipment. Salaia's body falls into her arms, breathing gently - Vanya sits on the floor and lays her in her lap, praying that she'll wake up, shaking her softly. All at once, Salaia's eyes flutter open wide in a panic. She coughs, a weak hand flying to her chest as though in pain as she tries to struggle backwards away from something that doesn't seem to exist - as her mind transistions from being on the floor beneath Urist's gun to a Parasol laboratory with her older sister... whom she now remembers. Crying with happiness, Vanya hugs her tightly, kissing her and promising that nobody would ever take her away again. It's a happy reunion, though a bittersweet one as their situation dawns on them - alone in a Parasol laboratory with absolutely nowhere to go, and alarms sounding in the distance.

Vanya changes into the armor Mr Frog made her, and gives Salaia her clothing - Salaia is terribly weak, as her cloned body has never used its muscles before - and Salaia helps her out to the shuttlecar. She explains they have to get away - have to get back to Everoc - and the only person that can help them is Shawn.

Or so she believes.

~~~

Meanwhile, in a distant laboratory, a dwarf is working, puzzling through a series of intense, complex calcuations. The machinery behind him stutters - he's jury-rigged it just so in order to get these measurements, these readings - it's a shot in the dark, but he's hopeful. He has the coordinates his mentor gave him - he knows the location of Parasol - he just needs to get these last computations correct. Over the past year, he's never given up - his resolve has never wavered. He felt in his heart that she was still alive - the elven girl he'd fallen in love with in what seems a distant past.

It isn't long before the desktop begins to flash with light - the search has succeeded: Urist has found Vanya's portal bracelet. The power source is incredibly weak after all this time, but assuming she's kept it with her - he's found her at last. He lets forth a whoop of joy for but a moment before he realizes that the portal bracelet is moving - and at an incredible pace, something far beyond what he'd ever expected a Parasolian vehicle to be capable of. More importantly... it's moving out of range.

Without hesitation, Urist leaps into action, hooking machinery up to Mr Frog's crude portal, wiring up the machinery and writing new algorithms. He's trying to do something nobody ever said was possible - make a moving portal exit. As sparks fly, smoke rising from the equipment as it begins to overheat, it becomes quite obvious that Mr Frog's equipment was never intended or designed to withstand the trials he's putting it through. Despite this he presses on, redoubling his efforts as his fingers fly across the keypad, as he leaps back towards the portal to make a fast, delicate adjustment to the machinery.

At this moment Mr Frog walks in, and is momentarily stunned at the sight of the cables and wires streched haphazardly across his laboratory. Urist hastily explains what's going on - that after all this time, he thinks he's found Vanya Carena. Mr Frog is skeptical, but looks - if he's at all surprised to see the little dot flying through the shuttlecar tubes, he doesn't show it, instead barking out orders and starting to take command of the situation. Together the duo does the last calculations they need, adjusting and installing the final few pieces of machinery in mere moments before Urist decides it's close enough. Their window is closing - the portal bracelet is almost out of range of Mr Frog's city-based tower. Despite Mr Frog's yelling of the dangerous probability that he'll get lost in transit, Urist shoulders his adamantine sawpike, quickly suits up in his armor, and plunges through the smoking, sparking frame of the portal, just before it goes dark... and Mr Frog is left alone in his smoke-hung laboratory.

~~~~

With Salaia slouched against the shuttlecar console, Vanya stands at attention, her palms on the little panels on the lefthand side as she urges the car to go faster - faster - just a little faster. In the distance behind her she can see another car with four parasol androids rapidly approaching. They've already tried to shut down her control of the vehicle, their order echoing in her mind: "The clone with you is property of Parasol; slow to a stop and surrender it or we will use lethal force." She didn't care. Vanya could still recall the code Kenzon had given her to keep Katie safe, years before - she's used it to force her shuttlecar past its normal limits, used it to accelerate it to velocities so high that it was vibrating audibly on the rails... and yet still the androids gained.

(backstory: Kenzon was actually with another woman before he met Katie's mother, and fathered a son with her. The son died in a shuttlecar accident - Kenzon's fault. His marriage disolved, and when Katie was born he swore he'd protect her like he should have his son.)

Salaia begins to despair, telling Vanya that it's hopeless and they're going to kill both of them when they catch up - begging for Vanya to slow down and surrender her - but Vanya won't. She's lost Salaia too many times already, and she won't lose her again. As the androids close in on them, she turns around, waiting, her hands gripped tightly on the hilts of her vampiric daggers. She's never had much luck with fighting before, but she doesn't have a choice - she'll do anything to protect her sister.

As one, the androids leap over to Vanya's shuttlecar, and in an instant Vanya is in motion, her body arcing, curving, sweeping smoothly about with a grace that more than rivals that of the androids. They strike with their electric batons - she parries, leaps above their heads, slashes, spins, twirls, ducks, dodges - she's a blur of motion as her sleeper abilities kick in, and all she can think about is saving her sister. After all... the desire to protect someone was what triggered it to begin with.

One android she could handle, two she could handle, three might be a stretch but four is simply impossible - bit by bit they wear her down. She manages to sever one of their heads, losing her dagger deep within its shoulder, and manages to knock another off through the airshield - it flies to pieces as the edge of the tube catches it, the velocity turned into a force of pure destruction. The distraction of watching it is just a little too much, and one of the androids hits her with its baton, knocking her off the side. She manages to catch herself, barely, hanging there by her fingers... ...an android approaches her, baton held high - Vanya cringes, a tear streaking down her cheek as she realizes there's absolutely nothing she can do... ...just as Almory's sword plunges through its chest, and the android, smoking and sparking, rolls over to the side. Salaia stands above, offering Vanya her hand: she managed to dispatch the last two androids herself while they were distracted with her sister.

The two sisters manage to get Vanya back up onto the shuttlecar, and Vanya retrieves her daggers. They've flown through two switchpoints already - Vanya knows it won't be long until they arrive at the lobby - but the console is crushed, smashed open and sparking by one of the androids' batons. There's no way to slow the shuttlecar down.

(From a PM I sent a few people before:)

    At that moment, Salaia yells, and Vanya spins about, her daggers at the ready, in time to see a quavering portal exit before her, and Urist steps forth, his weapon at the ready, before the portal vanishes behind him.

    Vanya and Urist share an embrace amidst while Salaia looks on, unaware of Urist's identity, and Urist tells Vanya that he loves her. She responds in kind, saying she never forgot him, and had always hoped they'd see each other again someday, and the two share their first kiss - a seeming fulfillment of Vanya's romantic subplot, and a high point of the story, pulling Vanya a little more out of what had been, only hours before, her darkest days.
    Looking around at the blurred shuttlecar tube, and the shuttlecar platform on which he stands, Urist asks where they are, snapping Vanya back to the present, and then his gaze falls on Salaia. She, watching him, suddenly recognizes his face as her killer and is outraged that Vanya would love the one who killed her former self, while Urist is bewildered, recognizing Salaia as the "Ballpoint soldier" that he'd killed to save Vanya's life. Vanya steps between them, but Urist does the manly thing and apologizes earnestly for his deed, saying he hadn't known it was Salaia when he'd shot her, and that as soon as he'd learned of his mistake, he had felt horrible... and then wonders how she's alive at all. Vanya, looking ahead and seeing the Parasol lobby looming in the distance, says they don't have time to discuss it, and the three try to figure out how to slow the shuttlecar down despite the ruined control console, so that they aren't all killed when they hit the end of the tracks. Not knowing what else to do, Vanya orders everyone into the shuttlecar's trunk (which was part of why I had her and Katie hide in it before, so it didn't seem quite so abrupt), and just before Vanya ducks into it behind Urist and Salaia, she sees a line of Parasol Security forces awaiting them at the shuttlecar docking station.
    As it hits the end of the tracks at such immense speeds, the car derails, breaking the tracks and slamming into the ground, while the three protagonists lay huddled within the storage compartment, bumping against each other and the thickly padded interior. The car tumbles end over end once or twice, spinning about slowly, crashing through first one set of doors, down an adjoining hallway, and then the next set of doors, sliding into the Parasol megaportal lobby and leaving a huge, deep gash in the floor as it slows to a stop. Gingerly, shaken, they slide open the trunk's door and crawl out into the megaportal's lobby.
    And all hell breaks loose.

    The security forces (or those that didn't get flattened) rush out of the shuttlecar docking station, wielding various pieces of electric melee weaponry (as using ranged weapons is retarded when you're in an underwater facility). As one, they rush towards Vanya's position while Urist, danger-roomed trained by Mr Frog and Fischer themselves, pulls out his adamantine sawpike and spins it about, ready for combat, while he yells for Vanya to get Salaia over to the portal. Her sister in tow, Vanya and Urist fight their way over to the megaportal, fending off waves of enemies as even more arrive from the shuttlecar docks, and they're so heavily outnumbered that it begins to look hopeless.
    Shaun Oborobok is hiding behind the U-shaped receptionist's desk, and Vanya greets him briefly, telling him they absolutely need the portal open or else they'll die. Shaun, as you might expect, freaks out, but Vanya is forced to leave the explaining to her sister as she rushes to help Urist, who is becoming overwhelmed from the sheer number of Parasol Security officers. Vanya herself refuses to kill any of them, instead knocking them out and using their security batons against them - at which point they pull out actual weapons and the defense of her sister turns into a full-scale battle. Parasol mechoids stomp in heavily from the docks, swinging gigantic swords - Parasol isn't trying to simply apprehend Vanya's crew anymore - they're trying to kill them. Now Vanya is fighting for her life, and all bets are off - she's all right with even wounding the enemy forces with her daggers, so long as she can keep Salaia alive. Vanya is wounded, her arm cut open by an electric mace, and Urist rushes to defend her, everyone huddled close to the receptionist's desk, and things look grim.

    In the meantime, the whole event is caught on camera from a Parasol news team (as I already established it isn't uncommon to have news teams in the megaportal lobby), and various friends of Vanya's are rushing through the shuttlecar system to her aid, as the entire incident is plastered all over the news. (I know that Reudh had his character leave Parasol early, and I hate that, but maybe he could just leave a little later? Honestly, I don't know how to resolve this situation without Reudh's party standing by.)

    Suddenly, with a shout, Kenzon, Katie, Solnay (who used to be a soldier, but I would mention that earlier in the story), Trebor (and if I could get them, Reudh, Lurit and Tedaz), rush into the room from different sides (perhaps not all at the same time, but close to it) (also this opens the question - why would Kenzon protect Vanya? - which I would answer later). Vanya can hardly fight at this point, and resigns herself to hacking open the megaportal as Shaun assists her - the portal has been remotely locked, but Vanya thinks she can find a way to override it. She has to, after all, and quickly, or Parasol will overcome them and they'll all be killed.
   
    I would go into detail about just how epic this battle is, and I know I'd go all-out for something insanely epic, immense and cinematic, especially as right here, Cronan Tames makes an appearance, as he too would obviously see it pop up on the news. (And come on, we all get news on our phones even with our 2014 tech, so it's not so hard to imagine they'd have something to alert them to the news as well, in whatever year it would be at Parasol.) Tames is hellbent on killing Vanya even at the cost of his own life, and right during the middle of this, Vanya faces the ultimate showdown against a man who doesn't really care if he uses ranged weaponry to bring the whole building down around them. To protect Salaia, Vanya is forced to abandon the megaportal controls and attack Tames head-on (keep in mind she's still wounded). At the end of an intense hand-to-hand fight, Vanya finally disarms Tames and forces him to yield, her daggers against his throat, but spares his life, saying she won't stoop to his level. He grins up at her wickedly. She wonders why for a split second before she hears a loud noise behind her and turns around to see a mechoid with its mighty weapon poised to strike, and she barely manages to roll out of the way before it's crushed the floor where she was standing moments before. Despite its size, it's incredibly agile, and she can see the operator through the front window, smiling mockingly at her as they fight, Vanya leaping about and trying to pierce the machine's heavy armor.
    Things begin to look really, really grim, and Vanya is just about to die, wounded and outmatched in both size and strength, when the megaportal opens, and someone yells loudly for everyone to cease combat immediately - it's Draconik Sankis, who's been keeping an eye out for any news of Vanya - and he's high enough rank at Parasol that everyone immediately falls in line. Vanya and the others managed to keep themselves and Salaia just long enough to save them - and unlike 48D, nobody died... except for Tames, crushed by the same stroke that the mechoid had intended for Vanya.
    As Draconik and Vanya share a shouted conversation to explain the situation, all of Parasol, watching over the cameras at the Parasol megaportal lobby, finally realize the extent of the Everoc war, and Joseph becomes common knowledge. Finally, everything is taken seriously, and Parasol is finally ready to truly mobilize for war.

It needs to be well known by this time that not only are the forces of Ballpoint and Parasol fighting each other, but the gods from their separate universes - as well as those of Everoc - are fighting an immortal war due to all the portals in between the three dimensions, and Sankis himself is trying to overthrow Armok amidst the chaos. It isn't just a battle of men and dwarves, but a battle of the gods as well, centered around Spearbreakers and the adjoining blood plains - and it's all coming to a head.

    In the aftermath, Vanya, badly wounded, is moved to a Parasol hospital. Thanks to Draconik's intervention, as well as that of Mr Frog and Wari, it's decided that Salaia shouldn't be executed, as she's the only person with internal knowledge of Eris's facilities - she'd been a toy of Joseph and one of his favored spies, back before her mental reconditioning had worn off. Reudh's party, if they were around, head back to Everoc, potentially to rally the humans together. Vanya herself goes back to Spearbreakers with her sister, Vanya to rally Spearbreakers together and warn them of the timewar, and Salaia so Mr Frog could work his magic on her mind and discover all he could about Eris's weaknesses. Although Vanya wants Urist to come with her, Draconik enlists Urist in his service for special military operations, and he remains at Parasol, doing awesome Parasol battles and shit like Hanslanda originally wanted (For everything involving Urist, Hanslanda and I worked it out in great detail almost two years ago). As Vanya and Urist part, they promise each other they'll meet again someday, even though neither of them are sure if it will really happen - Vanya begs him to stay safe and Urist requests the same of her. And so they part, hoping against hope that they'll be together - thus continuing the romance arc instead of ending it then and there, and leaving open the question of whether or not one of them will get separated or killed off as I appear to be so fond of doing.

    And the Parasol arc ends.




I'll write the rest later... this is a lot to write in one sitting. :P I've also been ridiculously busy lately. And I think I owe Mr Frog a PM.  :-[
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Reudh on June 30, 2015, 02:50:22 am
A great ending, Talvi, and good to hear from you again. Considering you've done them better justice than I ever could have, consider them your characters anyway. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on June 30, 2015, 06:17:00 am
Spectacular endings by both Splint and Talvi~

And of course, welcome to Bay12 and Spearbreakers, BiggerFish! :3~<
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on June 30, 2015, 07:36:03 am
Also... I guess you could say we.. Summoned Bigger Fish? (it's on the trope page damn it, don't mock my shitty jokes!)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on June 30, 2015, 07:38:48 am
I didn't know Fischer got a Bay12 account! :3~<
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on June 30, 2015, 12:37:08 pm
D'aww, I'm done reading and the stories aren't.
*waits (im)patiently for Talvieno to continue*
Yes, I read the entire thread, and then registered an account (and waited very impatiently for Bay12 to let me log in) just to say that I had finished, because this thread is that awesome.
I'm debating whether to claim a storydorf for SBII, but I doubt I could come anywhere close to the quality of the writers that are already here.
And for what it's worth, I want to see a direct sequel.  I don't know if the issue was decided or not but this plot is simply too epic to get scrapped.

*slow clap* Well done.

I'm still honestly kind of against doing a full sequel, if only because it'll be difficult to avoid a continuity lockout for prospective new participants who haven't read a two-year-old thread that's over 750 pages long. I agree with Splint that a "broad strokes" thing might be good; just give a very very condensed summary of "THE UNIVERSE AS IT CURRENTLY EXISTS" (factions, key characters, etc.) in the OP and if someone fucks up some random detail from the original thread up then so be it.

I would still keep pretty much all the rules Splint had in his beta OP, particularly the one about how all Player Characters must be ordinary flesh-and-blood dwarves/elves/gnomes/whatever, if only to avoid a massive Marty Stu arms race like we kind of had last time.

Quote from: Talvi
Spoiler: Snip (click to show/hide)

Part of me kind of wants to do a full writeup of this bit... is that okay? No promises re: the quality or whether it'll ever get finished, of course.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on June 30, 2015, 12:50:42 pm
:D Frog!

Yes, of course it's okay. :P You know I love your work, and it's your character anyway. Hanslanda is kind of MIA, so I guess Urist is just... well, ownerless, and has been for some time. If you never finish it, also okay. I think it could be a very enjoyable scene.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on June 30, 2015, 01:09:55 pm
:D Frog!

Yes, of course it's okay. :P You know I love your work, and it's your character anyway. Hanslanda is kind of MIA, so I guess Urist is just... well, ownerless, and has been for some time. If you never finish it, also okay. I think it could be a very enjoyable scene.

I think for intents and purposes, Urist is pretty much in your custody.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on June 30, 2015, 04:54:33 pm
Talvieno:
Even your synopses are awesome.  :D

Account name comments:
Yes, Splint, it WAS a reference to both Summon Bigger Fish, and (@Lolfail) Fischer.
I was debating on spelling it right when I made the thing.

Broad strokes is fine.  If it's been a couple hundred years, things will have changed anyway.

Agreed with the PC power lockdown.

How much knowledge would tip the scales?  Because IRL, I'm pretty much all over the map when it comes to broad-strokes knowledge.  Too many science magazines for my own good.

Edit:Wow, everyone's back!  *fansquee*

Edit edit: Except Hanslanda.  That's still most.  Now we just need Aseaheru and...Okay, I'm going to purposefully omit someone from this list because frankly, I'm scared of summoning him back from the grave.  Again.  :-X carnage :-X
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on June 30, 2015, 06:40:10 pm
Im here, Hans is... Doing something somewhere.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Arcvasti on June 30, 2015, 06:41:11 pm
IIRC, Hans has been having internet difficulties, but is still alive.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on June 30, 2015, 06:44:08 pm
Im here, Hans is... Doing something somewhere.
*waves*

@Arcvasti:
Ah.

Whatever happened to Alt!Spearbreakers, by the way?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on June 30, 2015, 08:15:50 pm
(In which I forget how portal devices work, get Urist horrifically out of character, and undoubtedly fuck up all sorts of other stuff)
Spoiler (click to show/hide)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on June 30, 2015, 09:20:56 pm
Whoo, a Mr Frog story post!!!! :D :D :D Smileys cannot adequately convey the grin that was spread across my face as I read that. :P I laughed at a few different points too. Awesome as usual. :D Loved it. ^.^ Actually, the only thing you got wrong was that they were on the shuttlecar when the portal opened, not still in that room - so you didn't do half as bad as you claimed. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 01, 2015, 12:11:43 am
The "room" was the shuttlecar, but I realised while writing that they probably wouldn't be able to figure out where Vanya was just from what little could be seen through the portal. Prolly should have been a bit clearer that they weren't quite sure.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 01, 2015, 12:55:47 am
It's nice to see this thread breathe with life, I must say~
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 01, 2015, 12:57:49 am
Blame Fish for awakening the slumbering beast

We're like Cthulhu but sexier and more-articulate
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 01:21:28 am
Dunno about sexier, but at least most of what comes out of this thread's horrific gaping orifice that is it's booze-hole doesn't cause people to literally shit thier brains. Well, unless portal get involved, in which case the technobabble may as well be a cosmic brown note to us simple-minded peasant dorfs.

Overall on the writing, it was a little wall-y (might've been a quirk of copy-pasting it, since I've had that issue before,) it seems to be working out quite well. Can't really speak on Urist since it's been so long since I've actually read anything with him in it. Dunno if he was searching so intently, but I suppose after being stuck in a place like Spearbreakers for so long he'd probably latch onto something to do for the sake of his sanity. There's a reason we never had more than a dozen idlers at any given time that I can remember.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: cherry-hearts on July 01, 2015, 02:26:56 am
so, when you guys do get another fort up and running, can i play :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 02:29:01 am
so, when you guys do get another fort up and running, can i play :)

Sure thing, so long as you can finish your turn or turns in a timely fashion.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 01, 2015, 03:20:02 am
This is apropos of absolutely nothing but can we appreciate the fact that this silly thread has been flickering on and off the first page for well over three years now

Like, just think about it. For three years people have been logging into Bay 12, going into Community Games and Stories, seeing this thread floating in the first few pages, and wondering what the hell we're doing in here and/or how the hell we're still functioning. I dunno, but that just makes me feel warm and fuzzy inside.

E: Also, can we get an ETA on the sequel? 'Cause I'm starting to get antsy again...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 03:32:38 am
E: Also, can we get an ETA on the sequel? 'Cause I'm starting to get antsy again...

Whenever Toady makes the next release, according to the poll. Evidently most of us dearly want useable mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 01, 2015, 03:38:26 am
How else are we going to mug people for their sanity
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 03:44:39 am
With mug-blasters and mug-hammers obviously.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 01, 2015, 04:42:53 am
Ah, right, of course '^^
I must be a right mug to have forgotten them
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 04:51:09 am
I must be a right mug to have forgotten them

That... Oh god man, that was just.... Just horrible. You should feel ashamed of yourself.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on July 01, 2015, 08:19:34 am
Oh, I missed this!!!! Waking up in the morning to a ton of new posts - I missed this. :P

Blame Fish for awakening the slumbering beast

We're like Cthulhu but sexier and more-articulate
I lol'd. :P Sexy Cthulhu. I'm afraid to google that.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 09:39:42 am
Oh, I missed this!!!! Waking up in the morning to a ton of new posts - I missed this. :P

I know right?

So guys, in other news I successfully deployed the Horrors. They succeeded in crippling a carpenter, breaking the legs of a miner, broke a soldier's foot, knocked out a bone carver's teeth, and fed the rest of the  populous.

They also came in the desired horde of 10. To the unprepared, dead dorfs could ensue. It's like Spawn but more killable!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 01, 2015, 02:17:38 pm
Oh, I missed this!!!! Waking up in the morning to a ton of new posts - I missed this. :P

I know right?

So guys, in other news I successfully deployed the Horrors. They succeeded in crippling a carpenter, breaking the legs of a miner, broke a soldier's foot, knocked out a bone carver's teeth, and fed the rest of the  populous.

They also came in the desired horde of 10. To the unprepared, dead dorfs could ensue. It's like Spawn but more killable!
Sweet! :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Starweaver396 on July 01, 2015, 04:28:44 pm
Yes, I read the entire thread, and then registered an account (and waited very impatiently for Bay12 to let me log in) just to say that I had finished, because this thread is that awesome.

That's the only way to do it, lol.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on July 01, 2015, 04:32:23 pm
:D Whoo! Everybody's coming back. :D

I should write up a final summary of Vanya's adventures - what happens after she returns to Spearbreakers and all that.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 01, 2015, 04:44:55 pm
Like, just think about it. For three years people have been logging into Bay 12, going into Community Games and Stories, seeing this thread floating in the first few pages, and wondering what the hell we're doing in here and/or how the hell we're still functioning. I dunno, but that just makes me feel warm and fuzzy inside.
Due to this comment I vote that we use the same thread for the sequel.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 01, 2015, 04:48:55 pm
Like, just think about it. For three years people have been logging into Bay 12, going into Community Games and Stories, seeing this thread floating in the first few pages, and wondering what the hell we're doing in here and/or how the hell we're still functioning. I dunno, but that just makes me feel warm and fuzzy inside.
Due to this comment I vote that we use the same thread for the sequel.

Let's not. This place is an organizational nightmare as is. There will however be a link to this madhouse.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 01, 2015, 05:56:02 pm
Oh, I missed this!!!! Waking up in the morning to a ton of new posts - I missed this. :P

I know right?

So guys, in other news I successfully deployed the Horrors. They succeeded in crippling a carpenter, breaking the legs of a miner, broke a soldier's foot, knocked out a bone carver's teeth, and fed the rest of the  populous.

They also came in the desired horde of 10. To the unprepared, dead dorfs could ensue. It's like Spawn but more killable!
*populace
That was the ONE THING that got on my nerves with this fort.
Populous is an adjective, the state of having a large populace.

Also, yay, Mr. Mr Frog post!
TheBiggerFish has admired a masterwork story recently.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 01, 2015, 05:59:31 pm
Ah, right, of course '^^
I must be a right mug to have forgotten them
Oh, stop mugging at the crowd, and go have a drink.  You must be sober.  :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 01, 2015, 06:30:51 pm
I must be a right mug to have forgotten them

That... Oh god man, that was just.... Just horrible. You should feel ashamed of yourself.

:3~<
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 01, 2015, 08:34:36 pm
Oh, by the way:  Never let The Master play SGII while inebriated.  It will end.  Badly.  In hours.

This is a masterwork engraving of the fortress Sparkgear XIII and the overseer The Master.  The Master is striking a menacing pose.  The fortress is dead.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 01, 2015, 08:44:23 pm
:D Whoo! Everybody's coming back. :D

I should write up a final summary of Vanya's adventures - what happens after she returns to Spearbreakers and all that.
Speaking of, I should do something with the cliffhanger to my little bit of story.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 12:47:20 pm
:D Whoo! Everybody's coming back. :D

I should write up a final summary of Vanya's adventures - what happens after she returns to Spearbreakers and all that.
Speaking of, I should do something with the cliffhanger to my little bit of story.

Couldn't hurt.

If Crystalclock does become a more direct sequel, hopefully by then I'll have my external moved inside my computer (the USB thing it used broke somehow, but the drive itself is perfectly fine.) Without that I'll be out some weapons and other shit.

Also, anyone remember the Trash Golems?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 02, 2015, 01:35:24 pm
I remember mention of them somewhere.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 02:37:03 pm
Think we outta bring them in, or if not, think they'd be a good addition to the Elf Invasion mod? I've been looking to add more environmental threats to the mod, and since Horrors worked out well, I figure I'm open to suggestion.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 03:20:06 pm
I have the trash golems lying around. They probably won't be viable for 34.11 though, at least not without serious reworking. IIRC due to the way their bodies worked they died far more easily in worldgen than they did in actual real-time combat, so you had your choice between them not being able survive worldgen OR them being nearly-unkillable when they turned up at your fortress.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 03:26:11 pm
Well I figure they might make for a nice solitary predator-thing to run into in the caverns and maybe wetlands (what with being amorphous masses of detritus and junk.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on July 02, 2015, 04:03:57 pm
im not reading 700-odd pages. wht is this about?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Starweaver396 on July 02, 2015, 04:39:51 pm
im not reading 700-odd pages. wht is this about?

Mugs. And Demons. And godlike dwarves. And mugs. And amazing stories that have little to do with the actual fort, but are worth reading (You must read, silly). Also, mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 05:34:59 pm
im not reading 700-odd pages. wht is this about?

Ostensible Syrupleaf fansequel, Holistic Spawn, mugs, massive sci-fi derail, mugs, a HOSPITAL, interdimensional megacorporations, zombie-based defense systems, mugs, hallways that go nowhere, plotlines that go nowhere, turns that go nowhere, mugs, OOC temper tantrums, Talvi and Reudh both being bros, CARNAGE, mugs, and an unfortunate non-ending in which nothing is resolved

Talvi's trying to fix that last one though
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 05:44:54 pm
Well I figure they might make for a nice solitary predator-thing to run into in the caverns and maybe wetlands (what with being amorphous masses of detritus and junk.)

Noted. I can certainly rework them into random creatures, although I'm wondering if it'd then be a good idea to get rid of their toxic drippings, as they'd get out of hand pretty quickly if they were something that just sort of wandered in and out of the map.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 05:57:06 pm
im not reading 700-odd pages. wht is this about?

Mugs. And Demons. And godlike dwarves. And mugs. And amazing stories that have little to do with the actual fort, but are worth reading (You must read, silly). Also, mugs.
Oh, and don't forget the mugs, the mugs, the mugs and the mugs.
Fixed.

Splint, you say there's another fortress around?
Where is?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 06:03:34 pm
im not reading 700-odd pages. wht is this about?

Mugs. And Demons. And godlike dwarves. And mugs. And amazing stories that have little to do with the actual fort, but are worth reading (You must read, silly). Also, mugs.
Oh, and don't forget the mugs, the mugs, the mugs and the mugs.
Fixed.

Splint, you say there's another fortress around?
Where is?

A new one's coming once the next version is out and stable, since the current consensus is "GIVE ME USABLE MUGS."

Although if there's sufficient interest in an unrelated fort, I could try to get one rolling with some input from those interested.

Well I figure they might make for a nice solitary predator-thing to run into in the caverns and maybe wetlands (what with being amorphous masses of detritus and junk.)

Noted. I can certainly rework them into random creatures, although I'm wondering if it'd then be a good idea to get rid of their toxic drippings, as they'd get out of hand pretty quickly if they were something that just sort of wandered in and out of the map.

I'd say abandon toxic drippings in favor of localized necrosis being inflicted with attacks made by the jagged bits of rock, glass, and metal stuck to it that break the skin and maybe an emission attack/interaction that causes extreme nausea ("The Trash Golem releases a cloud of noxious fumes!")
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 06:11:33 pm
I'd say abandon toxic drippings in favor of localized necrosis being inflicted with attacks made by the jagged bits of rock, glass, and metal stuck to it that break the skin and maybe an emission attack/interaction that causes extreme nausea ("The Trash Golem releases a cloud of noxious fumes!")

Sure. I think it's coated in noxious gunk anyways, so any sort of contact with it will already result in a rather nasty necrotic rash, so no changes needed there. I think it may also have a poison gas attack already but I can't remember. Not sure if I can make it just have random sharp bits pointing out without its bodyparts list getting clunky and ugly to navigate, though; it already has a giant scrap-metal claw to slash things with.

It'll still bleed poison when injured, mind, but it just won't passively drip it everywhere. That sound good?

E: Snipped some irrelevant stuff

E2: Added another thought I had
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 06:13:06 pm
I'd say abandon toxic drippings in favor of localized necrosis being inflicted with attacks made by the jagged bits of rock, glass, and metal stuck to it that break the skin and maybe an emission attack/interaction that causes extreme nausea ("The Trash Golem releases a cloud of noxious fumes!")

Sure. I think it's coated in noxious gunk anyways, so any sort of contact with it will already result in a rather nasty necrotic rash, so no changes needed there. I think it may also have a poison gas attack already but I can't remember.

It'll still bleed poison when injured, mind, but it just won't passively drip it everywhere. That sound good?

E: Snipped some irrelevant stuff

Seems like a good trade to me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 06:19:05 pm
Looks like I was way way way ahead of you on both the syndromes you described, heh:

Code: [Select]
[USE_MATERIAL_TEMPLATE:MIASMA:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:GAS:trash golem miasma]
[STATE_ADJ:GAS:trash golem miasma]
[MELTING_POINT:9950]
[BOILING_POINT:10000]
[PREFIX:NONE]
[STATE_COLOR:ALL:PURPLE]
[SYNDROME]
[SYN_NAME:trash golem sickness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED][SYN_INGESTED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:100:END:3000]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:100:END:3000]
[USE_MATERIAL_TEMPLATE:SLUDGE:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen sludge]
[STATE_NAME_ADJ:ALL_SOLID:frozen sludge]
[STATE_NAME:LIQUID:sludge]
[STATE_NAME_ADJ:LIQUID:sludge]
[STATE_NAME:GAS:boiling sludge]
[STATE_NAME_ADJ:GAS:boiling sludge]
[STATE_COLOR:ALL:BLACK]
[SYNDROME]
[SYN_NAME:trash golem burn]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_PAIN:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:200:PEAK:10:END:2000]
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:1200:PEAK:10:END:1000]
[SYNDROME]
[SYN_NAME:trash golem sludge poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_PAIN:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:RESISTABLE:START:200:PEAK:10:END:4000]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:RESISTABLE:START:1200:PEAK:10:END:3000]

Yes, the sludge does give a much worse effect if ingested. If one of these things gets into a water source/the food stockpile and nobody notices... Gyehehehe! :D Worth noting that it can also fling blobs of sludge as a ranged attack.


TBH the critter already looks more-or-less ready to roll; I just need to convert it into a random creature instead of a megabeast and maybe make it a bit weaker.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 06:23:40 pm
Oh god, that thing's butcherable?

... You know, in hindsight, that could feasibly make them desired as a source of some kind of mineral or something. Butchers pull the sludge off and you get a sword, or spear, or a chunk of special ore or something.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 02, 2015, 06:26:16 pm
Oh god, that thing's butcherable?

... You know, in hindsight, that could feasibly make them desired as a source of some kind of mineral or something. Butchers pull the sludge off and you get a sword, or spear, or a chunk of special ore or something.

I don't believe it's butcherable, but if some of its gunk gets onto a plump helmet and a dwarf eats it I'm pretty sure the dwarf is gonna die.

I do like the idea of "butchering" it for scrap metal and possibly weapons, although I'll have to do a bit of reading to figure out how to do it. My modding is very very rusty and I'm not familiar with 40x's raws.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 06:54:16 pm
I'm already doing Minecraft modding at camp this week...
Must...resist...urge...until...Friday...afternoon...
Must...find...text...editor...for...tablet...

E:FakeE:Yeahnope, not gonna make a fool of myself with blind guess modding suggestions.
E2:But I AM going to make a fool of myself after reading the wiki!
If you could create an object that will preserve the mass and composition of a trash golem, post-butcher, I'd do a two-stage reaction where the butcher removes the organic bits, producing a sludge material in a barrel (use for bioweapons?) and the mechanic dismantles it, giving scrap and, you know, possibly weapons. 

*idle thought*
...Candy trash golems... *shudders*
Hope that's not a thing.  Or if it is a thing, it's an EXTREMELY RARE THING.

I know we already have the Jackborgs, but it would be really cool to be able to make weaker, friendly versions of trash golems out of trash golem bits and animal fat.  Or something.

Or just mech suits.  Did we try to do that already?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 07:13:07 pm
Oh god, that thing's butcherable?

... You know, in hindsight, that could feasibly make them desired as a source of some kind of mineral or something. Butchers pull the sludge off and you get a sword, or spear, or a chunk of special ore or something.

I don't believe it's butcherable, but if some of its gunk gets onto a plump helmet and a dwarf eats it I'm pretty sure the dwarf is gonna die.

I do like the idea of "butchering" it for scrap metal and possibly weapons, although I'll have to do a bit of reading to figure out how to do it. My modding is very very rusty and I'm not familiar with 40x's raws.

For the most part the creature and item raws aren't really changed from what i can tell.

I think the tag [EXTRA_BUTCHER_OBJECT] governs getting stuff from butchering (gizzard stones for example.)

Yeahnope, not gonna make a fool of myself with blind guess modding suggestions.

Minecraft devoured my life for roughly a month and a half. On break from it right now, working with a friend on a mod for New Vegas (small early game thing.) I learned how to decorate a space and navmesh it!

And if you have ideas, feel free to shoot.

I've personally figured even working power armor/battlesuits are possible with DFHack magic, though that'd take someone better than those of us here presumably.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 07:18:02 pm
THE NINJA LIVES!
E:Where're the full raws?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 07:22:32 pm
Yes, yes it does. Jackborgs were intended as a war animal along with Pit Gorlaks and Battle Yaks (battle yaks saw action in a test for in an age past, and performed admirably.)

friendly golems would require some kind of interaction/syndrome thing or DFhack magic.

As would mech/battlesuits.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 07:36:25 pm
Yes, yes it does. Jackborgs were intended as a war animal along with Pit Gorlaks and Battle Yaks (battle yaks saw action in a test for in an age past, and performed admirably.)

friendly golems would require some kind of interaction/syndrome thing or DFhack magic.

As would mech/battlesuits.
What about syndrome?
No seriously, though, you could perhaps...I want to say nestbox.
Make a reaction that produces trash golem slurry. 
Shove in box.
Save materials involved.
Time passes.
Invoke RNGesus for stats, limbs, etc.
Baby trash golem pops out.
Do you have to feed animals?  For all of this enthusiasm, I don't have much practical experience.  If yes, then they need the metal they're made of, to eat, whilst children, or you could make it pop an adult and need lots of mats.
...Aaand yes, animal tamer makes sense as a requisite skill...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 07:39:02 pm
Well, it'd require using some kind of animal (a chicken for example,) and having the reaction produce a syndrome bearing cloud that turns the chicken into the golem.

And at present, only grazers need food (grass) unless they need specific grass (bamboo for example.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 07:42:35 pm
Well, it'd require using some kind of animal (a chicken for example,) and having the reaction produce a syndrome bearing cloud that turns the chicken into the golem.

And at present, only grazers need food (grass) unless they need specific grass (bamboo for example.)
No, wait, maybe.
How do you get new birds/animals that, you know, lay eggs?
This is relevant.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 02, 2015, 07:44:08 pm
Egg layers use nest boxes while in domestic care. They sit on the box for x amount of time, then chicks hatch. An equivalency would be a trash golem ploppin' in one spot (the box) with "nodes" or "buds" in the box resulting in more golems after x amount of time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 02, 2015, 07:45:57 pm
Egg layers use nest boxes while in domestic care. They sit on the box for x amount of time, then chicks hatch. An equivalency would be a trash golem ploppin' in one spot (the box) with "nodes" or "buds" in the box resulting in more golems after x amount of time.
So, no sticking eggs in boxes and letting them sit.
Grr.
...I'm going to assume that DF does not support entity-from-reaction.
Although...Does the breeder need to be the same as the breedee?
Dorfs tending to golem incubators...

E:No worky like that, unless you can manually place eggs in the box...

...Beekeeping.
YES.  THIS IS TOTALLY REASONABLE.
...Can you actually entity bees? 
...Foiled again.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 03, 2015, 08:26:52 am
Actually, does anyone know how the nestbox checks for incubation?  If we can jam that open, as was...
And "load" the nestbox via a reaction.
That would work.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 03, 2015, 08:41:42 am
Face it man, breeding golems won't work the way you want it to. It'd either be creating them via DFHack magic, syndrome-inducing reaction on a specified creature, "eggs," or reproducing by "budding" (standard breeding for most things.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 03, 2015, 09:39:38 am
You'd need to code a whole new breeding mechanic from scratch to get them working exactly how you want it to, Fish

And I don't know how good you are with C++ and its variants...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on July 03, 2015, 09:44:23 am
this finished? nyone have the last save?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 03, 2015, 09:46:38 am
It's here somewhere. Where exactly I can't say.

Also, gonna be PMing some people about a possible not-Spearbreakers related fort. Eyes peeled you lucky people.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on July 03, 2015, 09:52:45 am
this is totally off topic. mod cake in.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 03, 2015, 09:55:57 am
@Lolfail:  Yup.
@Splint: "Eggs" being messing with incubation?
I suppose.  But there should be a material cost.  Is there a directly-moddable nestbox or is it hidden somewhere?  The golem nestbox should be destroyed to make the golem.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on July 03, 2015, 10:05:52 am
You'd need to code a whole new breeding mechanic from scratch to get them working exactly how you want it to, Fish

And I don't know how good you are with C++ and its variants...
Agreed. It's not quite possible with the nestboxes. :P

@Lolfail:  Yup.
@Splint: "Eggs" being messing with incubation?
I suppose.  But there should be a material cost.  Is there a directly-moddable nestbox or is it hidden somewhere?  The golem nestbox should be destroyed to make the golem.
Nestboxes are hardcoded tools, more or less - their function can't really be changed. Destroying the nestbox as part of a creature thing can't really work, unfortunately. :P I like the idea, but there's no real way to execute it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 03, 2015, 10:09:06 am
Must...Locate...Code...When...Set...Up...Properly...Later...And...Figure...Out...How...

Must...Learn...C++...Quickly...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 04, 2015, 05:52:50 am
Must...Learn...C++...Quickly...

You can learn quickly, or you can learn C++
Pick one '^^
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 04, 2015, 12:52:29 pm
Must...Learn...C++...Quickly...

You can learn quickly, or you can learn C++
Pick one '^^
I pick...Seventy-three!
All the same, I have family who actually do know C++ to toss stupid questions at anyway.
And a general idea of How To Program.
And the Internet.
And a really good memory, if I do say so myself.
So, I think I know what I'm doing tonight, and hoping that it throws up something useable.
If nothing else, I can copy the nestbox code, toss out anything that looks like an incubate-y check-y thing, and throw in a destruction thing.
Hopefully I can figure out how to load it manually.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on July 04, 2015, 01:37:18 pm
remember cake!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Untrustedlife on July 04, 2015, 05:04:33 pm
It says the PDF is only 4/5ths of the story, can I read it wthout missing any details that were added after?  Or asm I bette roff just using the forum? got to page 111 of  it already.....but I dont wnat to miss any story bits.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 04, 2015, 05:07:36 pm
The PDF cuts out the bullshit, but is incomplete, while the thread has everything but also laden with derailment. Really it's up to you.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Untrustedlife on July 04, 2015, 05:18:35 pm
Thanks splint!, I think Im going to stick to the pdf,  btw how does one get the option to join in the sequel? Big doctor who fan, lots of modding things, Id love to play a year. ANd maybe make the raws even more !Fun!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 04, 2015, 05:22:20 pm
First come first serve for turns when it begins.

I am however planning a non-SB related succession game of sorts if you have any ideas that you think could add challenge to the game.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Untrustedlife on July 04, 2015, 05:36:04 pm
Im currently working on a lovecraft themed mod, will that work for your purposes?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 04, 2015, 05:45:52 pm
Possibly.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 04, 2015, 10:58:29 pm
Thanks splint!, I think Im going to stick to the pdf,  btw how does one get the option to join in the sequel? Big doctor who fan, lots of modding things, Id love to play a year. ANd maybe make the raws even more !Fun!
READ THE THREAD.  LET THE MADNESS CONSUME YOU.
A friendly notice brought to you by:
--The Spearbreakers Public Relations Department
in conjunction with
--The Sewaturet Military Recruitment Office
--The Society for the Preservation of Ugeth and Other Forgotten Biological Curiosities ((Tempted to make it a Thing now...  Did we ever kill it?  I think Dauros went and killed it.))
--Parasol, Inc.
--Joseph P. Machiavelli Philanthropic Group
--Ballpoint, Inc.
--Stone Inc.
--The Spearbreakers Mug Appreciation Society

With thanks to
--Our Savior Fischer
--Our Other Savior Dauros
--Vanya and Salaia Carena
--Mr. Mr Frog
--The Mitchewawa Hospital Improvement Campaign
--CARNAGE!!!!!!!!!!
and many more.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on July 05, 2015, 12:44:06 pm
so,  there is going tob e  2nd fort here?

turn pls (when someone gets round to it)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 05, 2015, 06:04:35 pm
so,  there is going tob e  2nd fort here?

turn pls (when someone gets round to it)
There will, as far as we collectively know, be a sequel set in the future of this world.
Splint will be the manager, unless he appoints someone else to run SBII.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 05, 2015, 06:39:32 pm
The mugs are metastasizing.
The human blinked at having been caught by the Dwarf. "For the most part my focus of studies has been structural and mechanical engineer. In particular I have worked on automation, however my attempts have only resulted in systems capable of producing mugs." He admitted.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 05, 2015, 06:50:44 pm
At some point I'm going to, in some fort or another, build a giant mug. And maybe fill it will magma or water. Just saying.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 05, 2015, 07:13:49 pm
At some point I'm going to, in some fort or another, build a giant mug. And maybe fill it will magma or water. Just saying.
Magma is more dorfy, water fits more, alcohol is dorfy AND useful, making it into storage for mugs is more Spearbreakers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 06, 2015, 02:07:27 am
So, remind me later to make contributions to Spearbreakers lore.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Reudh on July 06, 2015, 02:53:24 am
Guys, I'm letting you know in case you don't seem my thread about it, we need to get our petition pants on and pretend like we've got democratic freedom.

http://imgur.com/a/KuERk#
https://www.eff.org/issues/tpp

Take it elsewhere, bro. This is the spearbreakers thread, not the "oh god the transpacific partnership" thread.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 06, 2015, 03:06:44 am
Guys, I'm letting you know in case you don't seem my thread about it, we need to get our petition pants on and pretend like we've got democratic freedom.

http://imgur.com/a/KuERk#
https://www.eff.org/issues/tpp

Take it elsewhere, bro. This is the spearbreakers thread, not the "oh god the transpacific partnership" thread.
XD About Spearbreakers, have I already signed up for the turn list?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 10:49:49 am
*poke*
There was activity, and then there wasn't...
Has anyone been doing anything?
*looks at Talvieno expectantly, as if expecting some writing*
((Seriously, write more Vanya.  Please.))
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 11:20:21 am
The thread has ups and downs in activity like this.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 06, 2015, 12:49:07 pm
The thread has ups and downs in activity like this.
Yep. This is one of the biggest zombie threads on the forums and I am its least valuable contributor. I contribute a lot of nothing that merely serves to mark its tiny spasms of movement in between lumbering after the fresh brain of a new reader. Yet, since I actually did write a tiny short story for it over a year ago, I still technically count as being a contributor... All of which to say, have no fear, this thing will start moving again when it feels like.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 01:08:39 pm
No sweat on a damn thing.

And yeah, this thread is probably one of the biggest zombies ever. Even pulping us didn't keep us down! Fitting though, considering what a massive thorn in our side necromancers were.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 01:12:36 pm
The thread has ups and downs in activity like this.
Yep. This is one of the biggest zombie threads on the forums and I am its least valuable contributor. I contribute a lot of nothing that merely serves to mark its tiny spasms of movement in between lumbering after the fresh brain of a new reader. Yet, since I actually did write a tiny short story for it over a year ago, I still technically count as being a contributor... All of which to say, have no fear, this thing will start moving again when it feels like.
I certainly hope it feels like moving soon.
And that Talvieno is driving.
MORE VANYA STORY.  DEW EET.

Ooh, ninja.
Yep, the necromancers.
They live.
And they keep this thread alive.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 01:13:21 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 01:24:44 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
...Hoo boy.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 01:44:10 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
...Hoo boy.

What, don't like the prospect of fighting dwarves as greedy as ours? :P

Man, I wish there was a setting to trigger constant attacks after you discover adamantine (everyone you're in conflict with wants that metal!)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 02:34:55 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
...Hoo boy.

What, don't like the prospect of fighting dwarves as greedy as ours? :P

Man, I wish there was a setting to trigger constant attacks after you discover adamantine (everyone you're in conflict with wants that metal!)
Also, no, I was thinking about what I'd do if I had unlimited coding skillz.  I'd have THEM start a fortress.  On YOUR map.
There's a trigger on adamantine, if the Toady One didn't remove it and I understand how the old triggers for king acquisition worked.
Heck, I KNOW there's a trigger, it pops the message.
So set up something that looks for that being called up.
And then mess with siege parameters or something.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 02:41:11 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
...Hoo boy.

What, don't like the prospect of fighting dwarves as greedy as ours? :P

Man, I wish there was a setting to trigger constant attacks after you discover adamantine (everyone you're in conflict with wants that metal!)
Also, no, I was thinking about what I'd do if I had unlimited coding skillz.  I'd have THEM start a fortress.  On YOUR map.
There's a trigger on adamantine, if the Toady One didn't remove it and I understand how the old triggers for king acquisition worked.
Heck, I KNOW there's a trigger, it pops the message.
So set up something that looks for that being called up.
And then mess with siege parameters or something.

What your thinking of is the initial discovery of a vein/spire and it causing a premature king arrival.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 02:52:56 pm
On that note, time to shill elf invasion. Going to be making a release on it tomorrow with functioning jungle horrors (probably going to rename them to cave/forest/jungle beasts,) display cases, and rival dwarves battling you, taking advantage of the invasion to strengthen their hold on region minerals and dwarf-made trade rights. I'd appreciate the people to play test it.
...Hoo boy.

What, don't like the prospect of fighting dwarves as greedy as ours? :P

Man, I wish there was a setting to trigger constant attacks after you discover adamantine (everyone you're in conflict with wants that metal!)
Also, no, I was thinking about what I'd do if I had unlimited coding skillz.  I'd have THEM start a fortress.  On YOUR map.
There's a trigger on adamantine, if the Toady One didn't remove it and I understand how the old triggers for king acquisition worked.
Heck, I KNOW there's a trigger, it pops the message.
So set up something that looks for that being called up.
And then mess with siege parameters or something.

What your thinking of is the initial discovery of a vein/spire and it causing a premature king arrival.
Ah.
At the same time, it DOES show a message when you strike adamantine.
You can check if it's happened and increase siege stuff accordingly, maybe.
Maybe.
I don't know if it actually leaves a record of being called or not.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 03:24:47 pm
Still, if any of you have any suggestions, I'm game for'em if they aren't too hard to do fit. NOth that it'd get done quickly, since I'm working on a picture I owe someone
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 03:38:16 pm
Still, if any of you have any suggestions, I'm game for'em if they aren't too hard to do fit. NOth that it'd get done quickly, since I'm working on a picture I owe someone
My suggestion: Try and figure out how to do the constant sieges...Until the Clown Car.  Then everybody stays away.  NO caravans.  Clowns are scary.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 06, 2015, 03:42:59 pm
Alright, let's try suggesting something feasible instead BiggerFish.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 06, 2015, 03:52:43 pm
Alright, let's try suggesting something feasible instead BiggerFish.
Yeah, that wasn't going to happen.
Rival dwarves steal things from your fort.
If you haven't implemented it already.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 06, 2015, 08:35:59 pm
And yeah, this thread is probably one of the biggest zombies ever. Even pulping us didn't keep us down! Fitting though, considering what a massive thorn in our side necromancers were.

Spearbreakers confirmed for Grave Titan (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=241830&type=card)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 07, 2015, 11:20:35 am
Alright, let's try suggesting something feasible instead BiggerFish.
Yeah, that wasn't going to happen.
Rival dwarves steal things from your fort.
If you haven't implemented it already.

Seems like a good way to make them hostile. It shall be done.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 07, 2015, 11:45:51 am
Alright, let's try suggesting something feasible instead BiggerFish.
Yeah, that wasn't going to happen.
Rival dwarves steal things from your fort.
If you haven't implemented it already.

Seems like a good way to make them hostile. It shall be done.
Woo!
I made a useful suggestion!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 07, 2015, 01:55:24 pm
  Is it possible to make ammo explode if it breaks? I know that bolts can break and litter the ground, the idea of making that cause some type of reaction would be amusing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 07, 2015, 02:03:26 pm
Item-syndrome/trigger or something like that could make things like cage guns and web-throwers work or make flamers a useable weapon or have projectiles that "explode" when they tear the skin.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 07, 2015, 02:06:36 pm
  Well, I'm sure Dwarves would know what materials react on impact or with exposure to this or that- would they take advantage of that knowledge?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 07, 2015, 02:08:48 pm
Sorry man, that's DFhack magic you talkin' 'bout.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 07, 2015, 03:49:05 pm
Sorry man, that's DFhack magic you talkin' 'bout.

  There goes that idea.

 Hrmm... could you give especially strong brews an ITEM SYNDROME effect to make them dizzy? The idea of a horribly drunk dwarf stumbling about the halls causing chaos is intriguing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 07, 2015, 04:10:41 pm
Sorry man, that's DFhack magic you talkin' 'bout.

  There goes that idea.

 Hrmm... could you give especially strong brews an ITEM SYNDROME effect to make them dizzy? The idea of a horribly drunk dwarf stumbling about the halls causing chaos is intriguing.
...I want to see booze that splatters out of the barrel and causes contact drunkenness because it's THAT STRONK now.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 07, 2015, 05:13:56 pm
Something like that is coming in the base game next release I think.

Regardless, I'm going to be set back some. Had to do a bunch of yardwork and took a nap, which set back the drawing I've been working on for someone which has in turn delayed the work on my mod.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 07, 2015, 08:15:20 pm
Something like that is coming in the base game next release I think.

Regardless, I'm going to be set back some. Had to do a bunch of yardwork and took a nap, which set back the drawing I've been working on for someone which has in turn delayed the work on my mod.
It's one tag, and...oh yeah, a civ mod so it has the right ethics....Yeah I can see the delay.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 01:44:08 pm
Splint: Progress?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 09, 2015, 02:23:11 pm
I got it into my head to do some writing for this thread so that I'd be less of a parasite. I fell asleep during that process, so... I'm still going to work on it and I'm planning on it being an intro to the next fort, though I probably need to read and reread more of the Spearbreakers lore, so I have more to specifically reference. Be looking for it to arrive on this thread in the next few days. Also Splint, if it's not to much trouble, I think you should add some new fantastic beasts for the citizens of new Everoc to worship/have night terrors about. :) I could possibly hammer out some raws if I knew what to make. Particularly, since we have time to plan, this could be a good way to worldbuild for our stories, having creatures representing us/specific characters show up in engravings prior to being able to start the game. In addition, with forts being able to be run without direct influence of players for a while at a time, we could have adventure mode characters before and during the next fort's tenure... If it's not too complicated for us to handle. Also, not sure if I said, but I'd like a turn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 09, 2015, 04:13:25 pm
Got some work done on the mod. Switched out snatching for theft in all hostile races besides goblins (and making it acceptable so they don't fight over it.) Should reduce overall hostility some towards each other if I read the wiki right.

Rival dwarves should be pretty fun to fight, plus I'm looking into making some custom materials for use in a custom workshop ("lead-cored" steel for maces and hammers and "strong" steel to make better axes and swords.) Would also be nice to have that stuff even to fight the spawn. Make it easier to beat them to death and cut through those bones.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 04:53:34 pm
Got some work done on the mod. Switched out snatching for theft in all hostile races besides goblins (and making it acceptable so they don't fight over it.) Should reduce overall hostility some towards each other if I read the wiki right.

Rival dwarves should be pretty fun to fight, plus I'm looking into making some custom materials for use in a custom workshop ("lead-cored" steel for maces and hammers and "strong" steel to make better axes and swords.) Would also be nice to have that stuff even to fight the spawn. Make it easier to beat them to death and cut through those bones.
Well, if the other races are blaming the dwarves for being the Spawn, your mod should fit just fine.


Which is not an impossibility.


In fact, I highly suggest it as a plot point for SBII.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 09, 2015, 06:52:35 pm
  ...Technically, we did shelter one of the creators of the Spawn (Mr Frog), but I don't see too many people condemning the Scientists who invented Nuclear Weapons, at least in the Western World. I would honestly be surprised if it wasn't different in Japan.

  Doesn't matter too much though, since SB and SBII won't be directly* connected to spare confusion on the part of the readers.

 *I say directly since , while it's somewhat disconnected plot-wise, it still has creatures and references from the original SB.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 07:07:02 pm
  ...Technically, we did shelter one of the creators of the Spawn (Mr Frog), but I don't see too many people condemning the Scientists who invented Nuclear Weapons, at least in the Western World. I would honestly be surprised if it wasn't different in Japan.

  Doesn't matter too much though, since SB and SBII won't be directly* connected to spare confusion on the part of the readers.

 *I say directly since , while it's somewhat disconnected plot-wise, it still has creatures and references from the original SB.
This is a significant plot element.
It will be connected THAT much, surely.
That people can blame the dwarves for being Spawn-able, that is.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 09, 2015, 07:09:53 pm
  Alright, point to THeBiggerFish unless the RAWS have been changed, which I don't believe they have in that respect.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 09, 2015, 07:23:25 pm
Well there were plans to  include additional spawnifications for a sequel.

However they wouldn't have been nearly as potent in combat (though still tougher than thier normal versions,) and unable to spawnify other creatures themselves.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 07:25:37 pm
Well there were plans to  include additional spawnifications for a sequel.

However they wouldn't have been nearly as potent in combat (though still tougher than thier normal versions,) and unable to spawnify other creatures themselves.
Nah, we should just keep one type.  The ravening gibbering spawn horde loses some of its appeal when it becomes a beehive.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 09, 2015, 07:44:57 pm
Well it was less hive mind so much as it infecting things like humans, elves, and domestic animals - things they'd be up against at any given time, and thus it being useful to infect them so they attack and weaken enemies even if the horde's attack failed (goblins being immune due to thier own demonic origins.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 07:51:26 pm
Well it was less hive mind so much as it infecting things like humans, elves, and domestic animals - things they'd be up against at any given time, and thus it being useful to infect them so they attack and weaken enemies even if the horde's attack failed (goblins being immune due to thier own demonic origins.)
Maybe have the Spawnitis just fail at human/elf/animal biology and create a completely random body.  With spawn-ness.
Iunno how random we can random.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 09, 2015, 08:01:05 pm
Well it was less hive mind so much as it infecting things like humans, elves, and domestic animals - things they'd be up against at any given time, and thus it being useful to infect them so they attack and weaken enemies even if the horde's attack failed (goblins being immune due to thier own demonic origins.)
Maybe have the Spawnitis just fail at human/elf/animal biology and create a completely random body.  With spawn-ness.
Iunno how random we can random.

The results were pretty much jerky-monsters in the shape/size of the creature that were way easier to kill than a normal spawn or proper dwarf-made spawn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 08:03:52 pm
Well it was less hive mind so much as it infecting things like humans, elves, and domestic animals - things they'd be up against at any given time, and thus it being useful to infect them so they attack and weaken enemies even if the horde's attack failed (goblins being immune due to thier own demonic origins.)
Maybe have the Spawnitis just fail at human/elf/animal biology and create a completely random body.  With spawn-ness.
Iunno how random we can random.

The results were pretty much jerky-monsters in the shape/size of the creature that were way easier to kill than a normal spawn or proper dwarf-made spawn.
Sounds like a good reason for everyone to hate dwarves.  And thus include your mod.  ;P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 09, 2015, 08:12:29 pm
I'm going to keep the spawn out of the Elf Invasion mod. I already have invading elf armies and dwarves fighting over mineral and weapon/armor trade rights.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 09, 2015, 08:14:13 pm
I'm going to keep the spawn out of the Elf Invasion mod. I already have invading elf armies and dwarves fighting over mineral and weapon/armor trade rights.
I mean, include the mod in SBII.
Because internal squabbling is unfortunately very a thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 11, 2015, 11:37:20 am
*poke*
Anyone want to see Splint's mod in SBII?  I don't know, it feels like it would fit.  We're further in the future and Spawn are gaining ground, right?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 11, 2015, 11:51:23 am
Less gaining ground and more everyone got sick of being stuck between bacon-blood people and vagina-faced jerky monsters killing eachother constantly.

Just need to get one civ working and I can finally release a new version of the invasion mod.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 11, 2015, 12:15:12 pm
I thought one of the genned worlds was, like, chock-full of Spawn.  Must've been thinking of a different world then.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 11, 2015, 01:32:04 pm
On an unrelated note, if you have the blueprints, how hard is it to get replacement portal parts out of a bog-standard fortress? 

((This is probably a question for Mr Frog.))

*Actually, a bog-standard fortress with metal casting, oops.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 11, 2015, 04:02:41 pm
On an unrelated note, if you have the blueprints, how hard is it to get replacement portal parts out of a bog-standard fortress? 

((This is probably a question for Mr Frog.))

*Actually, a bog-standard fortress with metal casting, oops.

Probably not a question for me, because I have no bloody clue what you're even talking about, lol ^^;  It's pretty funny how out of the loop I am now when I used to be such a thundering know-it-all.

If you're talking about just in-story as opposed to in-game... Mr Frog already built one makeshift portal generator pretty much from scratch with his own hands and knowledge (I think?), although IIRC it already didn't function up to snuff even before Urist "upgraded" it and accidentally made it implode into scrap metal after one use. So, it's definitely possible, but if even Mr Motherfucking Frog couldn't make it work perfectly without specialised equipment and tech then it's probably not possible period, and extremely-inadvisable for someone without his centuries of study and natural intellect.

TL;DR: You could definitely make another portal assuming you had either Mr Frog or someone with a similar degree of technical know-how, but it definitely wouldn't work very well even then.

Also, while I'm here... I'm thinking of doing a succession fort, and I just need some quick input.
If I do it, it'll either be using 34.11 with some minor mods (the Holistic Spawn and a modified thralling syndrome in which the thralls are actually practically-killable) or the old 2D version. The current version is right out due to the fact that from what I've heard sieges are nearly non-functioning, which should make for a boring fort at best. I'd just like to get an idea of which version people would be more interested in.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 11, 2015, 04:15:08 pm
They are non-functioning due to a pathing goof up for armies that won't be fixed 'til next release.

I'd say go with 34.11, since it's pretty up to date and all the mods for it work as intended, more or less.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 11, 2015, 04:51:35 pm
On an unrelated note, if you have the blueprints, how hard is it to get replacement portal parts out of a bog-standard fortress? 

((This is probably a question for Mr Frog.))

*Actually, a bog-standard fortress with metal casting, oops.
If you're talking about just in-story as opposed to in-game... Mr Frog already built one makeshift portal generator pretty much from scratch with his own hands and knowledge (I think?), although IIRC it already didn't function up to snuff even before Urist "upgraded" it and accidentally made it implode into scrap metal after one use. So, it's definitely possible, but if even Mr Motherfucking Frog couldn't make it work perfectly without specialised equipment and tech then it's probably not possible period, and extremely-inadvisable for someone without his centuries of study and natural intellect.

TL;DR: You could definitely make another portal assuming you had either Mr Frog or someone with a similar degree of technical know-how, but it definitely wouldn't work very well even then.

In-story.  Just, how LONG would you say it would take, just to get things together?  If you had blueprints.  Or if you had a burnt-out one you needed spare parts for, could you actually make one?
Grr, going to have to go on an archive trawl...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 11, 2015, 05:54:39 pm
Assuming he had blueprints, it probably only took as long to get enough materials to make the frame and wiring, and assembling them properly.

Since he jury rigged the thing, wiring was probably connected to the wrong things in places, parts were probably made of sub-standard materials like wood and copper for not-wiring bits of the frame, with duct tape, some home-made version of elmer's glue, and possibly a few socks used to tie things together and old chewing gum for good measure to keep it from completely falling apart, with home-made fission batteries made of copper, microcline, and pitchblende to power it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 11, 2015, 06:23:39 pm
Assuming he had blueprints, it probably only took as long to get enough materials to make the frame and wiring, and assembling them properly.

Since he jury rigged the thing, wiring was probably connected to the wrong things in places, parts were probably made of sub-standard materials like wood and copper for not-wiring bits of the frame, with duct tape, some home-made version of elmer's glue, and possibly a few socks used to tie things together and old chewing gum for good measure to keep it from completely falling apart, with home-made fission batteries made of copper, microcline, and pitchblende to power it.
Yikes.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 12, 2015, 12:14:51 pm
This is going to sound really, absurdly strange, but this trailer (https://www.youtube.com/watch?v=y1HkuGUaNBY) keeps making me think "dorfs." Most specifically I keep imagining the last big battle of Spearbreakers, where our soldiers have the misfortune of facing Ballpoint's force which has many times the Spearbreakers Army's number of legendary-skill soldiers - what with thier habit of drawing them from the history of many worlds, rather than strictly favoring regular recruitment.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 05:38:51 pm
This is going to sound really, absurdly strange, but this trailer (https://www.youtube.com/watch?v=y1HkuGUaNBY) keeps making me think "dorfs." Most specifically I keep imagining the last big battle of Spearbreakers, where our soldiers have the misfortune of facing Ballpoint's force which has many times the Spearbreakers Army's number of legendary-skill soldiers - what with thier habit of drawing them from the history of many worlds, rather than strictly favoring regular recruitment.
It does the same here.
Although I think Fischer could beat up all of those guys handily.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 12, 2015, 07:09:18 pm
While knocked out.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 07:11:36 pm
While knocked out.
Through a wall.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 12, 2015, 07:16:58 pm
Made of slade.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 07:26:14 pm
Made of sladeFischer.
Fixed that for you.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 12, 2015, 07:26:29 pm
 So, for clarification, Fischer could beatup all those dudes while sleeping in a slade box?

Dang ninja.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 12, 2015, 07:30:00 pm
So, for clarification, Fischer could beatup all those dudes while sleeping in a slade box?

You mean that's not what she normally does as part of her morning regime?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 07:35:23 pm
So, for clarification, Fischer could beatup all those dudes while sleeping in a slade box?

You mean that's not what she normally does as part of her morning regime?
You mean, her alarm clock.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 12, 2015, 09:49:39 pm
Good news boys and girls, that mod I'm working on is now entering a playtest. Finally got all the civs working, and even got a delightful new threat courtesy of StagnantSoul: Pyromancers!

EDIT: And apparently the world's first Pyromancer proceeded write a 162 page biography titled "My friend, The Kobold." About a kobold named Stublufuthayldis. I'm guessing the kobold in question helped him get the slab on pyromancy.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 10:59:39 pm
YES.  BURN IT WITH FIRE.  BURN ALL THE IT.  BURN THE WORLD TO ASHES.  THEN BURN THE ASHES BECAUSE WHY NOT.

Right.  Where was I?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 12, 2015, 11:17:00 pm
I was and am still writing an intro for this, but um... Satoru Iwata died. (http://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf) So... :/ Yeah, I'm going to take a bit to try and mourn. I'm going to try and make something to commemorate him. Anyone want to help?

Also, here's what I got done of the intro so far:
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 12, 2015, 11:23:24 pm
Wait wait wait wait.  SBURB.  SDORF.  Heh.  I guess the dwarves would end up with a Genesis Toad...Free-associating at midnight.  What a gem...

...RIP.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 12, 2015, 11:38:45 pm
Spoiler (click to show/hide)

With some edits of course.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 12, 2015, 11:58:05 pm
Spoiler (click to show/hide)

With some edits of course.
Thanks. Though with the last line, despite the poetic epic feel that you were trying to go for, I'd say "These were the Dwarves" sounds better to me. * shrugs * Then I was going to move into things happening to bring in the characters from SB, but honestly, I need to reread the extensive lore before I tackle that.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 13, 2015, 12:41:04 am
Spoiler (click to show/hide)

With some edits of course.
Thanks. Though with the last line, despite the poetic epic feel that you were trying to go for, I'd say "These were the Dwarves" sounds better to me. * shrugs * Then I was going to move into things happening to bring in the characters from SB, but honestly, I need to reread the extensive lore before I tackle that.

Well, I added that because I didn't really like the idea of the dwarves coming off as pan-dimensional garbage pretty much. At least that's what I got from it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 13, 2015, 02:32:23 am
Spoiler (click to show/hide)

With some edits of course.
Thanks. Though with the last line, despite the poetic epic feel that you were trying to go for, I'd say "These were the Dwarves" sounds better to me. * shrugs * Then I was going to move into things happening to bring in the characters from SB, but honestly, I need to reread the extensive lore before I tackle that.

Well, I added that because I didn't really like the idea of the dwarves coming off as pan-dimensional garbage pretty much. At least that's what I got from it.
Ah... No, that wasn't my intention. It was supposed to be that it was just like necromancers and humans arguing over the toads while the Dwarves know about Armok. It was supposed to be sort of in the style of Pratchett, but it's sort of a rhetorical setup. I mean, I kinda get what you mean about how it's structured like the punchline is dwarves, but really the humour is supposed to be at the expense of others rather than the dwarves themselves. Then I'm going on to describe the life pattern of a dwarf fortress dwarf and then start showing it being interrupted - probably by Mr Frog. The pan-dimensional company of doom that runs all the shady sci-fi stuff whose name I sadly can't remember right now, I figure they're going to be the ones to puncture this universe and bring over the Spearbreakers elements. I was even intending to have it structured sorta like they're possibly the (sub)creators of this world.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 13, 2015, 10:45:30 am
Which pan-dimensional company?  Parasol or Ballpoint?  Or Eris?  Probably not Eris.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 13, 2015, 10:50:30 am
It aint stone! They think this demention is fine as it is, thank you verry much!

Well, they have some things in other dementions. Mostly weapons development labs...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 13, 2015, 11:16:23 am
*Dimension.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 13, 2015, 11:28:36 am
Parasol, I think. I don't know. That's really more up to Splint or Mr Frog, isn't it?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 14, 2015, 10:41:34 am
*shrug* Probably.  I dunno.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 14, 2015, 01:45:39 pm
"Shady" would be Eris.

Parasol just researches random shit they feel like, Ballpoint focuses on providing good rent-a-mooks. Nothing really shady about either one in that sense.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 14, 2015, 07:11:37 pm
So Parasol is essentially a GLaDOS-less Aperture Science?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 14, 2015, 08:30:37 pm
Yup.
Except they don't have Cave Johnson's ...strange... design choices behind their forces.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on July 15, 2015, 03:56:17 am
I always thought Umbrella Corp, seeing as parasol = umbrella.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 15, 2015, 04:02:21 am
I think that's what it originally, was (dwarfy parody of the most cartoonishly evil megacorp ever,) but all I saw of them in Syrupleaf was that they were having issues with making magma-proof parasols keep thier users alive, and that the guy assigned to Syrupleaf wasn't the most sane fellow, even by dwarf standards (implying they sent him there to keep him away from anything important.) They may have also been studying the spawn and many other races for sciencey reasons, but I'll have to continue my re-read of it to actually know for sure.

Y'know, it's kinda saddening that desolate frozen hells like that can't really be the norm anymore with the way armies work now...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 15, 2015, 04:50:35 am
Well, which would be most likely to punch a hole in a new universe/create one?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 15, 2015, 04:55:38 am
Erm, is that a trick question? Cause all three do that on a regular basis. Especially Eris with all of Joseph's little safehouse dimensions that I had to concoct a very contrived reason for him to not be able to get to - over-confidence, Ballpoint assistance, his in-dimension portals, both mega and not, getting data-jacked before the technician supposed to wipe them could do so (Personal one by OG!Mr Frog taking out the techie, megaportal because attacking army was killing anyone with the misfortune of not wearing a Stone, SRA, or Ballpoint uniform,) and routine maintenance of the portal network hooking all of the safehouses together - for him to be killed.

And put forward a retcon to make him that sort of arrogant prick that doesn't seem like it to anyone but himself, and sometime even he forgets he's just some hyper-confident/charismatic/paranoid shithead who can get fucked by Lady Luck's sand-paper wrapped dildo just as hard and bloodily as anyone else, just to allow for the above to even work.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 16, 2015, 12:16:35 am
Let me rephrase the question then: Splint as the organizer and guardian of the Spearbreakers canon, which of the secret evil megacorps with pandimensional operations would you like to craft the New Everoc?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 16, 2015, 12:32:35 am
None of them. That's like asking if I want to be beaten with a splintery oar, a cricket bat with a nail in it, or a 2x4 with a hole in the top full of angry blood gnats. It'd suck no matter what.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 16, 2015, 04:07:14 am
None of them. That's like asking if I want to be beaten with a splintery oar, a cricket bat with a nail in it, or a 2x4 with a hole in the top full of angry blood gnats. It'd suck no matter what.
Yup.
I thought this was just...Fast-forward time a bit, you know?  So Everoc is still Everoc but in the future.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 16, 2015, 04:42:12 am
 I think that was the plan.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 16, 2015, 03:12:13 pm
I think that was the plan.
Oh. Huh.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 16, 2015, 03:19:16 pm
None of them. That's like asking if I want to be beaten with a splintery oar, a cricket bat with a nail in it, or a 2x4 with a hole in the top full of angry blood gnats. It'd suck no matter what.
Yup.
I thought this was just...Fast-forward time a bit, you know?  So Everoc is still Everoc but in the future.

That pretty much was the plan, and I'm still kind of against a direct sequel to be honest. Reboot with all the fat cut off, sure. Sequel? Ehhhh....
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 16, 2015, 04:22:55 pm
None of them. That's like asking if I want to be beaten with a splintery oar, a cricket bat with a nail in it, or a 2x4 with a hole in the top full of angry blood gnats. It'd suck no matter what.
Yup.
I thought this was just...Fast-forward time a bit, you know?  So Everoc is still Everoc but in the future.

That pretty much was the plan, and I'm still kind of against a direct sequel to be honest. Reboot with all the fat cut off, sure. Sequel? Ehhhh....
Sequel-with-Cliff's Notes, perhaps?
Just the essential facts of the canon, Parasol, Ballpoint, Eris, STONE, Mr Frog playing all of them.  In-jokes can be left in place, however, for anyone crazy enough to read SBI.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 16, 2015, 08:47:17 pm
Still, Mr Frog gave a good descriptor in his fort Clobbermountains. Spearbreakers is a hideous, deformed, ill-tempered baby, and one that doesn't need our help to press on.

Mostly because the local wildlife wants to avoid it and anything stupid enough to go near it further sustains it's existence. If some other group wants to do a direct sequel, I'd say more power to'em.

But the way this place turned out has burned me out of it, and made me thoroughly not wanna fuck with it any further in this form. Not to say there's not a ton of stuff that could be drawn on for a direct sequel, just it'd take far too much work to do well on the modding front.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 16, 2015, 08:52:06 pm
Still, Mr Frog gave a good descriptor in his fort Clobbermountains. Spearbreakers is a hideous, deformed, ill-tempered baby, and one that doesn't need our help to press on.

Mostly because the local wildlife wants to avoid it and anything stupid enough to go near it further sustains it's existence. If some other group wants to do a direct sequel, I'd say more power to'em.

But the way this place turned out has burned me out of it, and made me thoroughly not wanna fuck with it any further in this form. Not to say there's not a ton of stuff that could be drawn on for a direct sequel, just it'd take far too much work to do well on the modding front.

Obligatory link pimping my fort (http://www.bay12forums.com/smf/index.php?topic=151909.0)

My main concern with doing a full sequel would be that it'd be waaaaay too intimidating for many new people to get into, I think, considering how ridiculously-convoluted the backstory is.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 16, 2015, 08:52:50 pm
That's putting it gently. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 16, 2015, 09:29:43 pm
Okay, we need to settle on a definition of sequel, because I feel like everyone else is using it differently than I am for some reason.
And don't we HAVE the mods?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 16, 2015, 09:38:39 pm
Some, not all. And there's more that could be done with DFHack magic.

We have spawn, scythods, can easily make hostile and nonhostile Parasol and Ballpoint remnants, Sewat colonists, railguns, can easily make a multitude of mug-based weapons, we have disc launchers somewhere, as well as chainswords and such andthe means to produce them and combat jackborgs as both a caste and wild "animal" (though better described as more like marauding bandits and deserters) that can be convinced to join a fortress (animal training.)

With DFHack we could also include importing schematics for making various weapons and battlesuits for example, Parasol battlesuits granting flight, no breathing, and paralysis immunity (the suits being able to keep functioning so it can safely end the fight and return to safety,) while Ballpoint's does the first two but trades paralysis for pain immunity (having built in pain-killer injectors,) as well as sufficient strength bonuses to allow them to easily kill less well-equipped soldiers by sending them flying so hard they explode, old-school champion style.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Arcvasti on July 17, 2015, 12:43:15 am
With DFHack we could also include importing schematics for making various weapons and battlesuits for example, Parasol battlesuits granting flight, no breathing, and paralysis immunity (the suits being able to keep functioning so it can safely end the fight and return to safety,) while Ballpoint's does the first two but trades paralysis for pain immunity (having built in pain-killer injectors,) as well as sufficient strength bonuses to allow them to easily kill less well-equipped soldiers by sending them flying so hard they explode, old-school champion style.

Unless its been recently fixed in the newer version, giving flight to fort creatures doesn't do much besides mess up their pathing. Same with swimming, IIRC.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 17, 2015, 06:45:28 am
Battlesuits probably shouldn't fly.  But yay!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 17, 2015, 06:50:44 am
Fliers do have thier utility in combat if used in conjunction with ground-bound units.

For example, a squad of pikedwarves man an open gate, while the flight-capable battlesuit hammerdwarves, because there's a valid ground path (and for my usual designs, there's a ramp outside for aesthetics, granting a a path down,) they'll hope right over the wall in a straight shot. They're just finicky to work with is all.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 17, 2015, 06:58:03 am
Oh, I get it now.  I think.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 17, 2015, 12:05:14 pm
None of them. That's like asking if I want to be beaten with a splintery oar, a cricket bat with a nail in it, or a 2x4 with a hole in the top full of angry blood gnats. It'd suck no matter what.
Yup.
I thought this was just...Fast-forward time a bit, you know?  So Everoc is still Everoc but in the future.

That pretty much was the plan, and I'm still kind of against a direct sequel to be honest. Reboot with all the fat cut off, sure. Sequel? Ehhhh....
Okay... What about doing it as a spinoff that incorporates Spearbreakers elements then? ( That's what I thought we were doing, but obviously I missed a lot. )
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 20, 2015, 08:57:50 pm
Someone is trying to make an actual chainsword.
Or so says the Happy Thread. (http://www.bay12forums.com/smf/index.php?topic=42204.163800)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 20, 2015, 09:49:23 pm
...they're far away from Nova Scotia, right? I don't want to have to add that to the list of things to watch for, since it's sort of a written list on the fridge that results in a lot of awkward questions.

  Especially that time I had a friend who was related to a Cop over.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on July 20, 2015, 11:01:16 pm
It's in Texas. We're safe.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on July 21, 2015, 04:48:52 am
Is anyone really safe from Texas, though?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 21, 2015, 10:09:37 am
...they're far away from Nova Scotia, right? I don't want to have to add that to the list of things to watch for, since it's sort of a written list on the fridge that results in a lot of awkward questions.

  Especially that time I had a friend who was related to a Cop over.
Huh.  Guess where I'm currently vacationing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 21, 2015, 06:24:04 pm
A weird thing to be happy about, but Gunner-chan has been a lot more focused lately. Okay that's not the weird part.

The weird part is she's gone back to trying to make an actual functional chainsword. Which is well, hilariously dangerous but she seems happy being actually focused on something.

Plus she finally took my advice and decided to rethink who her real friends always were.

Has she seen the functional chainsword someone printed out on a 3d printer?

Sadly the website is broken right now (http://www.bolterandchainsword.com/topic/309223-3d-printed-functional-chainsword/) but I guess they have a FB page or something that should have it?
THE CHAINSWORD IS REAL.  ALL HAIL THE GREAT MR FROG.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 23, 2015, 06:57:18 am
Pluggy plugy plug, pluggy pluggy plug.

New version of the mod's out people. (http://www.bay12forums.com/smf/index.php?topic=150138.0) Seems like the best place to shill it.

Think I should do a backwards patch for 34.11? Seems like it'd be pretty simple to do (removing gaits and attack and recovery stuff.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 23, 2015, 11:13:54 am
...they're far away from Nova Scotia, right? I don't want to have to add that to the list of things to watch for, since it's sort of a written list on the fridge that results in a lot of awkward questions.

  Especially that time I had a friend who was related to a Cop over.
Huh.  Guess where I'm currently vacationing.

  *Sigh* Of course you are. *Adds 'Chainswords right under...heh. 'Razor Wire hidden in Hat Brim', that was memorable.

Pluggy plugy plug, pluggy pluggy plug.

New version of the mod's out people. (http://www.bay12forums.com/smf/index.php?topic=150138.0) Seems like the best place to shill it.

Think I should do a backwards patch for 34.11? Seems like it'd be pretty simple to do (removing gaits and attack and recovery stuff.)

All hail Splint! In honor of his greatness, I for one will drown my enemies in piles of Splints. Not like the Hospital uses them... at least, not for anything medical.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on July 29, 2015, 04:57:46 am
Is anyone really safe from Texas, though?
Speaking for Louisiana, eh. Texas really isn't that dangerous.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 29, 2015, 05:21:06 am
"Rise from the Grave!"
Works every time...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on July 29, 2015, 06:04:24 am
The thread shudders and begins to move.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on July 29, 2015, 04:39:14 pm
The thread shudders and begins to move.
I just wish that the new fort would begin to move towards its embark point...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on July 29, 2015, 04:41:28 pm
Well, I wanna start up something to at least help tide us over, but I didn't hear back from more than two people regarding what version to use for it.

Could always continue keeping an eye on Clobbermountains in the meantime.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on July 30, 2015, 11:58:18 am
 Are Usable Mugs implemented yet?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on July 30, 2015, 12:07:35 pm
Next version.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on July 30, 2015, 04:40:14 pm
Well, I wanna start up something to at least help tide us over, but I didn't hear back from more than two people regarding what version to use for it.

Could always continue keeping an eye on Clobbermountains in the meantime.

Just start a fort with whatever version you like more. If you build it, they will come.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on August 02, 2015, 03:35:35 am
Well, I wanna start up something to at least help tide us over, but I didn't hear back from more than two people regarding what version to use for it.

Could always continue keeping an eye on Clobbermountains in the meantime.

Just start a fort with whatever version you like more. If you build it, they will come.

I'll likely do it on 40.24 then, unless someone wants to finish the backwards patch for 34.11. (http://dffd.bay12games.com/file.php?id=11012)

Although I may just up and make an entire separate version of the mod from scratch for 34.11, even if it's a monstrous pain in the ass to do that, it seems like it'd be easier to do that than try to fully do the patch...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on August 03, 2015, 12:46:47 am
Okay, fine. I'll just be removing some gait tags and such, right? How much is there to do? If it's going to be a tedious nightmare I'm not touching it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on August 03, 2015, 12:50:48 am
I think I got the worst of it, but there may still be stuff pertaining to tears and whatnot. At any rate I started on a separate thing, and seem to have everything but the naukan and roaming beasts working for 34.11. They otherwise appear to be functioning fine on 40.24, as they did spawn (and god damn was it a pain in the ass getting even that much functionality out of the fuckers.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on August 03, 2015, 12:58:15 am
I think I got the worst of it, but there may still be stuff pertaining to tears and whatnot. At any rate I started on a separate thing, and seem to have everything but the naukan and roaming beasts working for 34.11. They otherwise appear to be functioning fine on 40.24, as they did spawn (and god damn was it a pain in the ass getting even that much functionality out of the fuckers.)

Yeah, I can get rid of the tears and shit for ya. Probably should hold off on rebuilding it until I've taken a peek under the hood. No promises, though; if it gets boring or annoying I'm just gonna quit.

E: Gonna wait till tomorrow, though. It's late, and drowsy modding tends to have rather... unconventional results in my experience.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on August 03, 2015, 01:12:57 am
If you can get the naukan and beasts working that'd be good enough for me. Like I said, I got everything else working more or less as intended.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on August 16, 2015, 06:41:28 am
(http://vignette3.wikia.nocookie.net/earthbound/images/0/06/Groucho.png/revision/latest?cb=20100615021601)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on August 16, 2015, 12:26:19 pm
Bloody Marx Brothers.  Everywhere.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on September 11, 2015, 09:44:27 pm
*poke*
Did we all move to Clobbermountains?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on September 11, 2015, 10:12:47 pm
*poke*
Did we all move to Clobbermountains?

Not everyone. I think Lolfail and CaptainMcClellan(?) have yet to say hi. E: Also, Talvi appears to have moved on from the forum entirely. :(

I was wondering why my shitty succession fort was almost up to 10,000 pageviews despite not being terribly-active, but it looks like it may be because I was siphoning eldritch energy from this thread's slumbering corpse, which can only end in good things.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 12, 2015, 06:37:37 am
A corpse which has shuddered and begun to move. For the 8th time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on September 12, 2015, 06:44:38 am
so is clobbermts the official suucesion to thisd, nobody i botherede to make one, or are we all waiting for usable mugs?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 12, 2015, 06:49:50 am
Still waiting for the useable mugs. And sieges to be consistent again.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on September 12, 2015, 06:51:59 am
sieges depenend on closeseness to enemy sites. if there are anys ites closer, they will siege them intsead.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 12, 2015, 06:56:45 am
There's also a pathfinding bug that armies suffer from which is slated to be fixed next release (which is why forts were getting little to no sieges/other attacks after a decade or more of operation, even when they were literally planted in the desired enemy's front lawn.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on September 13, 2015, 01:44:09 am
*poke*
Did we all move to Clobbermountains?

Not everyone. I think Lolfail and CaptainMcClellan(?) have yet to say hi. E: Also, Talvi appears to have moved on from the forum entirely. :(

I was wondering why my shitty succession fort was almost up to 10,000 pageviews despite not being terribly-active, but it looks like it may be because I was siphoning eldritch energy from this thread's slumbering corpse, which can only end in good things.
Only partly... I still check back on occasion... :( well, sort of, yes. I'm just so busy. I wrote an IRC bot for someone yesterday, for instance. That was kind of interesting. Took twelve hours, though. Serverside Linux is a pain.  ::)

And you have a succession fort? I have to see this. :D Will look first thing tomorrow - very tired tonight.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Reudh on September 13, 2015, 02:36:31 am
TALVI bro, how's things?

Also thanks for forgetting me, Froggie. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on September 13, 2015, 03:16:33 am
Talvi AND Reudh reappear?
[confetti]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on September 13, 2015, 08:03:56 am
Talvi AND Reudh reappear?
[confetti]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on September 13, 2015, 03:16:51 pm
TALVI bro, how's things?

Also thanks for forgetting me, Froggie. :P

Who is this

Do I know you
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on September 13, 2015, 05:53:48 pm
/me loads the mug-based confetti cannon

Also, whats Clobbermountans?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 13, 2015, 05:57:18 pm
Succession Fort, currently in possession one a single offhand mug-related joke in-character. Currently my turn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 20, 2015, 06:39:26 am
Link to Clobbermountains?

And I have Talvien's contact info, I can poke him from time to time to make his obligatory cameo appearances. From how he's described things, it could be DF2018 before he can play regularly again. If even then. It sucks that DF2015 hasn't dropped yet, I've got little to do for the next few months while I'm taking a forced sabbatical from my higher education. I mean, I've secured a part-time position out of employer desperation and nepotism, but I'll only be working 8-3 every other day. ( I'm gonna be the tech guy for a private school. )
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on September 20, 2015, 07:19:57 am
Clobbermountains. Mind the clouds. (http://www.bay12forums.com/smf/index.php?topic=151909)

Also, congratulations on your new job~
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 20, 2015, 12:34:51 pm
Clobbermountains. Mind the clouds. (http://www.bay12forums.com/smf/index.php?topic=151909)

Also, congratulations on your new job~
Danke. Und doppel danke. :p
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on September 28, 2015, 10:04:32 am
Link to Clobbermountains?

And I have Talvien's contact info, I can poke him from time to time to make his obligatory cameo appearances. From how he's described things, it could be DF2018 before he can play regularly again. If even then. It sucks that DF2015 hasn't dropped yet, I've got little to do for the next few months while I'm taking a forced sabbatical from my higher education. I mean, I've secured a part-time position out of employer desperation and nepotism, but I'll only be working 8-3 every other day. ( I'm gonna be the tech guy for a private school. )
Consider me poked. o/ Hello, everybody. :) I'll add you on Skype if you'd like to keep in better contact; I usually have it open. I'm Talvieno on there too.

And, yes... I've been highly busy lately. I'm actually hoping to finally get out of here (yes, still), but not too much has changed. :P (And Mr Frog, I need to find a way to keep in better touch with you in particular. I know Skype doesn't work for you - perhaps Steam or something of the like? Although I'm not always on Steam either... I haven't had much time for games lately. It's been at least a week since I played last, I think.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 28, 2015, 01:43:56 pm
Been about 5-ish days since you played anything last I saw. And a Harry welcome back to this pit brothar

And since I've hit a small bump, Trampledlantern needs your advisement denizens of Spearbreakers the Undying: to kill humies or not to kill humies.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on September 28, 2015, 01:59:44 pm
Been about 5-ish days since you played anything last I saw. And a Harry welcome back to this pit brothar

And since I've hit a small bump, Trampledlantern needs your advisement denizens of Spearbreakers the Undying: to kill humies or not to kill humies.
1) TAVLIENO WOOOOOOOOOOOOOOOOOOOOOO!  WB!  Also congrats!
2) To trap the humies in the depot until they starve to death, obviously.  Maybe have more than one depot and undesignate the one you just trapped them in.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on September 28, 2015, 04:21:33 pm
Link to Clobbermountains?

And I have Talvien's contact info, I can poke him from time to time to make his obligatory cameo appearances. From how he's described things, it could be DF2018 before he can play regularly again. If even then. It sucks that DF2015 hasn't dropped yet, I've got little to do for the next few months while I'm taking a forced sabbatical from my higher education. I mean, I've secured a part-time position out of employer desperation and nepotism, but I'll only be working 8-3 every other day. ( I'm gonna be the tech guy for a private school. )
Consider me poked. o/ Hello, everybody. :) I'll add you on Skype if you'd like to keep in better contact; I usually have it open. I'm Talvieno on there too.

And, yes... I've been highly busy lately. I'm actually hoping to finally get out of here (yes, still), but not too much has changed. :P (And Mr Frog, I need to find a way to keep in better touch with you in particular. I know Skype doesn't work for you - perhaps Steam or something of the like? Although I'm not always on Steam either... I haven't had much time for games lately. It's been at least a week since I played last, I think.)

I do have a Skype, but it has my identifying info on it (name, etc.) and I'm super super paranoid about that kind of thing. I'm on here pretty much every day for Clobbermountains, though, so that's a possible venue if you don't mind. Also, if the Limit Theory forums have a decent PM system I could possibly make an account on there? Since I'm still slowly making my way through REKT and I know you post there frequently.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on September 28, 2015, 05:20:51 pm
Limit Theory?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on September 28, 2015, 05:58:39 pm
Link to Clobbermountains?

And I have Talvien's contact info, I can poke him from time to time to make his obligatory cameo appearances. From how he's described things, it could be DF2018 before he can play regularly again. If even then. It sucks that DF2015 hasn't dropped yet, I've got little to do for the next few months while I'm taking a forced sabbatical from my higher education. I mean, I've secured a part-time position out of employer desperation and nepotism, but I'll only be working 8-3 every other day. ( I'm gonna be the tech guy for a private school. )
Consider me poked. o/ Hello, everybody. :) I'll add you on Skype if you'd like to keep in better contact; I usually have it open. I'm Talvieno on there too.

And, yes... I've been highly busy lately. I'm actually hoping to finally get out of here (yes, still), but not too much has changed. :P (And Mr Frog, I need to find a way to keep in better touch with you in particular. I know Skype doesn't work for you - perhaps Steam or something of the like? Although I'm not always on Steam either... I haven't had much time for games lately. It's been at least a week since I played last, I think.)

I do have a Skype, but it has my identifying info on it (name, etc.) and I'm super super paranoid about that kind of thing. I'm on here pretty much every day for Clobbermountains, though, so that's a possible venue if you don't mind. Also, if the Limit Theory forums have a decent PM system I could possibly make an account on there? Since I'm still slowly making my way through REKT and I know you post there frequently.
I have your name, in case you've forgotten. :P You have my email, I have yours. We could actually keep in touch there, but IIRC, you said it felt unnatural. And  :o I had no idea you were reading REKT! That's awesome! :D Even if you're not looking at it very often, that's still pretty cool! But you might want the turn summary here (http://lt-rekt.wikidot.com/mission:mission-1) instead. There's a lot to read through, and a summary would just make it easier unless you'd rather go through absolutely every update. :P But yes, if you want to make an account on there, I'd definitely be able to get back to you fairly quickly. The question, I think, is - would you be easily able to get back to me?  ???

Limit Theory?
Space game. Singleplayer. Much pretty. Very Kickstarter. One-man team. Custom engine. Youtube. (https://www.youtube.com/watch?v=0tPdbLe3zx0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on September 28, 2015, 11:19:35 pm
I've given you my first name, not my full name (unless I'm forgetting something, which is likely). Admittedly, I haven't exactly been super-cautious and any idiot could probably track me down just by reading what I've revealed about myself carefully and applying basic deduction, but giving my full name to anyone online -- no matter how much I trust them -- is something that I've had drilled into my head from a young age as Something You Do Not Do Ever.

Also of course I'm reading REKT (albeit slowly), silly. I said I would multiple times. I actually intend to sign up for a round once I get through reading everything (and I'm definitely going to slog through the full thread -- reading a summary just isn't the same. Plus the two people (can't remember who) arguing about who should open a toolbox that was literally sitting in one of their hands was hilarious).

Email totally works BTW, I just liked the forum's PM system better because that's what I was used to. Lol.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 29, 2015, 06:58:19 pm
Private IRC channel than only you two have the keys to? Or just direct p2p chat on IRC? I know Talvieno has HexChat. Idk if that'll work for Mr Frog though with his privacy concerns. ( If you know how to use a proxy or a spoofing network, that'd be sufficient to make it private and safe. )
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on September 29, 2015, 07:06:08 pm
...or you could just use Mibbit. (http://widget01.mibbit.com/?settings=c51ae70d311d37759447d61c944d6e80&server=irc.web.gamesurge.net&channel=%23limittheory) :P Kiwiirc (https://kiwiirc.com/client/burstfire.uk.eu.gamesurge.net/limittheory) is even better. But, if you don't want to do that, we could make our own channel somewhere and just talk, would work the same and only take a few seconds to set up. Or not. :P Up to you, Mr Frog.

Quote
Admittedly, I haven't exactly been super-cautious and any idiot could probably track me down just by reading what I've revealed about myself carefully and applying basic deduction, but giving my full name to anyone online -- no matter how much I trust them -- is something that I've had drilled into my head from a young age as Something You Do Not Do Ever.
It is with a mischievous grin that I announce,
Nathan Weeks
<the sound echoes into the distance>

...actually my name is all over the place. There's a person on the LT forums that regularly calls me Nathan. I'm cool with it, but at the same time, I understand why you're private about it.

Quote
Also of course I'm reading REKT (albeit slowly), silly. I said I would multiple times. I actually intend to sign up for a round once I get through reading everything (and I'm definitely going to slog through the full thread -- reading a summary just isn't the same. Plus the two people (can't remember who) arguing about who should open a toolbox that was literally sitting in one of their hands was hilarious).
:D That would probably be Dinosawer and Squidhead, I think. :P That duo was hilarious by nature. They'll be teaming up in the next mission. (Which is soon, mind you. Mission 1 is done, took twice as long as I'd hoped. This next one should only take two months.) It still tickles me to know you're reading it. :)

Sent you an email. :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 29, 2015, 07:37:23 pm
Yeah and since I accidentally leaked his name on a Youtube stream anyway, it's only fair that I introduce myself as well. :p ( Sorry again btw. If you change your mind and want me to edit it out, let me know. )

I'm Collin C. Warren, pleasure to meet you all. :)

( Haven't tried Kiwiirc, but Mibbit is good and simple, as Talvien says.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on September 29, 2015, 07:42:16 pm
Yeah, I'll pass.  Not quite to the point where I trust the Internet.  At best you can find half of it out there.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 29, 2015, 08:15:33 pm
Yeah, I don't trust the internet, but what are they going to do with my name that they couldn't do with anything else about me?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on September 29, 2015, 08:24:52 pm
Yeah, I don't trust the internet, but what are they going to do with my name that they couldn't do with anything else about me?

But we know enough to destroy your life! You also hold the rank of Captain and are a cube!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on September 29, 2015, 09:15:46 pm
Yeah, I don't trust the internet, but what are they going to do with my name that they couldn't do with anything else about me?

But we know enough to destroy your life! You also hold the rank of Captain and are a cube!
True, Splint, but you have to remember, he [Was_never_here].  :o How do you ruin the life of someone you couldn't have possibly met?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: CaptainMcClellan on September 30, 2015, 03:23:28 am
Yeah, I don't trust the internet, but what are they going to do with my name that they couldn't do with anything else about me?

But we know enough to destroy your life! You also hold the rank of Captain and are a cube!
True, Splint, but you have to remember, he [Was_never_here].  :o How do you ruin the life of someone you couldn't have possibly met?
Indeed!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on October 04, 2015, 05:37:10 am
Mugs should be made op weapons.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on October 04, 2015, 05:48:24 am
Mugs are already overpowered when it comes to slaying fps
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on October 04, 2015, 05:58:24 am
well, fps is not hfs
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on October 13, 2015, 06:19:46 am

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 [197] 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751

welp

I've got a little ways to go.

My apologies for the wall-o-pointless numbers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on October 13, 2015, 06:20:26 am
Oh hey!
Keep on trucking there.
Or portal-ing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on October 13, 2015, 06:31:11 am
And it only gets worse, thanks to the spurts of activity that still plague the thread.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on October 13, 2015, 06:41:05 am
So I would imagine. Fairly entertaining so far.

I have to ask, does the fort get restarted with {Edit, more} mods at some point?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on October 13, 2015, 06:44:02 am
Is the poll still up there?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: zacen299 on October 22, 2015, 03:28:27 am
This has to be asked (at least I have to ask it or go mad).


Pages: 1 -snip- 751

welp

I've got a little ways to go.

My apologies for the wall-o-pointless numbers.


How do you live with the default page size? It's only just over 200 pages for me, bad internet, bad computer or just never changed it? Because honestly binge the fort would drive me even further mad if I had to load that many pages. Yes I'm weird I tend to read a lot of pages when I do and having to constantly load new pages drives me up a wall.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on October 22, 2015, 04:05:50 am
How do you live with the default page size? It's only just over 200 pages for me, bad internet, bad computer or just never changed it? Because honestly binge the fort would drive me even further mad if I had to load that many pages. Yes I'm weird I tend to read a lot of pages when I do and having to constantly load new pages drives me up a wall.
15ppp masterrace
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on October 22, 2015, 04:26:23 am
I think 25ppp is a nice compromise between shortness and longness, myself.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on October 22, 2015, 04:46:25 am
Yeah I used 25ppp for a while but switched to 50 at some point and haven't bothered to change back. 25 is a bit too short and 50 is a bit too long for me though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: zacen299 on October 22, 2015, 04:50:57 am
I blame just how quickly I read but even with 50ppp I tend to just blow through pages and it feels like there is more loading than not if I don't have it that high. Well unless it's a page just full of updates and stories. Those are special.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on October 22, 2015, 04:56:54 am
Honestly haven't gone into the settings very much. I should probably change some things.

Well, my potatotop from 2004 doesn't like 50ppp, so I've got it to slightly more manageable levels.

Pages: 1 ... 131 132 [133] 134 135 ... 451
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: zacen299 on October 22, 2015, 05:11:38 am
Yeah I used 25ppp for a while but switched to 50 at some point and haven't bothered to change back. 25 is a bit too short and 50 is a bit too long for me though.

I've never understood why 30 or 35 aren't options. It makes no sense and just feels arbitrary.

Honestly haven't gone into the settings very much. I should probably change some things.

Well, my potatotop from 2004 doesn't like 50ppp, so I've got it to slightly more manageable levels.

Pages: 1 ... 131 132 [133] 134 135 ... 451

Please tell me you're exaggerating about how old what you're using is. That would just be..... madness.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on October 22, 2015, 05:18:30 am
...Yikes.  Amp, get a new laptop for Christmas or your birthday, you need it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Reudh on October 22, 2015, 05:33:50 am
Yeah I used 25ppp for a while but switched to 50 at some point and haven't bothered to change back. 25 is a bit too short and 50 is a bit too long for me though.

I've never understood why 30 or 35 aren't options. It makes no sense and just feels arbitrary.

Honestly haven't gone into the settings very much. I should probably change some things.

Well, my potatotop from 2004 doesn't like 50ppp, so I've got it to slightly more manageable levels.

Pages: 1 ... 131 132 [133] 134 135 ... 451

Please tell me you're exaggerating about how old what you're using is. That would just be..... madness.

When I first got interested in Dwarf Fortress, in about 2009, I was using a computer from early 2003. That said, it was a pretty beefy one back then.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on October 22, 2015, 11:17:13 am
i managed to get 2 fps in necrothreat on a 14 year old laptop with windows xp. is that normal?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on October 22, 2015, 04:36:50 pm
I'm not exactly sure how old this thing is, since I obtained it much later, but it's about that old.

And there is in fact a new computer in the pipelines, ETA probably sometime next year. I also have a slightly newer laptop, in much worse condition, that is capable of running modern versions of DF.
Title: Re: [34.11] Spearbreakers - HAPPENING LEVELS AT MAXIMUM
Post by: Mr Frog on December 01, 2015, 05:17:47 pm
(https://i.imgur.com/7drHiqrh.jpg)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:18:10 pm
WOOOOOOOOOOOOOO
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 05:21:51 pm
Better forge a battle plan now, Splint. The faster we get a work plan going, the sooner the new fort will be up.

E: Also, forgive me for pre-emptively hijacking the thread, but I'd ran into the hourly PM limit like a brick wall :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:25:30 pm
Better forge a battle plan now, Splint. The faster we get a work plan going, the sooner the new fort will be up.

E: Also, forgive me for pre-emptively hijacking the thread, but I'd ran into the hourly PM limit like a brick wall :V
Me too.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 05:26:35 pm
It's fine. In addition to playing the new version (I had the good luck of embarking on a damned bandit camp,) I'm working on some basic stuff for factions at the moment for the intro.

EDIT: FUCKING NINJA
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:27:29 pm
FINALLY NINJA'D SOMEONE.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 05:27:56 pm
Gonna mess around with the new version to see what its capabilities are (sieges sieges sieges SIEGES SIEGES PLEASE LET SIEGES BE FUNCTIONAL) and how nicely it plays with my craptop (if I get like 30FPS in my first year then I won't be able to take a turn, or really do much of anything). See y'all soon~

E: Oooooooooohhhhhhhhhhhh all these new syndrome tagsssssssssssssssssssssss
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 01, 2015, 05:37:05 pm
 SPEARBREAKERS! SPEARBREAKERS!


 Also, royalty in the first month of a fort is a PITA.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 05:44:12 pm
Worldgen seems to be crashing semi-frequently for me. Hope it's not hardware related.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 01, 2015, 05:45:16 pm
I shall be lurking around, watching for modding suggestions :)

E: Oooooooooohhhhhhhhhhhh all these new syndrome tagsssssssssssssssssssssss

I'm drooling
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:46:03 pm
Worldgen seems to be crashing semi-frequently for me. Hope it's not hardware related.
Other people have complained.
Well, one other person at least.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 01, 2015, 05:49:15 pm
Worldgen seems to be crashing semi-frequently for me. Hope it's not hardware related.
Other people have complained.
Well, one other person at least.

We seem to be many. I can't even pass civilizations placement, the application freeze during it :/

And it may be hardware related seeing Mac-users and Linux-users are the only one to get the civ-placement-freeze.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 05:50:24 pm
Just to give you guys an idea of just how badly well this could potentially go out the gate...

(http://i.imgur.com/QlbFkJS.png)

I embarked on a good place to set up shop. Problem is, I wasn't the only one with that idea for this place.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 05:53:15 pm
FINALLY NINJA'D SOMEONE.
Congrats!


Also, Frog, the forum email said your "It's happening" post was blank; somehow I knew exactly what image would be there before I even clicked the link. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 05:55:16 pm
I shall be lurking around, watching for modding suggestions :)

E: Oooooooooohhhhhhhhhhhh all these new syndrome tagsssssssssssssssssssssss

I'm drooling

Pleased to officially meet you, by the way.

We need to work out exactly which mods we'll be including in the new fortress so that we can divvy up duties (nothing too complicated; we're all doing this in our spare time). In the meantime, me and Nakeem should mess around with the new version to get a handle on its functions and gameplay.

For mods, I (if I may continue to be egotistical) submit that we use banshees, since they were quite successful in Clobbermountains (I've already implemented the nerfs I said I would, to wit I reduced their agility and gave a slightly-larger window before they start caterwauling).

FINALLY NINJA'D SOMEONE.
Congrats!


Also, Frog, the forum email said your "It's happening" post was blank; somehow I knew exactly what image would be there before I even clicked the link. :P

TALVIIIIIIII
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:57:45 pm
Yesss!
Talvieno has returned!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 05:58:00 pm
Modding... I haven't modded DF in a while... I wonder what Toady's changed.  :o


FFFFFRRRRRRRRROOOOOOOOOOOGGGGGGGGGGGG

Also, Nakeen is a face I haven't seen before. Heyaa. :) I feel like I should know you...


edit: BIGGERFISH IS THE BIGGER NINJA
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 05:58:24 pm
Twice in a row WOO

Also Vanya deserves epilogue or continuation.

I don't recall an ending.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 05:59:27 pm
@ Talvieno: Nakeen has been doing a buncha stuff for the LOLmod lately.

@ Banshees: I'm a tad leery about them. They seemed almost too effective.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 06:00:22 pm
Indeed. This thread seems to be picking up again like old times.

On that note, I'm curious as to whether grabbing this first iteration (thanks for that word, Frog) of the new version is really the best idea... given how buggy it's likely to be. I haven't actually had a chance to sit down with it yet, but given how buggy past versions were in their initial state, it seems it might be... problematic.

Splint is a ninja too.
And, really? LOLmod? That's epic! I wonder where it's got itself to now. I haven't heard about the LOLmod since I added bacon tacos.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 06:01:40 pm
Well of course it's picking up, we have a FORTRESS!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 06:03:01 pm
Well, we'll need to wait for the release slowdown, but that's no reason to not make our plans with the raws, since most problems are bound to be hard-code issues we can't address.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 06:03:13 pm
Ah, yes... Vanya... I kind of abandoned her tale after some heavy "wow, this sucks like a bad fanfic" criticism, and never really considered picking it up again.  :-[

Double ninja.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 06:04:28 pm
No.
Bad fanfic Vanya is not.
Deserving of an ending Vanya's story is.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 01, 2015, 06:07:04 pm
Also, Nakeen is a face I haven't seen before. Heyaa. :) I feel like I should know you...

Ah sadly no chance that you could ! I have been a long time lurker and only decided to officially join the community some months ago.

Though you could say this may be fate, you and Frog are notable figures for me. You could even say "legends" if you want, haha.

The pleasure is mine to meet all of you :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 06:07:39 pm
It lead to much strangeness. Might never get a written ending, but we know all kinds of good/bad shit happens - including the most tangible effects: New weapons and critters.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 06:08:31 pm
I agree that we should wait until the releases slow down a bit. I know there's a succession fort here that got put through every single build of DF2014 and wound up a glitchy, crashy, unplayable mess.

Ah, yes... Vanya... I kind of abandoned her tale after some heavy "wow, this sucks like a bad fanfic" criticism, and never really considered picking it up again.  :-[

Double ninja.

There'll always be people willing to say shitty things :V  Best not to let them get to you.

Also, Nakeen is a face I haven't seen before. Heyaa. :) I feel like I should know you...

Ah sadly no chance that you could ! I have been a long time lurker and only decided to officially join the community some months ago.

Though you could say this may be fate, you and Frog are notable figures for me. You could even say "legends" if you want, haha.

The pleasure is mine to meet all of you :)

Thank you.


E: Gonna go hit the gym for a couple hours. I want there to be a comprehensive list of every mod Splint wants us to put in by the time I'm gone BACK OH MY GOD I MEANT BACK.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 06:48:57 pm
Well, considering the reality-shattering madness anything even tangentially related to this place has, I'm sure you'll be gone... To another dimension.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 07:39:47 pm
No.
Bad fanfic Vanya is not.
Deserving of an ending Vanya's story is.
I suppose I can write an unofficial, quick and dirty ending to Vanya's tale. I don't remember where I left off last time, but what I had in mind went roughly as follows - at least, as far as what I can remember.


HERE BE TYPOS AND MISTYPES: PROCEED WITH CAUTION
Spoiler (click to show/hide)

edit: Holy carp, you guys have ninja'd me four times. :D

Also, Nakeen is a face I haven't seen before. Heyaa. :) I feel like I should know you...

Ah sadly no chance that you could ! I have been a long time lurker and only decided to officially join the community some months ago.

Though you could say this may be fate, you and Frog are notable figures for me. You could even say "legends" if you want, haha.

The pleasure is mine to meet all of you :)
Ahhh, I'm quite pleased you joined. :) Welcome! For whatever value "welcome" holds to someone who's been here for a while, anyway. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 07:50:08 pm
T'was good but it needs more words and time to it.

I was pretty sure Original!Frog was trying to subvert Eris?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 07:53:41 pm
Originally, I think yes, but I also figured that Joseph Would Have Ways. I don't think OG!Frog would hold out against Joseph forever; I think Joseph would manage to sway him eventually, either by making reasonable arguments or simply mind-controlling him, either psionically or chemically.

edit: Also, Silena was supposed to make an appearance somewhere in Vanya's tale, but I can't remember where...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 01, 2015, 07:54:47 pm
Joseph is up against a similar chessmaster type.  Mr Frog has his own ways.  *shrug*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 01, 2015, 07:57:17 pm
Perhaps. All of that was just in my notes and I never actually expected to post it without consulting other people first. I'm sure others would have made similar arguments and I would've changed that part - possibly so that OG!Frog helped Clone!Frog infiltrate the highest levels of Eris security, so that they could take down Joseph. As I said, entirely unofficial. :P Although Splint did give me the go-ahead on the final battle between Spearbreakers/Parasol/Ballpoint.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: The Master on December 01, 2015, 08:36:35 pm
We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 01, 2015, 10:28:15 pm
Hilariously, my computer refused to accept Discord's address any more. Welp.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: The Master on December 01, 2015, 10:33:33 pm
https://discord.gg/0g2sUaS4K5OlOgN8 Try this!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 01, 2015, 10:37:55 pm
Nah, the link functions, it's the internal discord invite function that broke'd.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: The Master on December 01, 2015, 10:41:26 pm
Try downloading the client and then clicking the link.
https://discordapp.com/
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 01, 2015, 10:43:48 pm
I did, that's what broke it. I think there may be some compatibility issues.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 01, 2015, 11:56:12 pm
So, our work plan that we managed to establish in the chat is that I am to work on the Spawn variants and the SPECIALSURPRISE, while Nakeen works on diseases, weather, and extra weapons, including a potential radioactive discharge when producing high-end gear. Is this correct?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 01, 2015, 11:58:28 pm
I... Think? So far though nothing being produced uses anything that might cause that, except maybe the railguns exploding from improper assembly.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 12:14:39 am
You could have some kind of nuke-based siege weapon, if those are moddable. Also, if railguns aren't nuclear powered, they should be, since there's not a lot else that makes enough power for them.

Incidentally, stability issues seem rampant in this version, so we should definitely wait a couple patches before starting SBII proper.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 02, 2015, 02:47:00 am
Basic framework for megaspawn has been completed. They're super-powerful, though -- they'd probably be better as a megabeast as they currently exist. I'll tinker around with degenerate spawn tomorrow (although I'll be somewhat busy), then try to tune up both of them to presentable condition.

E: Degenerate spawn are in. Not sure whether to make them be skulkers like kobolds or just random wildlife. Perhaps they can be both.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 02, 2015, 06:10:53 pm
This happened while I was asleep? Gods I need to stay awake more often '^^

I knew that good dream meant something ((admittedly it was of me getting drunk but hey, appropriate right? :P ))
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 02, 2015, 06:13:14 pm
Megaspawn megabeast == good idea.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 02, 2015, 06:22:47 pm
I approve of degenerates being both skulkers and random wildlife (perhaps somewhat prolific in the caverns as well.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 02, 2015, 07:09:12 pm
I approve of degenerates being both skulkers and random wildlife (perhaps somewhat prolific in the caverns as well.)

I was thinking of that, too. I'm honestly not super-experienced with wildlife modding but I'll see what I can do.

I made megaspawn able to animate their severed body parts (since Nakeen suggested that they be made of multiple Spawn fused together -- I still need to give each limb its own organ system, lol), but I'm concerned that this'll end up filling up the unit list super-quickly if they're a standard hostile civ (since this means that each individual megaspawn can create up to 7 units -- the main parent unit as well as another unit for each of its body parts (torso, groin, right+left arm+leg) once they're reanimated). Should I just make them a semimegabeast?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 02, 2015, 07:14:48 pm
Make them semimegabeasts, yeah.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 02, 2015, 07:15:00 pm
I will begin working on the mod next week-end. I'm currently far too busy.

You could have some kind of nuke-based siege weapon, if those are moddable. Also, if railguns aren't nuclear powered, they should be, since there's not a lot else that makes enough power for them.

I can make nuclear powered railgun if you want. It will just add some more complexity to them, as I will want uranium to be refined from pitchblende.

Concerning the "industrial waste", I will decide which reactions can product it after creating a whole arsenal and testing it. I may add different types of toxic by-product depending on the "tier" of the weapon, with syndromes going from "harmless" blood coughing to worse than ebola. Maybe.

Oh, and if I add a uranium refining reaction, do you want to have some kind of "radioactive" syndrome ?

EDIT: Frog, if you mod with wildlife I suggest to add UBIQUITOUS to any wildlife creature you will mod.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 02, 2015, 07:42:42 pm
EDIT: Frog, if you mod with wildlife I suggest to add UBIQUITOUS to any wildlife creature you will mod.

Already done, but thank you for reminding me nonetheless. I am pretty much in y'all's hands here, lol.

Make them semimegabeasts, yeah.

I've already got it figured out, don't worry. Heeheehee.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 07:44:19 pm
Assuming fairly low-level poisoning and no long-term effects, you could add a syndrome that causes hair loss and blistering for radiation exposure, possibly also coughing blood, brittle bones, bad thoughts to simulate mental illness caused by neural damage, ETC.  To be clear, yes I would like there to be a radiation syndrome, and make it mean.


Gosh-darn ninja frogs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 02, 2015, 07:49:26 pm
Gosh-darn ninja frogs.
(http://cdn.bulbagarden.net/upload/thumb/6/67/658Greninja.png/250px-658Greninja.png)
confirmed
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 02, 2015, 08:07:43 pm
He actually does have an irradiated weather syndrome which could hurt or help the unit.

Battery Forge: Produces batteries for use with advanced weaponry and armor, as well as to make jackborgs out of your citizens. Also handles refining pitchblende into useable uranium.
-Silver Batteries: Used to power advanced melee weapons, requiring silver, copper, and lead to produce. Also needed for Corporate Battle Armor.
-Gold Batteries: Used to power rail guns and disc launchers as well as needed to produce battle suit and jackborg parts.
-Uranium Batteries: Used to power battle suits, mass drivers (an even more freakishly OP ranged weapon/upgraded rail gun,) and Jackborgs. Production can sometimes result in failure, often mutating and either mildly or fatally irradiating the worker.

Jackborg Center: (uses worker to run reaction.) Using a set of complicated parts, a citizen is turned into an unaging or at least very long lived due to augments,) and very hardy "Jackborg," the ideal in dwarven soldiery.
-Jackborgs don't need air and have very high physical traits, as well as being fearless. They lack the ability to enter trances however due to modifications in thier heads blocking access to those centers of the brain. Requires a very rare caste in order to be used. This caste also doesn't age or has at least four times the normal dwarven life-expectancy thanks to thier augments.

New ideas!
Ballistic Weave: Bronze/iron grade resistant fabric ideal for making battle fatigues (which count as chain mail under layer body and leg pieces.) Requires silk and some other ingredient to produce. Should be decent value material; do you jeopardize yourself by making lots of valuable BDUs for your early troops or go without until later and use leather and copper? Also needed to produce "CB Armor"

Corporation Battle Armor: Armor patterned off of Ballpoint and Parasol gear, made from ballistic weave and steel plates sandwiched together for a highly resistant piece of armor. Once intended to stop the lower-power magnetic weapons utilized by the corporations, many weapons often fail to penetrate these suits' armor plates.

Produced in full sets of shaped items, requiring 20 steel bars, 10 rolls of ballistic weave, 1 rough clear glass, and a silver battery, resulting in the finest armor available to the local population. Material name simply ""Ballistic" [Armor piece]"
- TacCom Helmet: A helmet with a radio in it!
- Arm/Leg Guards: Boots/Gauntlets that protect the whole limb (represent elbow/knee pads and knee/shoulder guards as part of the armor.)
- Chest Plate: Protects the whole body, duh.

Mass Driver: The railgun made too extreme. With some additional rails, a more powerful battery, and a little steel to help reinforce things, the railgun can be upgraded to a full-on mass driver, capable of felling even the mightiest creatures with sheer blunt-force trauma - a megaspawn can survive a body shot from a railgun (provided the heart isn't damaged when the inevitable skidding happens.) It won't survive a body shot from a mass driver.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 08:14:47 pm
Now, I'm personally opposed to positive radiation effects, but that's me and my physics course talking.

I like the sound of the suggested mods, though I would like to ask if it's possible to make new kinds of siege weapons, since some kind of super mass driver, or a giant slingshot to throw nuclear battery bombs at people would be pretty great.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 02, 2015, 08:15:46 pm
Well, it's irradiation and then there IS magic, so blame it on that.

I personally agree with Amp, though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 02, 2015, 08:18:26 pm
Well, I admit I'm operating on the "fun" version of radiation which may not necessarily kill you.

Help or harm. Mostly harm though.

Seige weapons are sadly hard-coded, though DFhack has/had a plug-in to allow you to pick what you want to fire out of a catapult.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 02, 2015, 08:20:05 pm
Oh, the different batteries are a good idea ! May rename them as "Energy Core", not sure though.

For the "Jackborg", I had an idea close to this.
I was thinking of creating an "immobile drone" as a COMMON_DOMESTIC creature. There would be a special workshop to "specialize" those drones.
ex : variants could be machinegun, flamethrower, toxic gas emission, or full-fledged warmachine.

I will need to make some tests before to see if it is viable though. Then balancing will be needed if it works.

As for the equipment you proposed, I will add them to my list if no one object.

Oh, and yeah, never thought of positive radiation :p
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 08:28:25 pm
Well, radiation doesn't necessarily kill you, it takes a surprising amount in a short time even to bring survival chances down to 50%, and most damage from it can heal with time, the main issues show up past 490 rems of fast exposure, where organ failure becomes a major issue, or with genetic damage, which is caused whenever the radiation feels like it, and causes cancer or mutated children.

You could have radiation be just some unpleasant syndromes in the short term, but transform the victims into a subcaste that has mutated children, and some of them get superpowers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 02, 2015, 08:29:42 pm
Not so sure about turrets/drone since those need to use emission attacks which don't always work the way they should.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 02, 2015, 08:36:52 pm
I was thinking of "standard" radiation poisoning by using the new SYN_CONCENTRATION_ADDED tag. Each exposure would increase the concentration, increasing the effects. It won' be anything complicated, because the tags severely limit me :/

If I am to add mutations or weird transformations, it will preferably be caused by magic/chemical weird thing.

I'm not sure hair loss can be provoked though, I will have to look this up.

I have yet to run in a problem with emissions attack, so I'm pretty confident ^^
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 09:27:02 pm
Not thinking autoturrets, just actual useful artillery, rather than giant nerf crossbows and wiffle-catapults.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 02, 2015, 09:31:04 pm
As Splint said, we sadly can't mod siege engines. One day we may be able to create superweapons of mass destruction.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 02, 2015, 09:43:27 pm
Oh, damn. I missed that part of his post, thanks.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on December 02, 2015, 09:50:41 pm
  I have returned to the forums at the mere mention of this thread in my inbox, after a perilous journey through the net.

 
Not so sure about turrets/drone since those need to use emission attacks which don't always work the way they should.


  Agree with Splint on this one. *shudders*

As Splint said, we sadly can't mod siege engines. One day we may be able to create superweapons of mass destruction.

  Although there are ways to make things along a similiar vein- Masterwork does a few nifty things. They have a 'landmine' type of thing that exists as a creature...

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 02, 2015, 10:12:45 pm
[points to poll] Can we kick that to the curb or should we keep it as a pet?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 02, 2015, 10:17:08 pm
It can sit for now.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 03, 2015, 04:58:14 pm
All Most of the mods on my end are now in semi-working order. Now beginning field tests.

I like the idea of radiation sometimes having positive effects as a random bonus/easter egg, although it should be outweighed heavily by drawbacks. I think Talvi made a generator for something like this, actually...

E: Also, I'm a bit sad, because it looks like one of my favourite modding tricks (leaving LINE_OF_SIGHT out of an interaction so that it can target things through walls) no longer works. :( RIP banshees.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 03, 2015, 07:44:13 pm
No offense, but thank god.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 03, 2015, 07:46:05 pm
No offense, but thank god.

I may or may not have found this out when I tried to slip in a monster capable of instantly resurrecting all Holistic Spawn remains on the map when it appears :)  It sadly didn't work.

E: Argh, it looks like another exploit I often used in my interactions (to wit, interactions without usage hints being spammed constantly whenever the unit has a chance to do so) doesn't work anymore. Now I have to completely-rework the Spawnitis transformation. regekaanklbeare
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:03:39 pm
Incidentally, I've seen in a number of places the idea of a necromancy-bomber. Basically, a reanimation interaction that causes corpses to explode violently rather than waking them up. Seems like it could be a useful ability for something or other.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 03, 2015, 08:15:57 pm
Incidentally, I've seen in a number of places the idea of a necromancy-bomber. Basically, a reanimation interaction that causes corpses to explode violently rather than waking them up. Seems like it could be a useful ability for something or other.

Garbage disposal
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:21:44 pm
A way of preventing that spawn uber-ressurector from doing his thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 03, 2015, 08:23:54 pm
A way of preventing that spawn uber-ressurector from doing his thing.

While violently immolating everything on the map? Sounds like a sweet deal to me.

Moot point though, because as I noted the uber-resurrection no longer works due to units apparently now having a hard requirement to be able to see their targets to use interactions on them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:25:36 pm
Yeah. On the other hand, since we'll obviously be placing the fort in an evil biome, it'll surely have uses.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 03, 2015, 08:28:20 pm
Well, I would assume that's because it sort of helps to know something's actually there, and not a moldy sock with some half-eaten cat meat in it instead.

Yeah. On the other hand, since we'll obviously be placing the fort in an evil biome, it'll surely have uses.

Aaaaaactually that's entirely up to the undead and if they're still stupidly OP or not.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:37:05 pm
I'd go find out, but I can't get stable worldgen.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on December 03, 2015, 08:44:39 pm
...logically, undead are OP by simply existing, so have fun Splint.

@Frog: -Can flying creatures see anything on Z-levels below it that aren't underground?

  -Is it possible to make it so if a interaction is used it affects everything on the map? Then one targetable entity will ruin everyone's lives...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 03, 2015, 08:50:51 pm
  -Is it possible to make it so if a interaction is used it affects everything on the map? Then one targetable entity will ruin everyone's lives...

That's what I'm sad about :( Previously, if you didn't specify a maximum range and target number and didn't specify that a target had to be within LINE_OF_SIGHT, the interaction would hit everything. But that doesn't work anymore, and to my knowledge there isn't a replacement technique yet. *curls up into a ball and cries*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:52:02 pm
Reanimation dust attack with a fucking massive emission intensity?

Also, rather than spam up the thread;
We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 03, 2015, 08:54:35 pm
Reanimation dust attack with a fucking massive emission intensity?
That would just murderate EVERYTHING AT ONCE, unless that's fixed?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 03, 2015, 08:56:09 pm
Well it would also do that, but who cares.

Also I totally want to see it done for schnitz'n'pliggles.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Gwolfski on December 04, 2015, 05:49:27 am
Well it would also do that, but who cares.

Also I totally want to see it done for schnitz'n'pliggles.
+1
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 05, 2015, 01:43:20 am
We should have another chat sometime soon. There's still a couple things I'd like to go over. Tomorrow night good?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 05, 2015, 04:06:14 am
Works for me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 05, 2015, 06:03:25 am
I'm busy all of this weekend but go ahead.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 05, 2015, 09:03:39 pm
Incidentally, I feel we need a better name for SBII than Spearbreakers 2.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Orange Wizard on December 05, 2015, 09:16:08 pm
The Spear of Breaking
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 05, 2015, 09:18:07 pm
Not actually a valid fort name.

Besides, I was thinking more along the lines of an alteration along the theme, so, "Pikesplitters" or something.  Kinda along the lines of Deathgate/Murdermachines/Slaughterhall.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 05, 2015, 09:30:35 pm
Not actually a valid fort name.

Besides, I was thinking more along the lines of an alteration along the theme, so, "Pikesplitters" or something.  Kinda along the lines of Deathgate/Murdermachines/Slaughterhall.

IIRC Splint's already picked out a name, which shall remain secret. He might yet be open to suggestions, however.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 05, 2015, 09:36:57 pm
Gonna cast my vote for Frogspawn as the new fortress name.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 05, 2015, 09:42:09 pm
Gonna cast my vote for Frogspawn as the new fortress name.

I'd be extremely uncomfortable with that tbh. I don't think it'd set up a very good environment in general to symbolically-elevate a particular contributor above others in that way.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Talvieno on December 05, 2015, 09:43:00 pm
I wasn't serious, but the name amuses me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 05, 2015, 09:56:39 pm
Ah, sorry. hahaha.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 06, 2015, 07:49:33 pm
Additionally, I feel y'all should check these guys (https://www.youtube.com/channel/UCCyJF66176hT8hIt0x0RWKw) out. Tiny little YT channel, made by some people who felt like building a railgun. The thing they made is basically the closest extant equivalent of a Spearbreakers railgun.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 06, 2015, 09:29:57 pm
Additionally, I feel y'all should check these guys (https://www.youtube.com/channel/UCCyJF66176hT8hIt0x0RWKwl) out. Tiny little YT channel, made by some people who felt like building a railgun. The thing they made is basically the closest extant equivalent of a Spearbreakers railgun.
But what about the mugcannon?
(Also, you forgot an 'l'  in URL.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 06, 2015, 09:36:59 pm
Fixed.

I can do nothing about mugcannons.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 06, 2015, 09:41:43 pm
Simply modify the design to accommodate metallic mugs instead of the basic rail slugs, duh.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 06, 2015, 09:51:58 pm
I mean, the shape of slug they used is basically a cross-section of a mug. For an entire mug, I think chemical propellant in the hollow bit a-la the Volcanic leverguns is preferable, though the recoil would be ruinous.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on December 06, 2015, 11:09:13 pm
  -Is it possible to make it so if a interaction is used it affects everything on the map? Then one targetable entity will ruin everyone's lives...

That's what I'm sad about :( Previously, if you didn't specify a maximum range and target number and didn't specify that a target had to be within LINE_OF_SIGHT, the interaction would hit everything. But that doesn't work anymore, and to my knowledge there isn't a replacement technique yet. *curls up into a ball and cries*

  You misunderstood: If one target is within [LINE_OF_SIGHT] and activates the interaction, can that interaction still effect EVERYONE with, say, a percentile chance of going insane?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 06, 2015, 11:52:02 pm
  -Is it possible to make it so if a interaction is used it affects everything on the map? Then one targetable entity will ruin everyone's lives...

That's what I'm sad about :( Previously, if you didn't specify a maximum range and target number and didn't specify that a target had to be within LINE_OF_SIGHT, the interaction would hit everything. But that doesn't work anymore, and to my knowledge there isn't a replacement technique yet. *curls up into a ball and cries*

  You misunderstood: If one target is within [LINE_OF_SIGHT] and activates the interaction, can that interaction still effect EVERYONE with, say, a percentile chance of going insane?

No. To clarify: there is no option as far as I know for an interaction to automatically hit everything within a certain radius once activated. It was previously possible to simulate such by not specifying a maximum target number, in which case the AI would automatically use it on every valid target in range, but a player-controlled unit would still be able to restrict the effect to a specific unit or units.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 07, 2015, 12:00:12 am
Of course, if all you want is AOE, using a dust-attack to do it is good.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 07, 2015, 12:08:47 am
Of course, if all you want is AOE, using a dust-attack to do it is good.

Not if you want resurrection. Strictly speaking, resurrection is an interaction type, not a syndrome effect.


E: Courtesy link to chat:
We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 07, 2015, 06:54:44 am
Glancing over the last few pages of discussion, has the verdict on whether or not this is going to be a reboot or continuation of last game been made? I've been hearing stories of railguns and ballistic weave and modern materials that I would be most happy to provide the specifications for.

Also, a general probing on the status of the project.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 07, 2015, 03:25:18 pm
It's a sequel.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 07, 2015, 04:05:44 pm
Glancing over the last few pages of discussion, has the verdict on whether or not this is going to be a reboot or continuation of last game been made? I've been hearing stories of railguns and ballistic weave and modern materials that I would be most happy to provide the specifications for.

Also, a general probing on the status of the project.

Status of the project as far as I know:

> Mr Frog has basically finished updating the Spawn raws to 40d, putting in megaspawn and degenerate spawn, and adding the various other goodies he wanted to put in, although maybe he'll start throwing other crap in if he gets bored at a later date (likely)
> Still waiting on Nakéen to get back to us on the advanced armour and weaponry; I'll probably have to take a stab at adding everything myself if there's continued inactivity on that front, although I have little experience with armour modding and complex equipment reactions
> Not sure where Splint's at with doing up the OP, prologue, and various other important material.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 07, 2015, 04:41:28 pm
Incidentally, I've always felt that the sten gun (https://en.wikipedia.org/wiki/Sten) was a good thing for an advanced civilization to give a medieval society they want to uplift. Incredibly simple, dirt cheap, quite effective, and not actually powerful enough to render them dangerous to railgun-wielding spec-ops.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 07, 2015, 05:29:11 pm
Little head-up : I will begin working on the weaponry and the various syndromes on Friday !
I'm too busy at the moment, next four days are going to be hell haha.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 07, 2015, 06:38:51 pm
Incidentally, I've always felt that the sten gun (https://en.wikipedia.org/wiki/Sten) was a good thing for an advanced civilization to give a medieval society they want to uplift. Incredibly simple, dirt cheap, quite effective, and not actually powerful enough to render them dangerous to railgun-wielding spec-ops.

I can see it now: Squad A is armed with a mishmash of bronze and steel weaponry and armor.
Squad B is packing SMGs and battle fatigues
Squad C is composed of power-armored goons with mass drivers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 07, 2015, 07:35:57 pm
I just noticed...

> Mr Frog has basically finished updating the Spawn raws to 40d

Looks like we're goin' back in time folks
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 07, 2015, 08:06:48 pm
I just noticed...

> Mr Frog has basically finished updating the Spawn raws to 40d

Looks like we're goin' back in time folks

Not again
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 07, 2015, 09:23:16 pm
Incidentally, I've always felt that the sten gun (https://en.wikipedia.org/wiki/Sten) was a good thing for an advanced civilization to give a medieval society they want to uplift. Incredibly simple, dirt cheap, quite effective, and not actually powerful enough to render them dangerous to railgun-wielding spec-ops.

I can see it now: Squad A is armed with a mishmash of bronze and steel weaponry and armor.
Squad B is packing SMGs and battle fatigues
Squad C is composed of power-armored goons with mass drivers.

Squad A is local mercenaries, who apparently refuse to change their equipment.
Squad B is a conscript militia, equipped with cheap but effective gear.
Squad C are the fortress champions, equipped from our limited and expensive pool of advanced gear.

Yes. I approve.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 07, 2015, 09:28:06 pm
 I would argue that the advanced civs would hand over some of the later paper-cartridge weapons (like the Lindner carbine) over anything using metallic carriages with integrated percussion caps, atleast unless they where also going to dump off a fair amount of machine tools, tools to make the machine tools, tools to make those, and a few dozen books on everything from chemistry to metallurgy.

 And I just remembered smokeless powder... Ohayh...

 Course, they would probably have to hand over a few sets of tools and the tools to make them, along with possibly a book on metallurgy, but atleast they would know more-or-less how to make one after they where shown it.

-roughly four hours of ninjas later-

 I mostly approve, but only is B and C become C and D respectively and a new group B is thrown in consisting of people armed with locally produced gear.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 07, 2015, 09:42:05 pm
Smokeless powder, priming compounds, dynamite, and the like are just advances in chemistry, and not very large ones, achievable fairly easily by spending a few days with the local alchemist. I think the main difficulty would be forming the brass cartridges, since forged steel components are actually stronger than some more advanced fabrication, if not cheaper or lighter.

Edit; And of course, we're introducing effective man-portable railguns, which render all possible arguments about the appropriateness of world-war-era technology completely irrelevant.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 07, 2015, 09:58:28 pm
Im gonna keep yammering on on this subject in the chat thingie.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 07, 2015, 09:58:55 pm
Go ahead.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 07, 2015, 10:34:33 pm
Splint! What kind of railgun is our railgun? Basic, Helical, or something else?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 07, 2015, 11:34:42 pm
Splint! What kind of railgun is our railgun? Basic, Helical, or something else?

They are Dwarven railguns of course.

Joke aside, we discussed a little in the discord chat with some lads. Propositions were made, ideas were thrown, you know the deal. I will list what was discussed upon and I would like to have your opinion about each of them :
-the addition of Titanium as a metal stronger than Steel
-the possibility of refining Aluminum from Bauxite at the Refinery (the building where Uranium refining will be made too)
-firearms as a weapon-tier below railguns/magnetic disc launchers, with their own reactions as a result
-M.U.G. weaponry as the last tier

Once I will begin modding, I will post my progress and ask questions on the go, to see if the reactions I add are too complex or not enough.
I suggest looking at Teh LOLmod railgun production process to get a rough idea of what I will make.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 12:01:52 am
The two main sorts of firearms we considered are the aforementioned sten gun, which is basically just the best way of providing cheap automatic weapons to a low-level civilization, and some kind of breach-loading sniper.

Personal opinion on the subject; unlike the sten, a sniper is just a worse railgun, whereas a submachine gun fills a CQB role that a kinetic-slug railgun is badly unsuited for.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 12:06:34 am
It is important to note that ranged weapons fire rate and range can't be modified.
So semi-automatic weapons can't be modded in vanilla DF.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 12:18:41 am
Can you make them shoot more than one projectile?  If so, just make the ammunition be magazines.

If you can't make them shoot more projectiles, or give one funky-looking projectile more attacks, then I actually like the idea of a lever-action carbine, stylistically. Firing .60 caliber slugs at ten rounds a minute.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 12:32:29 am
Can you make them shoot more than one projectile?  If so, just make the ammunition be magazines.

No sadly, only one projectile at a time. Which means that as you said, these firearms would roughly be bolt-action rifles.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 12:43:29 am
Aaaaactually rate of fire is dependant on two things: Encumbrance and agility.

Having lots of heavy armor detracts from agility, and the lower your agility, the lower your rate of fire (presumably because using a bow or crossbow understandably gets increasingly difficult the more heavy lumps of metal one has strapped to their limbs,) hence why the default armor of marksmen is all leather.

At least that's how it is in the game last time i checked, with less heavily armored dudes firing two or three times as much last time I tested anything - though that was back in 34.11 and may not be valid anymore.

As to the type of weapons, for intents and purposes ours actually could be described as bolt-action railguns (there's proper armature, magnetized rails, and a lever that cycles the armature back into firing position and charges up the weapon from its battery, loading a new slug from a "magazine.") In contrast, most companies  were actually using coilguns instead. The design our dwarves would be using is based on Ballpoint's crossbow-like design, with the main difference being lack of rapid fire capability.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 12:48:52 am
Interesting, never really tested the relation between mass and rate of fire. I always thought only the skill of the dwarf influenced it.

When I will have time, I will test this accordingly with hyper-massive weapons vs lightweight ones.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 01:07:31 am
So we could make the Stens and battle fatigues weigh almost nothing for high ROF, and the higher-powered weapons and armor weigh more for less.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 01:12:01 am
I think so. Rate of fire still more or less caps out based on agility regardless of encumbrance penalties or lack thereof (which obviously can vary wildly from unit to unit,) but if my old deductions are right, light gear should reduce the penalties to at least provide an illusion of higher rate of fire.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 01:15:11 am
It's too bad Toady hasn't gotten to proper ROF systems yet.

Additionally, I had the thought of loading a railgun with a block of compressed iron oxide and aluminum powder instead of a solid slug. Thermite Cannon. Is there any good way of getting a weapon to emit dragon fire or similar?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 01:20:55 am
It's too bad Toady hasn't gotten to proper ROF systems yet.

Additionally, I had the thought of loading a railgun with a block of compressed iron oxide and aluminum powder instead of a solid slug. Thermite Cannon. Is there any good way of getting a weapon to emit dragon fire or similar?

Theoretically, yes. But it requires DFHack's projectile expansion script - a good example of that was in Masterwork with the net guns and cage-o-matics that fired webs or caged the target - somehow.

A thermite cannon would probably work on the same principle, with the projectile turning into a fireball instead of webs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 01:21:27 am
Haha no, we can't make a weapon emit something else than a solid ammo. That's why I compared our railguns to slingshots :)

And trying to fiddle with materials so that they explode when lodging in the target is needlessly tricky and unreliable.

Coming back on the rapid-fire thing. If we consider RoF is indeed affected by agility and thus weapon mass, then the maximum RoF we could obtain is a regular crossbow one.

Ah. Got ninja'ed by Splint
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 01:25:20 am
Disappointing, I'd very much have liked to see some of that sort of thing in action.  Ah well, ludicrously heavy, high-powered weapons, HO.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 02:25:17 am
(Bit off-topic) I remember Splint mentioning Jackborgs. Do we have raws for those yet? Are they updated to the new version? And most importantly what are they because I remember literally nothing about this fort
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 02:36:31 am
Jack Magnus kept dying constantly and Drakonic_Sankis, being the helpful fellow he was, kept bringing him back to life with various mechanical bits, including reinforced bones, built in waterwings, and presumably some sort of robot eyes.

We were going to extrapolate that as a caste and possibly a "pet" found in mountainous and forested areas, these wild jackborgs being equipped with built-in weapons and running amok as brigands and such, or acting as auxiliary infantry for armies based out of areas close to these places.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 02:39:22 am
Jack Magnus kept dying constantly and Drakonic_Sankis, being the helpful fellow he was, kept bringing him back to life with various mechanical bits, including reinforced bones, built in waterwings, and presumably some sort of robot eyes.

We were going to extrapolate that as a caste and possibly a "pet" found in mountainous and forested areas, these wild jackborgs being equipped with built-in weapons and running amok as brigands and such, or acting as auxiliary infantry for armies based out of areas close to these places.

So do we have raws for them yet? Is my main question.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 02:42:48 am
I think at one time we did but they were lost or something. I don't remember.

I was figuring since we're probably going full sequel now, a means to turn soldiers into fearless, drowning-immune (Drakonic had installed counter drowning measures as Jack died once by pond drowning,) and hard-to-kill Jackborgs would be a neat thing, their main offset being cost of production preventing you from making an entire army of them overnight (as you need various parts plus a uranium energy core to power these non-biological bits - probably necessitating most of a season or more of labor from four or five dudes to get all the shit to make one jackborg.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 03:02:50 am
I think at one time we did but they were lost or something. I don't remember.

I was figuring since we're probably going full sequel now, a means to turn soldiers into fearless, drowning-immune (Drakonic had installed counter drowning measures as Jack died once by pond drowning,) and hard-to-kill Jackborgs would be a neat thing, their main offset being cost of production preventing you from making an entire army of them overnight (as you need various parts plus a uranium energy core to power these non-biological bits - probably necessitating most of a season or more of labor from four or five dudes to get all the shit to make one jackborg.)

I might be able to squodgle something up on that front, although I have no real idea how to implement such a thing short of a reaction that produces a transforming cloud (which work extremely unreliably in my experience). But it's basically a mechanically-souped-up dwarf, is what I'm getting here? That sounds fairly-doable.

E: To be clear, I'm not yet saying I'm going to put them in. I'm not 100% sure I can make it work and I try not to make promises I may not be able to come through on.

E2: Also, to be clear: @Splint is there anything left that you want to have in but that we haven't finished/queue'd up yet?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 05:34:47 am
Transformation works, just a bit finicky. I find that the transformation syndrome method for it works decently when the unit is pastured or otherwise locked into the place somehow.

As to new additions... Nothing springs to mind at present.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 03:38:01 pm
Transformation works, just a bit finicky. I find that the transformation syndrome method for it works decently when the unit is pastured or otherwise locked into the place somehow.

As to new additions... Nothing springs to mind at present.

It's a bit silly, but it occurs to me that attaching the syndrome to a material which is then consumed in the form of either a meal (nanobot capsule?) or beverage (nanobot paste?) would be extremely-reliable in terms of whether the reaction will result in a transformation (in my experience, syndrome clouds from reactions have a lowish chance of actually triggering the syndrome), although getting the right dwarves to eat it would be a royal pain in the ass.

Are the onol-kor(?) upgraded to 42x yet?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 08, 2015, 03:39:46 pm
Nah, lock the dwarf in a room and drop it on them.  Not literally.
You'd want to quarantine the dwarf anyway to avoid a suddenly everything is Jackborgs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 03:41:19 pm
Nah, lock the dwarf in a room and drop it on them.  Not literally.
You'd want to quarantine the dwarf anyway to avoid a suddenly everything is Jackborgs.

The transformation need not be contagious, although you may later regret giving me the idea.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 08, 2015, 03:43:15 pm
... Aw carp.

But yeah, just ensure that they're the only one to have access to the food.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 03:56:43 pm
The onol-kor are not yet updated, but would't be hard as i really don't need to do too much, just copy-paste humans, modify their skin colors and facial hair some, add on fearlessness and inability to be raised as zombies, and boom. Taken care of.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 04:03:46 pm
The onol-kor are not yet updated, but would't be hard as i really don't need to do too much, just copy-paste humans, modify their skin colors and facial hair some, add on fearlessness and inability to be raised as zombies, and boom. Taken care of.

Maybe add a general poison immunity (i.e. simply remove CREATURE_CLASS:GENERAL_POISON) and put in a semi-rare 'witch' caste that can cast curses on people or something. I'm worried they'll feel too vanilla compared to the other enemies we have in here.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 06:40:54 pm
I'd like to suggest that, while we're going to both use a different thread for the next game, and wait for more bugfixes before starting, we begin a test fort, or series of test forts, to make sure the mods are actually entirely functional. We don't want another generation of too-easy Spawn, or learn too late that none of our modded weapons actually work fifty percent of the time and get recked by the first Megaspawn.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 08:06:42 pm
I'd like to suggest that, while we're going to both use a different thread for the next game, and wait for more bugfixes before starting, we begin a test fort, or series of test forts, to make sure the mods are actually entirely functional. We don't want another generation of too-easy Spawn, or learn too late that none of our modded weapons actually work fifty percent of the time and get recked by the first Megaspawn.

Would you believe that I actually did playtest the Spawn before Spearbreakers, except that I didn't realise at the time that I was extremely-incompetent at military management and so assumed the large number of casualties I suffered would be reproduced in the fort itself (spoiler alert: it was not).

Although, I believe Splint retested the Spawn with the new pulping system and they are quite nasty now that I removed their weakness to decapitation.

Thanks for the courtesy link, btw.

Still, I second the suggestion of starting up test forts once everything's all modded up and using this thread as a place to share our experiences.

E: Also anyone who volunteers to test the mods should be credited in the sequel's OP, obviously.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 08:12:17 pm
Agreed on that front, and yes indeedly the spawn are quite nasty without decapitation/head damage to help mitigate things.

Note however my testing was done exclusively with weapons and armor intended to make combat a hell of alot more brutal and effective, respectively. I have no idea how vanilla weaponry would fare against the new spawn, but I do know blunt weapons are right the fuck out for fighting them unless there's no other options.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 08:15:31 pm
Incidentally, rather than give railguns a bayonette or use them as maces in CQB, they should totally just have an electrocution-like attack where you jab the enemy with the rails and complete the circuit.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 08:19:39 pm
Don't think electrocution effects are an option, or really any effect other than 'solid implement, possibly sharpened, of a certain size and mass, is rammed into a bodypart at a certain speed'.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 08:22:13 pm
I was thinking something temperature-based, actually. Basically just vaporize the affected part, but I can see how that would be hard to do.

I apologize for all the unworkable ideas.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 08:24:34 pm
I was thinking something temperature-based, actually. Basically just vaporize the affected part, but I can see how that would be hard to do.

I apologize for all the unworkable ideas.

:V I'd rather people give ideas that they're not sure are workable than not give input at all. I'm sorry if I sounded snippy.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 08:27:18 pm
Well, it would work in theory if the railgun is composed of a special material that delivers some form of paralytic syndrome or otherwise causes the affected unit to burst into flames when jabbed into someone and the skin is torn. Tedious as fuck but I've seen it work somewhere. Dunno if it needed DFhack though.

Of course, the problem there is that if a spawn is on top of a railgunner, then chances are that gunner is already as good as dead.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 08:31:05 pm
Do solid objects cause contact syndromes now? Last I checked it had to be a coating of some sort on one of the unit's bodyparts for the syndrome to activate.

I have absolutely no idea what crazy things DFHack can do on the modding front unfortunately :V

E:

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 08:39:23 pm
I think I remember now. It did need it unfortunately (I think it was needed to deliberately add coatings to stuff yourself, ala masterwork's rune armor inscriptions for example.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 08:42:54 pm
Which had a couple issues, of course. The FB art thread had a couple Masterwork ones made out of rune-coating, since it had to be a material.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 09:07:59 pm
Gonna get started on the jackborgs now, so I'd like to know what sort of process people would prefer in order to make one. My current plan is for the result of the process to be a 'nanite paste' which, when ingested by a dwarf, will slowly convert their organ systems to cybernetics over the course of two agonising weeks (with a chance of just straight-up killing them due to system shock/an error/what-have-you), but I'm not sure exactly what people would be willing to do to get it, basically. I've never played much with this kind of thing.

E: Also, jackborgs will have various drawbacks, such as hazardous blood (since it's full of nanites which aren't exactly capable of distinguishing between their parent cyborg and normal dwarf flesh, and will helpfully cannibalise the latter in an attempt to make way for the former) and extremely slow learning (so that you can't just cyborgise a bunch of fresh recruits and have them kick ass right away -- they have to be at least semi-experienced).
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 10:02:37 pm
I'd like to say no to slow learning except as a byproduct of a failed paste augmentation. It kind of defeats the purpose when augmenting them nets you what is basically a tiny troll.

Frankly I'm more of a syndrome cloud person though, since it doesn't require a whole lot of finicky stockpile management and partitioning forts and burrows and shit just to get one asshole to eat the damned paste.

My idea was more needing a whole bunch of parts made that need expensive materials, or materials that may need to be imported - such as pitchblende to make the batteries that make thier artificial organs go, and having the desired recruit run the reaction at the jackborg center. The main bonuses are physical, with no increases or decreases in learning ability.

Of course they could coexist, with the nanite paste being the lazy and less efficient route since it can potentially kill the recruit or make him dumb as a brick if it doesn't work, and proper "surgery" getting the desired outcome at a higher cost in materials. Although such a paste I feel would necessitate fully implementing stranded Parasolians to get it from via trade, since it's one thing to make a magnet gun and clunky artifical organs, and another to produce microscopic robots.

Because remember, just cause we have lots of shiny new toys we can make, doesn't mean we're really on par with the likes of Parasol or Ballpoint in terms of overall technology.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 10:10:48 pm
Speaking of Parasol and Ballpoint, is there an easy way to access the lore of Spearbreakers ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 08, 2015, 10:23:33 pm
NNnnnot particularly. Just old notes and whatnot.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 10:32:10 pm
it's one thing to make a magnet gun

The main difficulty with those- And I'm still not sure if it's a magnet gun or a rail gun-, is the power source. You need something to give you a whole bunch of instantaneous amperage, which in conventional terms means a very large capacitor bank. The actual energy to run it is easily doable with simple waterwheel generators or something we can handwave, but the capacitors are quite hard to do, especially on a small scale. Everything else is mostly just strong, light, nonconductive materials and some conductive stuff.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 10:39:38 pm
Ehh, think I'm just going to pass on modding the jackborgs since they seem to be outside of my modding capabilities at present. Sorry folks.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 08, 2015, 10:44:15 pm
Couldn't get the tissues to work?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 11:03:11 pm
Basically. I've never done anything remotely like this before, and it's looking like the borgs will have to be even more mechanical than I initially thought -- which is something I'm also not familiar with to the point where I'm honestly not sure I'll be able to provide a quality product, so to speak :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 08, 2015, 11:04:39 pm
I will work on the borgs, I should be able to take care of it :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 08, 2015, 11:10:20 pm
I will work on the borgs, I should be able to take care of it :)

Thank you. Sorry I haven't been very helpful through all of this.

E:
Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 09, 2015, 02:43:23 am
Actually, I happen to be a bit knowledgable in the field of cybernetic creatures. Gentlemen, behold:

Code: [Select]
CREATURE:PANTHER_BORG_TOHO]
[DESCRIPTION:An abnormally large, dark-coated leopard found stalking the deeps of jungles. This particular specimen appears to have been modified extensively using advanced technology from the Outside World, including a metal exoskeleton and a turret of sorts mounted upon its back.]
[NAME:panther-V:panther-Vs:panther]
[CASTE_NAME:panther-V:panther-Vs:panther]
[CHILD:3][GENERAL_CHILD_NAME:cyber-panther cub:cyber-panther cubs:panther]
[CREATURE_TILE:'p'][COLOR:0:0:0]
[PETVALUE:2500]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[TRAINABLE]
[EVIL]
[BIOME:ANY_TROPICAL]
[BIOME:DESERT_BADLAND]
[BIOME:DESERT_ROCK]
[BIOME:DESERT_SAND]
[LARGE_ROAMING][FREQUENCY:5]
[POPULATION_NUMBER:2:3]
[CLUSTER_NUMBER:1:1]
[CREATURE_CLASS:CYBORG]
[CARNIVORE]
[NO_DIZZINESS]
[NONAUSEA]
[NOEXERT]
[LARGE_PREDATOR]
[MEANDERER]
[CAN_LEARN]
[SLOW_LEARNER]
[GRASSTRAMPLE:0]
[PREFSTRING:blackened coats]
[PREFSTRING:integrated gun-turret]
[ODOR_STRING:leopards]
[BODY:QUADRUPED_NECK:TAIL:TURRET_AUXILIARY:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[TISSUE:MILD]
[TISSUE_NAME:metal:metal]
[TISSUE_MATERIAL:INORGANIC:MILD_STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:6]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:PLATE]
[TISSUE_NAME:protective exoskeleton:protective exoskeleton]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:EYE]
[TISSUE_NAME:glass:NP]
[TISSUE_MATERIAL:GLASS_CLEAR:NONE]
[FUNCTIONAL]
[STRUCTURAL]
[ARTERIES]
[HEALING_RATE:4000]
[RELATIVE_THICKNESS:5]
[TISSUE_SHAPE:LAYER]
[TISSUE:COPPER]
[TISSUE_NAME:circutry:circutry]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[ARTERIES]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:OTHER:MILD]
[TISSUE_LAYER:BY_CATEGORY:WEAPON:MILD]
[TISSUE_LAYER:BY_CATEGORY:TOOTH:MILD]
[TISSUE_LAYER:BY_CATEGORY:EYE:EYE]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BRAIN:COPPER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:SPINE:COPPER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:OTHER:COPPER]
[TISSUE_LAYER_OVER:BY_CATEGORY:BODY_UPPER:PLATE]
[TISSUE_LAYER_OVER:BY_CATEGORY:BODY_LOWER:PLATE]
[TISSUE_LAYER_OVER:BY_CATEGORY:LEG_UPPER:PLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:MILD:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:CLAW:MILD]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[SELECT_TISSUE:BONE]
[PAIN_RECEPTORS:6]
[SELECT_TISSUE:SKIN]
[PAIN_RECEPTORS:1]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:6200]
[BODY_SIZE:1:0:56000]
[BODY_SIZE:2:0:280000]
[PROFESSION_NAME:RECRUIT:hunter-killer:hunter-killers]
[PHYS_ATT_RANGE:STRENGTH:3200:3200:3200:3200:3200:3200:3200]            FIXED
[PHYS_ATT_RANGE:AGILITY:5000:5000:5000:5000:5000:5000:5000]             MAX
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire laser cannon]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:GUN]
[CDI:MATERIAL:INORGANIC:BEAM:SOLID_GLOB]
[CDI:VERB:fire your laser cannon:fires its laser cannon:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:60]
[CDI:MAX_TARGET_NUMBER:C:2]
[CDI:WAIT_PERIOD:30]
[NOCTURNAL]
[LOW_LIGHT_VISION:10000]
[NATURAL_SKILL:RANGED_COMBAT:3]
[NATURAL_SKILL:DODGING:4]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:453:302:151:1900:2900] 58 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:10:BLACK:990:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:OTHER:MILD]
[TL_COLOR_MODIFIER:SILVER:1]
[TLCM_NOUN:metal:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]

And a more humanoid cyborg.

Code: [Select]
[CREATURE:BORG_FREAK_TOHO]
[DESCRIPTION:A cybernetic being composed of a human head implanted on an otherwise mechanical body. It wails in constant pain, having been long rendered mad from its current circumstances.]
[NAME:mechanical man:mechanical men:cybernetic]
[CREATURE_TILE:'@']
[COLOR:0:0:1]
[CREATURE_CLASS:CYBORG]
[DIFFICULTY:2]
[NO_EAT]
[NO_DRINK]
[NO_SLEEP]
[PARALYZEIMMUNE]
[NOSTUN]
[NOT_BUTCHERABLE]
[CAN_SPEAK]
[NONAUSEA]
[NOEXERT]
[NO_DIZZINESS]
[CRAZED]
[PETVALUE:20000]
[EVIL]
[DIFFICULTY:1]
[BIOME:DESERT_BADLAND]
[BIOME:DESERT_ROCK]
[LARGE_ROAMING]
[FREQUENCY:1]
[POPULATION_NUMBER:1:3]
[CLUSTER_NUMBER:1:1]
[BUILDINGDESTROYER:1]
[PERSONALITY:SINGLEMINDED:100:100:100]
[PREFSTRING:freakish appearance]
[PREFSTRING:tortured wails]
[ODOR_STRING:electronics]
[CASTE_NAME:mechanical man:mechanical men:cyborg]
[NO_GENDER]
[BODY:2PART_HULL:BASIC_HEAD_NECK:2EYES:2EARS:NOSE:BASIC_3ARMS_WEAK:BASIC_2PARTLEGS:SKULL:BRAIN:MOTOR:PISTONS:MOUTH:TONGUE:THROAT:FACIAL_FEATURES]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[TISSUE:ALUMINUM]
[TISSUE_NAME:metal:metal]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:STEEL]
[TISSUE_NAME:reinforcment bracing:reinforcment bracing]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[STRUCTURAL]
[RELATIVE_THICKNESS:4]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_SHAPE:LAYER]
[TISSUE:MILD]
[TISSUE_NAME:metal:metal]
[TISSUE_MATERIAL:INORGANIC:MILD_STEEL]
[STRUCTURAL]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:MOTORS]
[TISSUE_NAME:motor:motors]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[MUSCULAR]
[ARTERIES]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:LUNG]
[TISSUE_NAME:plastic:plastic]
[TISSUE_MATERIAL:INORGANIC:DURAPLAST]
[MUSCULAR]
[ARTERIES]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:HEART]
[TISSUE_NAME:motor:motors]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[MUSCULAR]
[ARTERIES]
[FUNCTIONAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:WIRING]
[TISSUE_NAME:circutry:circutry]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:MILD:MOTORS:STEEL:WIRING]
[TISSUE_LAYER:BY_CATEGORY:HEART:MOTORS]
[TISSUE_LAYER:BY_CATEGORY:BODY_UPPER:STEEL]
[TISSUE_LAYER:BY_CATEGORY:BODY_LOWER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:EYE:EYE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:SKIN]
[TISSUE_LAYER:BY_CATEGORY:NOSE:SKIN]
[TISSUE_LAYER:BY_CATEGORY:EAR:SKIN]
[TISSUE_LAYER:BY_CATEGORY:NECK:SKIN]
[TISSUE_LAYER:BY_CATEGORY:CHEEK:SKIN]
[TISSUE_LAYER:BY_CATEGORY:THROAT:SKIN]
[TISSUE_LAYER:BY_CATEGORY:MOUTH:SKIN]
[TISSUE_LAYER:BY_CATEGORY:SKULL:BONE]
[TISSUE_LAYER:BY_CATEGORY:BRAIN:BRAIN]
[TISSUE_LAYER_UNDER:BY_CATEGORY:NECK:BONE]
[TISSUE_LAYER_UNDER:BY_CATEGORY:HEAD:FAT]
[TISSUE_LAYER_UNDER:BY_CATEGORY:HEAD:MUSCLE]
[TISSUE_LAYER_UNDER:BY_CATEGORY:NOSE:CARTILAGE]
[TISSUE_LAYER_UNDER:BY_CATEGORY:EAR:CARTILAGE]
[TISSUE_LAYER_OVER:BY_CATEGORY:BODY_LOWER:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ARM_UPPER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:ARM_LOWER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:LEG_UPPER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:LEG_LOWER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:FOOT:MILD]
[TISSUE_LAYER:BY_CATEGORY:HAND:MILD]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:MILD]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ARM_UPPER:STEEL]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ARM_LOWER:STEEL]
[TISSUE_LAYER_UNDER:BY_CATEGORY:LEG:STEEL]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_LOWER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:NECK:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ARM_UPPER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ARM_LOWER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:LEG:WIRING]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:OIL:HYDRAULIC_FLUID_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen motor oil]
[STATE_NAME_ADJ:LIQUID:motor oil]
[STATE_NAME_ADJ:GAS:oily smog]
[BLOOD:LOCAL_CREATURE_MAT:OIL:LIQUID]
[HAS_NERVES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:70000]
[PROFESSION_NAME:RECRUIT:lost soul:lost souls]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:pound:pounds]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:CLASP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:clasp:clasps]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:stomp on:stomps on]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:5]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[CANOPENDOORS]
[LOW_LIGHT_VISION:10000]
[PHYS_ATT_RANGE:STRENGTH:3000:3000:3000:3000:3000:3000:3000]
[MENT_ATT_RANGE:SPATIAL_SENSE:3000:3000:3000:3000:3000:3000:3000]       
[CAN_LEARN]
[SOUND:PEACEFUL_INTERMITTENT:25:10000:VOCALIZATION:wail silently:wails silently:a silent wail]
[SOUND:PEACEFUL_INTERMITTENT:25:10000:VOCALIZATION:babble:babbles:incoherent babbles]
[SOUND:ALERT:30:1000:VOCALIZATION:rave incoherently:raves incoherently:raving shouts]
[SENSE_CREATURE_CLASS:GENERAL_POSION:'.':6:0:1]
[SENSE_CREATURE_CLASS:YOUKAI_MINOR:'240':6:0:1]
[SENSE_CREATURE_CLASS:YOUKAI_MAJOR:'15':6:0:1]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:STEEL]
[TL_COLOR_MODIFIER:SILVER:1:RUST:10:GRAY:1]
[TLCM_NOUN:body:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

A couple of examples I cooked up for one of my mods long in development, though I also have a human race with cybernetic castes in them: nevertheless, to minimize the chances of a J-B accidentially being part of the starting seven or coming out as a migrant, should they be made a seperate creature from the dwarf? Toady's recent developments allow you to control intelligent creatures not of the civs base creature, so jackborgs wouldn't be mindless pets like it would be in past cases.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 09, 2015, 03:20:11 am
Separate creature.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 09, 2015, 04:44:35 am
Acknowledged; currently going with the nanite paste variant. And a reasonable timescale for full conversion? How many stages are we talking about here, and for how long should each stage last until they become a full-fledged killing machine? Also of there should be any subtypes with specific arsenals: laser eyes, heatvision, circular saw arms, four arms, built-in flamethrower, ect? Either built into a specific "model" (so you can have your sneaky jackborgs, your utility borgs who are good at a specific task at the detriment of everything else, and of course living engines of war), or as an augmentation, though in the latter case I'm not sure if there would be a non-convulsed way of applying additional augmentations on a borg that don't rely on pasturing them in a small square and showering them with syndrome dust whilst crossing one's fingers that said dust actually hits them.

The slowly adding parts onto a dwarf way of doing things is not something I'm sure would work without DFhack trickery, given that there seems to be a "polymorph" limit of sorts applied to entities: an entity that is considered transformed into something, even if said transformation is permanent, may not be changed again until they revert to their base form, unless the syndrome they were inflicted with specifies multiple transformations over an extended timescale (as an example, the piranha plant from RMK transforms several times, but is itself immune to being transformed further by outside sources due to this quirk).
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 09, 2015, 04:56:08 am
Haha, I like how you think Propman !
It seems we fiddle with transformations the same way :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 09, 2015, 05:10:46 am
Is this fully prepped for reboot?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 09, 2015, 05:25:57 am
Not really. We need to finish and test the mods, probably wait a couple more main-game patches for bugfixes, and then Splint can gen some worlds and go site-searching.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 09, 2015, 06:47:25 am
Mods?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 09, 2015, 07:15:47 am
Hadn't you heard? We're modding in sci-fi weapons, the Spawn, and [REDACTED], which are basically really scary.

...And by "we" I mean "mostly Frog and Nakeen".
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 09, 2015, 07:34:32 am
Oh, sounds cool.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 09, 2015, 01:50:06 pm
Quick pointer: it'll probably be best to make the nanite paste be a sub-material of the jackborg creature instead of an INORGANIC object, as IIRC food stockpiles don't have settings for foods that aren't somehow derived from a living source.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 09, 2015, 07:43:11 pm
Incidentally, are Corporate personnel going to be modded in?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 09, 2015, 07:59:49 pm
Considered to possibly fill the winter trade slot, as well as included as a very rare caste in all races.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 09, 2015, 08:04:41 pm
The trading thing would actually be really interesting. We could mod in trucks or something for them to use instead of wagons, and have them mostly sell rare materials and bits of tech.

Given that I was thinking of it in terms of particularly-nasty raiders, this sounds very interesting and I like it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 09, 2015, 09:41:32 pm
 Since you can have more than one group trade in a season (although it only lets one civ per race trade) theres noting to say we cant have three or four different corps show at different times and trade different things...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 09, 2015, 09:44:42 pm
Began modding ! I will begin with the weaponry and the reactions. Next will be syndromes.

Oh, how I LOVE the new additions to reactions ! Now that we can add descriptions and categories, everything will be so much smoother and user-friendly !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 10, 2015, 02:21:36 am
You can thank Amperzand for this, but SBII is now mandated to attempt construction of a giant minecart railcannon that uses depleted uranium minecarts full of lead mugs as ammo.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 10, 2015, 02:44:55 am
If possible, we also need a modded type of overcharged powered rail, for the sheer absurdity of the thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 10, 2015, 02:53:50 am
I was thinking we make a precision laser magma cannon capable of melting with precision of within 5 blocks per 100 distance
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 10, 2015, 03:07:38 am
The trading thing would actually be really interesting. We could mod in trucks or something for them to use instead of wagons, and have them mostly sell rare materials and bits of tech.

Given that I was thinking of it in terms of particularly-nasty raiders, this sounds very interesting and I like it.

Just now saw this.

Corporate "rogues," Onol-Kor clans, and Nemeans (the humans we fought against for story purposes) fill the bandit role.

I had considered having rogue elements for both (PSF and BTSC personnel turning to banditry and murder to survive,) while less belligerent or pragmatic individuals opt to trade with the locals, offering suits of premade battle armor, lighter and more manageable magnetic accelerator weapons, and advanced materials such as the nanite paste - the paste being something I am still honestly very much against.

But that also means additional tools ("crates/cases" containing the items,) said tools being nightmarishly expensive, and a place to unpack them be included as well. Acquisition being made even worse by a ban on prepared meal exports, as I find it too much of an exploit to use for a succession game.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 10, 2015, 03:24:20 am
speaking of weapons isnt there a new stone that reaches 150 degrees (our equivalent, no idea how many Urists) when touching water? I suggest flooring and roofing our trade depot with this stuff and when the elves come BAM, we let a pre-measured amount of water into the room, turning to steam, killing the elves and mounts off. Could also be done as a trap hallway/sally port controlled by bridges and levers.

Then we sell all the elves shitty stuff to the humans or Dwarves (or we could kill the humans too). It's the DF equivilent of boiling oil (which never actually happened. Oil was far too expensive for use with something like defences. Boiling WATER was used, however, as was freezing water, sometimes alternated)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 10, 2015, 04:23:53 am
The trading thing would actually be really interesting. We could mod in trucks or something for them to use instead of wagons, and have them mostly sell rare materials and bits of tech.

Given that I was thinking of it in terms of particularly-nasty raiders, this sounds very interesting and I like it.

Just now saw this.

Corporate "rogues," Onol-Kor clans, and Nemeans (the humans we fought against for story purposes) fill the bandit role.

I had considered having rogue elements for both (PSF and BTSC personnel turning to banditry and murder to survive,) while less belligerent or pragmatic individuals opt to trade with the locals, offering suits of premade battle armor, lighter and more manageable magnetic accelerator weapons, and advanced materials such as the nanite paste - the paste being something I am still honestly very much against.

But that also means additional tools ("crates/cases" containing the items,) said tools being nightmarishly expensive, and a place to unpack them be included as well. Acquisition being made even worse by a ban on prepared meal exports, as I find it too much of an exploit to use for a succession game.

So you'd have, say, a new workshop for futuretech, but it needs a "Shipment of precision tools" or something to build, and recipes for that workshop that consume "Advanced composites" or similar. Sounds pretty good, if we can convince them to show up reliably.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 10, 2015, 04:30:33 am
A modest trickle can be ensured by trade agreements.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 10, 2015, 05:05:32 am
I just meant the merchants in general, but that, in combination with a personal D'OH moment, answers all my questions.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 10, 2015, 11:59:51 pm
Work on nanites has begun and will eventually lead to the jackborgs themselves: nanites will both be a paste and a creature (said substance will be an "extraction from that creature), the latter of which might appear randomly on the terrain in small swarms (very, very low chance) and infect a nearby creature, which showcases another feature: nanites will transform dwarves into jackborgs, other humanoids into generic cyborgs, possibly something else unique for specific creatures like organic megabeasts, and non-humanoid organic creatures into...things that really wish they didn't exist: amalgamations of flesh and machinery including blobs of skin with multiple circular-saw ending arms, discs of meat with a dozen different propulsion systems haphazardly jutting out of them, brains in jars who move around using sawblades as wheels, and giant mechanical mouthes dragged along by a combination of arms and legs to just name a few ideas.

 Most likely, something that'll bleed out and die after writhing in pain for a moment, but occasionally something semi-useful and more dangerous than the guard dog it mutated from, if you're willing to gamble with expensive machinery for that sort of thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 12:11:51 am
Oh, I didn't know you were working on the Jackborgs ! I begun working on them without realizing this.

I modded Jackborg transformation as the classic workshop-boiling-stone process. Didn't use the paste because of personal preference.

Well then, what should I do ? Should I continue working on Jackborgs or pass on the torch ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 11, 2015, 12:14:51 am
I've only started working on the nanites, though if you give me the current Jackborg Creature WIP it would probably cut a chunk of time out on my end. Would also give a good point of reference for the other cyborgs. We could always attempt to coordinate our attempts.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 11, 2015, 12:19:15 am
I'd say that having Nakeen work on weapons, Frog do enemies, and Propman do 'Borgs is a good division of labor.

Do solid objects cause contact syndromes now? Last I checked it had to be a coating of some sort on one of the unit's bodyparts for the syndrome to activate.

I have absolutely no idea what crazy things DFHack can do on the modding front unfortunately :V

E:

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 12:26:55 am
Okay then, let's do it that way. I will leave -borgs to Propman.

By the way, I'm simultaneously modding another thing and I would like to see what you think about it.

I created a creature called a Protobot which is a small useless pet robot. Via a reaction, protobots can be upgraded to the various stronger castes. It is available as a PET but is extremely expensive.

They can be transformed from gatling/flamethrower sentries (immobile turrets) to experimental war machines.

The stronger the caste, the more costly the reaction.

Would there be an interest in these ? (if not I will keep working on it for myself)

EDIT: Work on weapons finished, I'm mid-way in syndromes.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 11, 2015, 12:51:27 am
I should very much like a machine-gun turret in Spearbreakers, preferably one of these;

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSfTGHPIlSK488M152qJBsd93MeRPRj6iHSYEGQ8O3G4_4YvZLltQ)

The Maxim Gun {Invented around 1885} is really quite dorfy, and also the perfect hard-counter to mass-infantry tactics.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 11, 2015, 01:15:58 am
Heads up Nakéen: here are the materials I intend to implement, mainly as cyborg/robot components; some of them might be useful for your endeavors, some not so much, but they're all here for reference.

Code: [Select]


[OBJECT:MATERIAL_TEMPLATE]

**"Material" for all laser and beam ranged attacks.

[MATERIAL_TEMPLATE:BEAM_TEMPLATE]
[STATE_NAME:ALL_SOLID:energy beam]
[STATE_ADJ:ALL_SOLID:energy beam]
[STATE_NAME:LIQUID:energy beam]
[STATE_ADJ:LIQUID:energy beam]
[STATE_NAME:GAS:energy beam]
[STATE_ADJ:GAS:energy beam]
[STATE_COLOR:ALL_SOLID:BLUE]
[DISPLAY_COLOR:1:7:1]
[MATERIAL_VALUE:0]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9500]
[HEATDAM_POINT:9000]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:1000]
[MOLAR_MASS:1]
[MAX_EDGE:0]

[MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:plastic]
[STATE_ADJ:ALL_SOLID:plastic]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:plastic]
[STATE_ADJ:LIQUID:plastic]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:5]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1930]
[LIQUID_DENSITY:1020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:500]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:5000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_ELASTICITY:5000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:1000]
[MAX_EDGE:10000]
[ABSORPTION:500]

**Can be renamed/colored to also represent motor oil.

[MATERIAL_TEMPLATE:HYDRAULIC_FLUID_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frozen hydraulic fluid]
[STATE_ADJ:ALL_SOLID:frozen hydraulic fluid]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:hydraulic fluid]
[STATE_ADJ:LIQUID:hydraulic fluid]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:boiling hydraulic fluid]
[STATE_ADJ:GAS:boiling hydraulic fluid]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:6600]
[SHEAR_FRACTURE:6600]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ROTS]
[ICHOR_MAP_DESCRIPTOR]

[MATERIAL_TEMPLATE:PLASTSKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:plastiskin]
[STATE_ADJ:ALL_SOLID:plastiskin]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:15000]
[IMPACT_FRACTURE:15000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:60000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:0]
[ABSORPTION:200]

[OBJECT:INORGANIC]

**Basic beam for all your projectile needs.

[INORGANIC:BEAM]
[USE_MATERIAL_TEMPLATE:BEAM_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:beam]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_NAME_ADJ:LIQUID:beam]
[STATE_COLOR:LIQUID:AQUA]
[STATE_NAME_ADJ:GAS:beam]
[STATE_COLOR:GAS:BLUE]
[DISPLAY_COLOR:3:0:0]
[SOLID_DENSITY:2500]
[LIQUID_DENSITY:2500]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:27500]
[DO_NOT_CLEAN_GLOB]

**Weaker variant of steel for use in robotic entities to make them less impossible, though still difficult to destroy.

[INORGANIC:MILD_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:stainless steel]
    [STATE_NAME_ADJ:LIQUID:molten stainless steel]
    [STATE_NAME_ADJ:GAS:boiling stainless steel]
[MATERIAL_VALUE:20]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]

[INORGANIC:PLASTISKIN]
[USE_MATERIAL_TEMPLATE:PLASTSKIN_TEMPLATE]

**Curtosy of Putnam. Titanum is superior to steel as an armour material, but is actually inferior to it for weapons. It still beats iron, however, so if you want a lightweight object but can't spare to use adamantium, it can be used in a pinch. If you're attempting to merge this mod with others, don't forget to delete this if it is present in another mod in use to prevent duplicate raws.

[INORGANIC:TITANIUM]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:titanium]
    [STATE_NAME_ADJ:LIQUID:molten titanium]
    [STATE_NAME_ADJ:GAS:boiling titanium]
    [DISPLAY_COLOR:0:7:1]
    [BUILD_COLOR:0:7:1]
    [MATERIAL_VALUE:40]
    [SPEC_HEAT:520]
    [MELTING_POINT:13002]
    [BOILING_POINT:15917]
    [SOLID_DENSITY:4507]
    [LIQUID_DENSITY:4110]
    [MOLAR_MASS:47900]
    [IMPACT_YIELD:770000]
    [IMPACT_FRACTURE:1540000]
    [IMPACT_STRAIN_AT_YIELD:493]
    [COMPRESSIVE_YIELD:770000]
    [COMPRESSIVE_FRACTURE:1540000]
    [COMPRESSIVE_STRAIN_AT_YIELD:493] bulk modulus 110 GPa
    [TENSILE_YIELD:220000]
    [TENSILE_FRACTURE:440000]
    [TENSILE_STRAIN_AT_YIELD:132] young's modulus 116 GPa
    [TORSION_YIELD:220000]
    [TORSION_FRACTURE:440000]
    [TORSION_STRAIN_AT_YIELD:132]
    [SHEAR_YIELD:220000]
    [SHEAR_FRACTURE:440000]
    [SHEAR_STRAIN_AT_YIELD:352] shear modulus 44 GPa
    [BENDING_YIELD:220000]
    [BENDING_FRACTURE:440000]
    [BENDING_STRAIN_AT_YIELD:352]
    [MAX_EDGE:10000]
    [STATE_COLOR:ALL:GRAY]
    [ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]

[INORGANIC:DURAPLAST]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:duraplast]
    [STATE_NAME_ADJ:LIQUID:melted duraplast]
    [STATE_NAME_ADJ:GAS:boiling duraplast]
[MATERIAL_VALUE:20]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:4000]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:462500]
[COMPRESSIVE_STRAIN_AT_YIELD:40000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:310000]
[TORSION_FRACTURE:300000]
[TORSION_STRAIN_AT_YIELD:400000]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[SHEAR_STRAIN_AT_YIELD:4000]
[BENDING_YIELD:400000]
[BENDING_FRACTURE:400000]
[BENDING_STRAIN_AT_YIELD:40000]
[MAX_EDGE:2000]
[STATE_COLOR:ALL:BEIGE]
[ITEMS_WEAPON_RANGED]
[ITEMS_HARD]
[ITEMS_ARMOR]

[INORGANIC:CARBON_FIBER]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME:ALL:carbon composite]
[STATE_ADJ:ALL:carbon]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[DISPLAY_COLOR:0:0:0]
[BUILD_COLOR:1:0:1]
[MATERIAL_VALUE:50]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:500]
[MOLAR_MASS:3600]
[HEATDAM_POINT:15150]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[IMPACT_YIELD:1080000]
[IMPACT_FRACTURE:1080000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:520000]
[TENSILE_FRACTURE:860000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:520000]
[TORSION_FRACTURE:860000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:520000]
[SHEAR_FRACTURE:860000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:520000]
[BENDING_FRACTURE:860000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:100]
[ABSORPTION:0]

**Flexible material used in creating synthetic muscles as well as body armour.

[INORGANIC:ZYLON]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:zylon]
[STATE_NAME_ADJ:LIQUID:melted zylon]
[STATE_NAME_ADJ:GAS:evaporated zylon]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[DISPLAY_COLOR:0:0:0]
[BUILD_COLOR:1:0:1]
[MATERIAL_VALUE:40]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:400000]
[IMPACT_FRACTURE:400000]
[IMPACT_STRAIN_AT_YIELD:400000]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:462500]
[COMPRESSIVE_STRAIN_AT_YIELD:400000]
[TENSILE_YIELD:400000]
[TENSILE_FRACTURE:400000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:300000]
[TORSION_FRACTURE:300000]
[TORSION_STRAIN_AT_YIELD:400000]
[SHEAR_YIELD:300000]
[SHEAR_FRACTURE:300000]
[SHEAR_STRAIN_AT_YIELD:400000]
[BENDING_YIELD:400000]
[BENDING_FRACTURE:400000]
[BENDING_STRAIN_AT_YIELD:400000]
[MAX_EDGE:1]
[ITEMS_ARMOR]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 01:28:44 am
Impressive ! I didn't go to such details and stayed with standard materials.

My bots feel a bit lame now, haha.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 11, 2015, 02:20:32 am
Yep; I originally tried something similar, but there was no good "in between" material for something that was stronger than aluminum but weaker than steel, which had a tendency to make robots effectively indestructable against anything that wasn't using a whip: iron seemed too crude a choice (ask yourself: why would someone use iron to make something as complex and sophisticated as an autonomous robot if they could afford to build it in the first place?), and I wasn't really going for the feel that using brass would give, so I used the basic metal template which itself is based off of low-carbon steel: I made stainless steel so as to cut out the middleman of redefining it in every robot entity as a custom metal. Here's an example of one of my own relatively simple robots, with comments added showing some tips and tricks you can adapt when making your own: many of the things I learned I actually picked up from IndigoFenix in one of his own endeavors. Feel free to yank parts of the code out fullscore to make things faster. Hope it's helpful!

Code: [Select]
[CREATURE:HITCHBOT_BOT]
[DESCRIPTION:A simple machine consisting of a pair of threads attached to a cylindrical chassis and a camera. It is apparently some sort of experiment from the Outside World, and it speaks constantly.]
[CREATURE_CLASS:MACHINE]
**For specific reactions; I use this class for mechanical entities across all my mods for compatability reasons.
[NAME:wandertron:wandertrons:robotic]
[CASTE_NAME:wandertron:wandertrons:robotic]
[CREATURE_TILE:'R']
[COLOR:7:0:0]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:5:15]
[LARGE_ROAMING]
[FREQUENCY:2]
[CLUSTER_NUMBER:1:2]
[LOOSE_CLUSTERS]
[PETVALUE:2400]
[PET_EXOTIC]
[NO_EAT]
[NO_DRINK]
[NO_SLEEP]
[NOBREATHE]
[PARALYZEIMMUNE]
[NOEMOTION]
[NOSTUN]
[NOFEAR]
[NOPAIN]
[NOT_BUTCHERABLE]
[NOSMELLYROT]
[NONAUSEA]
[NOEXERT]
[NO_DIZZINESS]
[CANNOT_JUMP]
**As a general rule, wheeled/tracked robots should not be able to jump, though tracked robots should be given the ability to climb.
[NOT_LIVING]
[PREFSTRING:small talk]
[PERSONALITY:SINGLEMINDED:100:100:100] 
**If you buy into the sterotype, anyway.
[CASTE_PROFESSION_NAME:RECRUIT:traveler:travelers]
**When robotic entities, especially those intended to be hostile appear in-game, they tend to be labled as "recruits" due to the "LARGE_PREDATOR" tag. Giving the recruit title a specific name is a good way to give them some flavor; i.e, a killbot with the recruit name set to annihilator will appear as "Killbot Annihilator" in a random encounter.
[BENIGN]
[MUNDANE]
[MEANDERS]
[ODOR_STRING:electronics]
**This or something similar should be added to all mechanical entities, else the game will display the specific model of robot being smelled in adventurer mode.
[SMELL_TRIGGER:10000] cannot smell
[NO_GENDER]
[BODY:2PART_HULL:TRICYCLE:CPU_UB:CAMERA_MOUNT:MOTOR:SPEAKER]
[TISSUE:ALUMINUM]
[TISSUE_NAME:metal frame:metal frame]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE:PLASTIC]
[TISSUE_NAME:plastic:plastic]
[TISSUE_MATERIAL:INORGANIC:PLASTIC]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:HEART]
**As a shortcut for making complex robots, naming synthetic tissues after their corresponding organic counterparts allows the use of the standard body_detail_plan. This particular example was just a cut and paste from an existing robot using those principals.
[TISSUE_NAME:motor:motors]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[MUSCULAR]
[STRUCTURAL]
[ARTERIES]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:WIRING]
**Internal circutry for simulating nerves: more durable than organic stuff, but when destroyed, renders the part nonfunctional
[TISSUE_NAME:circutry:circutry]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:GLASS]
**Used for eye "lenses"
[TISSUE_NAME:glass:NP]
[TISSUE_MATERIAL:GLASS_GREEN:NONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:RUBBER]
**Not actually a unique material due to laziness
[TISSUE_NAME:rubber:rubber]
[TISSUE_MATERIAL:INORGANIC:PLASTISKIN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[FUNCTIONAL]
[USE_MATERIAL_TEMPLATE:OIL:HYDRAULIC_FLUID_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen motor oil]
[STATE_NAME_ADJ:LIQUID:motor oil]
[STATE_NAME_ADJ:GAS:oily smog]
[BLOOD:LOCAL_CREATURE_MAT:OIL:LIQUID]
[PREFIX:NONE]
[STATE_COLOR:ALL:BLACK]
[DISPLAY_COLOR:0:0:0]
[BOILING_POINT:NONE]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:PLASTIC:ALUMINUM:WIRING]
**Body detail plans allow details to be added to the robot's description screen; vanilla inorganics such as the various elementals and bronze colossus lack this, which is why they seldom have any description beyond their height.
[TISSUE_LAYER:BY_CATEGORY:ALL:PLASTIC]
[TISSUE_LAYER:BY_CATEGORY:EYE:GLASS]
[TISSUE_LAYER:BY_CATEGORY:MOUNT:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:BRAIN:WIRING]
[TISSUE_LAYER:BY_CATEGORY:LEG_UPPER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:LEG_LOWER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:MOUTH:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:FOOT:RUBBER]
[TISSUE_LAYER:BY_CATEGORY:HEART:HEART]
[TISSUE_LAYER_UNDER:BY_CATEGORY:LEG_UPPER:MOTORS]
[TISSUE_LAYER_UNDER:BY_CATEGORY:MOUNT:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:ALUMINUM]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_LOWER:ALUMINUM]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_LOWER:WIRING]
**Specific body parts can be specified to be made of a sigular material, and additional materials such as wiring can be underlayed in order to make them more prominant.
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:ALL]
[TL_MAJOR_ARTERIES]
**Makes the motor function like a heart: when puntured, it will likely lead to the robot's quick demise; one of their few weakpoints.
[BODY_SIZE:0:0:17500]
[ITEMCORPSE:TOOL:ITEM_TOOL_SCRAP_TINY:INORGANIC:ALUMINUM]
**Junk tool item that allows the robot's remains to be melted down for scrap metal when killed.
[ITEMCORPSE_QUALITY:0]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:2467:1294:702:702:3700:5300] 12.5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2467:1294:702:702:3700:5300] 12.5 kph
[APPLY_CREATURE_VARIATION:5951:5419:4898:1463:6944:8233] 6 kph
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?":states "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?":a pre-recorded voice stating "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "I came from way up north. Pleased to meet you!":states "I came from way up north. Pleased to meet you!":a pre-recorded voice stating "I came from way up north. Pleased to meet you!"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Do you like music? I prefer jazz!":states "Do you like music? I prefer jazz!":a pre-recorded voice stating "Do you like music? I prefer jazz!"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Hi there! Will you be my friend?":states "Hi there! Will you be my friend?":a pre-recorded voice stating "Hi there! Will you be my friend?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Wonderful weather we're having, eh?":states "Wonderful weather we're having, eh?":a pre-recorded voice stating "Wonderful weather we're having, eh?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "It was inevitable.":states "It was inevitable.":a pre-recorded voice stating "It was inevitable."]
[SOUND:ALERT:20:1000:VOCALIZATION:state "That's not very nice!":states "That's not very nice!":a pre-recorded voice stating "That's not very nice!"]
**Vocal lines said by the robot in adventuerer mode: note that they can do this so long as they have a speaker or other "mouth" part, even if they can't actually speak intelligently: they're presumably pre-recorded lines.
[LOW_LIGHT_VISION:10000]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
**The low light vision and situational awareness are both skills I like to put on my robots to make them distinctly difficult to hide from once they detect you.
[SET_TL_GROUP:BY_CATEGORY:ALL:PLASTIC]
[TL_COLOR_MODIFIER:BEIGE:1:YELLOW:11:SILVER:1:GRAY:2]
[TLCM_NOUN:paint:SINGULAR]
**Color descriptors are applied on a BY_CATEGORY:BODYPART:MATERIAL basis. This does not work if the robot doesn't have a body_detail_plan.

http://pastebin.com/YXQaaeiU

And here's something extra: a pastebin full of various robot components: I realize some are a bit redunant, as I didn't quite know how glosses worked when I first started out making mechanical entities, though many more of them are unique parts and bodies for more exotic machines that can't easily be reproduced using the vanilla raws. Add them to the mod's raws at will as needed.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 02:25:31 am
Don't worry about redundancy, my first creatures are such a mess of tissues and body_detail_plans that I pity anyone who would try to understand them.

Anyway, I'm currently working on reactions and syndromes. I realized inhaled syndromes are extremely unreliable, and I'm trying to find a workaround by fiddling with temperature and liquids. Oh well, I'm hoping to somehow create a miracle x)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 03:38:46 am
It occurs to me that I haven't actually kept everyone informed as to the exact content of my mods so far, which doesn't exactly seem conducive to planning and overall QA, so here they are:

> Holistic Spawn, as they appeared in Spearbreakers, but with their decapitation weakness removed and tweaks made to their bite to prevent the save/load syndrome bug we encountered from occurring (not sure if that bug was fixed or not but I'd rather be on the safe side)
> Degenerate Spawn: tiny, headless mutant Spawn that crawl around on four bony limbs like an insect. They appear both as random mobs in the caverns and surface that try to steal your shit as well as a hostile race similar to kobolds, with enhanced climbing capabilities as well as a  large Ambusher bonus. Fairly-weak, but can still fuck up unarmed peasantry if given half a chance, and their bite will still turn dwarves into Spawn.
> Megaspawn: huge abominations made of ~7 Holistic Spawn fused together, which show up as an extremely-tough random mob and try to smash your buildings. They can reanimate their severed limbs, since each limb is a full-fledged Spawn of its own with a separate organ system.
> Spawnfalloon: A really, really big, tough megaspawn which acts as a semimegabeast, basically :V  I couldn't decide whether megaspawn should be a rarely-occurring megabeast or a more-persistent random threat, so I put these in as a compromise.
> SPECIALSURPRISE: not gonna spoil anything, but these were a bitch to put together. (I already have enough input on these to have a basic grasp of the general reception to them as well as what I should change or not)

Thoughts? Also sorry again for not having much to contribute to the jackborg discussion.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 11, 2015, 04:21:20 am
Biting without a head... Well, I guess that the mouth does go down the chest, but it still seems slightly odd. Possibly explay it away as the head gets absorbed in some fashion?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 11, 2015, 04:29:25 am
Not sure how the Degenerates would turn dwarves, but I guess Asea is right about the extended mouth.

Pumped for the surprise~
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 11, 2015, 05:35:22 am
Actually, having read Syrupleaf where they came from originally, I think some descriptions of the things even had separate ribcage and face-mouths. It's all really determined by rule-of-horrifying anyway.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 11, 2015, 07:10:31 am
@ Amperzand: Turrets of any sort would be kinda hit or miss to include, though for those who have any measure of support, Underhive had an okay work around for emplaced weaponry.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 01:19:03 pm
Biting without a head... Well, I guess that the mouth does go down the chest, but it still seems slightly odd. Possibly explay it away as the head gets absorbed in some fashion?

They have a mouth on their underbelly between their legs. Like an octopus. I imagine they like to latch onto your face Aliens-style and nibble at your skull.

You are roughly correct about the head being absorbed. Their anatomy has basically degenerated to a nondescript 'body' held up by four limbs. I personally imagine it being a result of the Spawn growing unstable (physically and mentally) after being separated from Holistic for so many eons. The Megaspawn and Spawnfalloon as well as the SPECIALSURPRISE also resulted from this instability, although their mutations happened to make them stronger (although I don't imagine the Megaspawn are terribly-sane as a result of being 7 consciousnesses crudely mashed together).

Actually, having read Syrupleaf where they came from originally, I think some descriptions of the things even had separate ribcage and face-mouths. It's all really determined by rule-of-horrifying anyway.

IIRC the chest-mouth kinda extended upwards into the face-mouth, but most of the actual bitey business was done by the chest/ribcage. It's been a looooong time since I read Syrupleaf, though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 02:27:50 pm
Frog, could you post the raws of the Megaspawn and the Spawnfalloon ? I would like to do some field testing for the weapons to see if I have to balance them.

As of now, I made them voluntarily extremely strong. (M.U.G. cannon shots can kill anything in one clean shot)
Knowing approximatively how many shots are needed to kill a Mega/Falloon with a Railgun/M.U.G. cannon would help me a lot !

EDIT:
I'm making some progress on the bots reactions. As you all know, syndrome application via boiling-stone is unreliable.
I learned a little more during all this experimenting :

-SYN_INHALED seems to be applied when the creature is "caught in a cloud of.." rather than "caught in a burst of..". Of course, the frequency of "cloud" is far smaller than "burst". I suppose "cloud" appear when the creature do inhale the material.

-Multiple instances of the same boiling material will only register as one cloud. For example, 1000 boiling stones of material X is exactly the same as 1 boiling stone of material X. Which means if we want to increase the cloud occurrence, we have to create many different boiling-stone-materials

=> As a result, I created a dummy creature that is FANCIFUL and DOES_NOT_EXIST. The creature is loaded with LOCAL_CREATURE_MATs that use a MATERIAL_TEMPLATE which define the syndrome.
=> The reaction that produce the boiling-stone produce 1 boulder of each of these LOCAL_CREATURE_MATs. I did it that way instead of creating multiple INORGANIC to prevent the materials to appear in dwarves preferences (FANCIFUL creatures materials won't appear in preferences).

Tests still ongoing, will keep you all in check.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 04:18:49 pm
Frog, could you post the raws of the Megaspawn and the Spawnfalloon ? I would like to do some field testing for the weapons to see if I have to balance them.

As of now, I made them voluntarily extremely strong. (M.U.G. cannon shots can kill anything in one clean shot)
Knowing approximatively how many shots are needed to kill a Mega/Falloon with a Railgun/M.U.G. cannon would help me a lot !

EDIT:
I'm making some progress on the bots reactions. As you all know, syndrome application via boiling-stone is unreliable.
I learned a little more during all this experimenting :

-SYN_INHALED seems to be applied when the creature is "caught in a cloud of.." rather than "caught in a burst of..". Of course, the frequency of "cloud" is far smaller than "burst". I suppose "cloud" appear when the creature do inhale the material.

-Multiple instances of the same boiling material will only register as one cloud. For example, 1000 boiling stones of material X is exactly the same as 1 boiling stone of material X. Which means if we want to increase the cloud occurrence, we have to create many different boiling-stone-materials

=> As a result, I created a dummy creature that is FANCIFUL and DOES_NOT_EXIST. The creature is loaded with LOCAL_CREATURE_MATs that use a MATERIAL_TEMPLATE which define the syndrome.
=> The reaction that produce the boiling-stone produce 1 boulder of each of these LOCAL_CREATURE_MATs. I did it that way instead of creating multiple INORGANIC to prevent the materials to appear in dwarves preferences (FANCIFUL creatures materials won't appear in preferences).

Tests still ongoing, will keep you all in check.

Pretty sure this will result in the dwarf who does the reaction being given astronomical amounts of experience, since if I recall correctly they get experience for each individual product produced :V  I could very well be wrong, though, since it's been a long, long time since I messed around with custom reactions in any capacity.

I'll fiddle around with the megaspawn for a bit (want to add more bits to them, maybe extra hearts in its limbs) and then post them. I'm kinda embarrassed to tbh; I don't think they're in a very good condition to be shown to others ^^;

E: I'll also PM Nakeen the raws for the SPECIALSURPRISE, since that'll need to be tested as well but this is probably too public a place to post them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 04:23:19 pm
Okay, take your time :)

You're right about experience gain, the dwarf will be given astronomical amounts of experience. That's why I'm using the ALCHEMY skill, to prevent abuses.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 04:48:08 pm
Okay, brace yourself, because here it all is:

creature file:
Code: [Select]
creature_spawn_variants

[OBJECT:CREATURE]

[CREATURE:MEGASPAWN]
[DESCRIPTION:A misshapen, mutated creature consisting of several Holistic Spawn twisted and conjoined into a towering humanoid. It has three gaping maws set into its torso, one into its groin, and one on each of its arms and legs.]
[NAME:megaspawn:megaspawn:megaspawn]
[CASTE_NAME:megaspawn:megaspawn:megaspawn]
[CREATURE_TILE:'&'][COLOR:6:0:0]
[ALTTILE:'M']

[LARGE_ROAMING]
[MEANDERER]

[UBIQUITOUS][SAVAGE]
[BIOME:ANY_LAND]
[FREQUENCY:10]
[POPULATION_NUMBER:200:300]
[CLUSTER_NUMBER:1:2]

[BUILDINGDESTROYER:1]

[INTELLIGENT]
[LIKES_FIGHTING]
[CANOPENDOORS][TRAPAVOID]
[EXTRAVISION]
[NOBREATHE][NOFEAR][PARALYZEIMMUNE][NO_FEVERS]
[NO_EAT][NO_SLEEP][NO_DRINK][NOSTUN][NOEXERT][NOPAIN]
[NOEMOTION]
[NONAUSEA]
[NOT_LIVING]
[PREFSTRING:horrifying appearance]
[CREATURE_CLASS:HOLISTIC_SPAWN]
[GRASSTRAMPLE:50]

Needs to have lungs, organs, guts, spine, brain, and ribcage in each of its arms, legs, lower body, with a pair of each in its torso; heart must go in its lower body
[BODY:BASIC_2PARTBODY_VESTIGIAL_UPPER:BASIC_3PARTLEGS:BASIC_2PARTARMS:BODY_2HEADS_VESTIGIAL:ARM_HEAD_VESTIGIAL:BRAIN_NOTHOUGHT_VH:2EARS_VH:NOSE_VH:MOUTH_VH:TEETH_VH:FACIAL_FEATURES_VH:TONGUE_VH:HEART_THOUGHT:HUMANOID_JOINTS:SPINE:UPPERBODY_2MAWS:LOWERBODY_MAW:ARM_MAW:LEG_MAW:MAW_TEETH_DIRECTCON:LIMB_ORGANS:LIMB_GUTS:LIMB_2LUNGS:LIMB_RIBS]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HEART]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[RELSIZE:BY_CATEGORY:LIVER:300]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

[NATURAL_SKILL:BITE:7]
[NATURAL_SKILL:STANCE_STRIKE:7]

[PHYS_ATT_RANGE:TOUGHNESS:3000:3500:3800:4000:4200:4500:5000]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:0:0:0:0:0:0]

[BODY_SIZE:0:0:15000]
[BODY_SIZE:1:168:60000]
[BODY_SIZE:12:0:450000]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_TYPE:MOUTH:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1350]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:1:2]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DWARF_TO_SPAWN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1000]
[ATTACK_PREPARE_AND_RECOVER:1:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]


[CAN_DO_INTERACTION:MEGASPAWN_REANIMATE]
[CDI:ADV_NAME:Animate megaspawn bodypart]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:BP_REQUIRED:BY_TYPE:THOUGHT] only the main body can do the interaction and only if their brain is uninjured
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:10]

[BABY:1]
[GENERAL_BABY_NAME:megaspawn larva:megaspawn larvae]
[BABYNAME:megaspawn larva:megaspawn larvae]
[CHILD:12]
[GENERAL_CHILD_NAME:megaspawn child:megaspawn children]
[CHILDNAME:megaspawn child:megaspawn children]
[ALL_ACTIVE]

[SMELL_TRIGGER:0]
[LOW_LIGHT_VISION:10000]

**Going to have to add personality tokens later

[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:1:2]

[CASTE:MALE]
[MALE]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:10]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]
[SPEC_HEAT:30000]



[CREATURE:DEGENERATE_SPAWN]
[DESCRIPTION:A wretched, dog-sized creature consisting of a small, fleshy body carried along by 4 bony limbs tipped with claws. On its underside is a snapping, bloodsucking maw lined with teeth.]
[NAME:degenerate spawn:degenerate spawn:degenerate spawn]
[CASTE_NAME:degenerate spawn:degenerate spawn:degenerate spawn]
[CREATURE_TILE:'&'][COLOR:0:0:1]
[ALTTILE:'d']

[CURIOUSBEAST_ITEM]

[LARGE_ROAMING]
[MEANDERER]
[UBIQUITOUS]
[BIOME:ANY_LAND]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:0:3]

[FREQUENCY:100]
[POPULATION_NUMBER:1500:2000]
[CLUSTER_NUMBER:5:8]
[GRASSTRAMPLE:0]
[INTELLIGENT][SLOW_LEARNER]
[UTTERANCES]
[LIKES_FIGHTING]
[CANOPENDOORS][FIREIMMUNE]
[EXTRAVISION][LOCKPICKER]
[NOBREATHE][NOFEAR][PARALYZEIMMUNE][NO_FEVERS]
[NO_EAT][NO_SLEEP][NO_DRINK][NOSTUN][NOEXERT][NOPAIN]
[NONAUSEA]
[NOT_LIVING]
[PREFSTRING:creepy crawling]
[CREATURE_CLASS:HOLISTIC_SPAWN]

[BODY:BASIC_1PARTBODY:4ARMCLAWS_STANCE:2LUNGS:HEART_THOUGHT:GUTS:ORGANS:UPPERBODY_MAW_GRASP:MAW_TEETH]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HEART]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[BODY_DETAIL_PLAN:SPAWN_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[RELSIZE:BY_CATEGORY:LIVER:300]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

[NATURAL_SKILL:BITE:3]
[NATURAL_SKILL:STANCE_STRIKE:3]
[NATURAL_SKILL:SNEAK:3]

[PHYS_ATT_RANGE:TOUGHNESS:3000:3500:3800:4000:4200:4500:5000]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:0:0:0:0:0:0]

[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:30000]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:711:521:293:1900:2900] 30 kph
excellent climbers
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph

[STANCE_CLIMBER]

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:BODY:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DWARF_TO_SPAWN_WEAK]
[SPECIALATTACK_SUCK_BLOOD:1000:1400]

[ATTACK:SCRATCH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1000]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[CHILD:1]
[GENERAL_CHILD_NAME:degenerate spawn larva:degenerate spawn larvae]
[CHILDNAME:degenerate spawn larva:degenerate spawn larvae]
[ALL_ACTIVE]

[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:4:8]

[CASTE:MALE]
[MALE]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]
[SPEC_HEAT:30000]

[CREATURE:DEGENERATE_SPAWN_WILD]
[COPY_TAGS_FROM:DEGENERATE_SPAWN]
[SELECT_CASTE:ALL]
[ARENA_RESTRICTED]


[CREATURE:SPAWNFALLOON]
[DESCRIPTION:A towering monster consisting of countless Spawn of Holistic fused together into a massive humanoid. It has three gaping maws set into its torso, one into its groin, and one on each of its arms and legs.]
[NAME:spawnfalloon:spawnfalloons:spawnfalloon]
[CASTE_NAME:spawnfalloon:spawnfalloons:spawnfalloon]
[CREATURE_TILE:'&'][COLOR:6:0:1]

[BIOME:ANY_LAND]
[FREQUENCY:100]

[SEMIMEGABEAST][DIFFICULTY:12]
[ATTACK_TRIGGER:100:20000:500000]
[LAIR:SIMPLE_BURROW:100]

[SPHERE:DEFORMITY]
[SPHERE:CHAOS]
[SPHERE:DEPRAVITY]
[SPHERE:MISERY]
[SPHERE:NIGHTMARES]
[SPHERE:THRALLDOM]

[BUILDINGDESTROYER:2]

[INTELLIGENT]
[EVIL][LIKES_FIGHTING]
[CANOPENDOORS][TRAPAVOID]
[EXTRAVISION]
[NOBREATHE][NOFEAR][PARALYZEIMMUNE][NO_FEVERS]
[NO_EAT][NO_SLEEP][NO_DRINK][NOSTUN][NOEXERT][NOPAIN]
[NOEMOTION]
[NONAUSEA]
[NOT_LIVING]
[PREFSTRING:horrifying appearance]
[CREATURE_CLASS:HOLISTIC_SPAWN]
[GRASSTRAMPLE:50]

Needs to have lungs, organs, guts, spine, brain, and ribcage in each of its arms, legs, lower body, with a pair of each in its torso; heart must go in its lower body
[BODY:BASIC_2PARTBODY_VESTIGIAL_UPPER:BASIC_3PARTLEGS:BASIC_2PARTARMS:BODY_2HEADS_VESTIGIAL:ARM_HEAD_VESTIGIAL:BRAIN_NOTHOUGHT_VH:2EARS_VH:NOSE_VH:MOUTH_VH:TEETH_VH:FACIAL_FEATURES_VH:TONGUE_VH:HEART_THOUGHT:HUMANOID_JOINTS:SPINE:UPPERBODY_2MAWS:LOWERBODY_MAW:ARM_MAW:LEG_MAW:MAW_TEETH_DIRECTCON:LIMB_ORGANS:LIMB_GUTS:LIMB_2LUNGS:LIMB_RIBS]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HEART]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[RELSIZE:BY_CATEGORY:LIVER:300]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

[NATURAL_SKILL:WRESTLING:7]
[NATURAL_SKILL:BITE:9]
[NATURAL_SKILL:STANCE_STRIKE:7]

[PHYS_ATT_RANGE:TOUGHNESS:3000:3500:3800:4000:4200:4500:5000]
[PHYS_ATT_RANGE:STRENGTH:3000:3500:3800:4000:4200:4500:5000]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:0:0:0:0:0:0]

[BODY_SIZE:0:0:1000000]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_TYPE:MOUTH:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1000]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:1:2]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DWARF_TO_SPAWN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:1000]
[ATTACK_PREPARE_AND_RECOVER:1:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

[CAN_DO_INTERACTION:SPAWNFALLOON_REANIMATE]
[CDI:ADV_NAME:Animate spawnfalloon bodypart]
[CDI:BP_REQUIRED:BY_TYPE:THOUGHT] only the main body can do the interaction and only if their brain is uninjured
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:FREE_ACTION]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:WAIT_PERIOD:200]

[ALL_ACTIVE]

[SMELL_TRIGGER:0]
[LOW_LIGHT_VISION:10000]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:30]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]
[SPEC_HEAT:30000]

basic Spawn body file:
Code: [Select]
body_spawn

[OBJECT:BODY]

[BODY:UPPERBODY_MAW]
[BP:MAW:maw:STP][CONTYPE:UPPERBODY][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:500]

[BODY:MAW_TEETH]
[BP:TOOTH:tooth:teeth][CONTYPE:UPPERBODY][CATEGORY:TOOTH][NUMBER:30][SMALL]
[DEFAULT_RELSIZE:10]

[BODY:HEART_THOUGHT]
[BP:HEART:heart:STP][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL][THOUGHT][CATEGORY:HEART]
[DEFAULT_RELSIZE:100]

[BODY:BRAIN_NOTHOUGHT]
[BP:BRAIN:brain:STP][CONTYPE:HEAD][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200]

[BODY:3CLAWS]
[BP:FINGER1:first claw:STP][CON_CAT:HAND][DIGIT][SMALL][CATEGORY:CLAW]
[DEFAULT_RELSIZE:7]
[BP:FINGER2:second claw:STP][CON_CAT:HAND][DIGIT][SMALL][CATEGORY:CLAW]
[DEFAULT_RELSIZE:7]
[BP:FINGER3:third claw:STP][CON_CAT:HAND][DIGIT][SMALL][CATEGORY:CLAW]
[DEFAULT_RELSIZE:7]

[BODY:BASIC_HEAD_VESTIGIAL]
[BP:HD:head:STP][CONTYPE:UPPERBODY][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:NECK_VESTIGIAL]
[BP:NECK:upper spine:STP][CON_CAT:HEAD][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[PREVENTS_PARENT_COLLAPSE]

[BODY:SPINE_VESTIGIAL]
[BP:UPPERSPINE:middle spine:STP][CONTYPE:UPPERBODY][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[PREVENTS_PARENT_COLLAPSE]
[BP:LOWERSPINE:lower spine:STP][CONTYPE:LOWERBODY][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[PREVENTS_PARENT_COLLAPSE]


[BODY:2EARS_VH]
[BP:R_EAR:right ear:STP][CON_CAT:HEAD][HEAR][SMALL][RIGHT][CATEGORY:EAR]
[DEFAULT_RELSIZE:15]
[BP:L_EAR:left ear:STP][CON_CAT:HEAD][HEAR][SMALL][LEFT][CATEGORY:EAR]
[DEFAULT_RELSIZE:15]

[BODY:NOSE_VH]
[BP:NOSE:nose:STP][CON_CAT:HEAD][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]

[BODY:BRAIN_NOTHOUGHT_VH]
[BP:BRAIN:brain:STP][CON_CAT:HEAD][INTERNAL][SMALL][CATEGORY:BRAIN]

[BODY:SKULL_VH]
[BP:SKULL:skull:STP]
[CON_CAT:HEAD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20]
[TOTEMABLE]
[DEFAULT_RELSIZE:200]
[PREVENTS_PARENT_COLLAPSE]

[BODY:MOUTH_VH]
[BP:MOUTH:mouth:STP][CON_CAT:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]

[BODY:TEETH_VH]
[BP:U_F_TOOTH:upper front tooth:upper front teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces "first upper front tooth" for example.
[INDIVIDUAL_NAME:first upper right incisor:STP]
[INDIVIDUAL_NAME:first upper left incisor:STP]
[INDIVIDUAL_NAME:second upper right incisor:STP]
[INDIVIDUAL_NAME:second upper left incisor:STP]
[INDIVIDUAL_NAME:right eye tooth:right eye teeth]
[INDIVIDUAL_NAME:left eye tooth:left eye teeth]
[BP:L_F_TOOTH:lower front tooth:lower front teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right incisor:STP]
[INDIVIDUAL_NAME:first lower left incisor:STP]
[INDIVIDUAL_NAME:second lower right incisor:STP]
[INDIVIDUAL_NAME:second lower left incisor:STP]
[INDIVIDUAL_NAME:lower right canine:STP]
[INDIVIDUAL_NAME:lower left canine:STP]
[BP:U_R_B_TOOTH:upper right back tooth:upper right back teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper right premolar:STP]
[INDIVIDUAL_NAME:second upper right premolar:STP]
[INDIVIDUAL_NAME:first upper right molar:STP]
[INDIVIDUAL_NAME:second upper right molar:STP]
[BP:L_R_B_TOOTH:lower right back tooth:lower right back teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right premolar:STP]
[INDIVIDUAL_NAME:second lower right premolar:STP]
[INDIVIDUAL_NAME:first lower right molar:STP]
[INDIVIDUAL_NAME:second lower right molar:STP]
[BP:U_L_B_TOOTH:upper left back tooth:upper left back teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper left premolar:STP]
[INDIVIDUAL_NAME:second upper left premolar:STP]
[INDIVIDUAL_NAME:first upper left molar:STP]
[INDIVIDUAL_NAME:second upper left molar:STP]
[BP:L_L_B_TOOTH:lower left back tooth:lower left back teeth][CON_CAT:HEAD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower left premolar:STP]
[INDIVIDUAL_NAME:second lower left premolar:STP]
[INDIVIDUAL_NAME:first lower left molar:STP]
[INDIVIDUAL_NAME:second lower left molar:STP]

[BODY:FACIAL_FEATURES_VH]
[BP:L_CHEEK:left cheek:STP][CON_CAT:HEAD][CATEGORY:CHEEK][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:10]
[BP:R_CHEEK:right cheek:STP][CON_CAT:HEAD][CATEGORY:CHEEK][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:10]
[BP:L_EYELID:left eyelid:STP][CON_CAT:HEAD][CATEGORY:EYELID][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:2]
[BP:R_EYELID:right eyelid:STP][CON_CAT:HEAD][CATEGORY:EYELID][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:2]
[BP:L_LIP:lower lip:STP][CON_CAT:HEAD][CATEGORY:LIP][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:6]
[BP:U_LIP:upper lip:STP][CON_CAT:HEAD][CATEGORY:LIP][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:6]

[BODY:TONGUE_VH]
[BP:TONGUE:tongue:STP][CON_CAT:HEAD][CATEGORY:TONGUE][SMALL]
[DEFAULT_RELSIZE:20]

additional body parts used in the variants:
Code: [Select]
body_spawn_variants

[OBJECT:BODY]

Credit to Nakeen for coming up with this brilliant idea

[BODY:BASIC_2PARTBODY_VESTIGIAL_UPPER]
[BP:LB:lower body:lower bodies][UPPERBODY][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:UB:upper body:upper bodies][CON:LB][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]

[BODY:BODY_2HEADS_VESTIGIAL]
[BP:LHD:left head:STP][LEFT][CONTYPE:UPPERBODY][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RHD:right head:STP][RIGHT][CONTYPE:UPPERBODY][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:UPPERBODY_2MAWS]
[BP:MAW1:first upper maw:STP][CON_CAT:BODY_UPPER]
[MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:300][GRASP]
[BP:MAW2:second upper maw:STP][CON_CAT:BODY_UPPER]
[MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:300][GRASP]


[BODY:LOWERBODY_MAW]
[BP:MAW1:lower maw:STP][CON_CAT:BODY_LOWER]
[MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:300][GRASP]

[BODY:ARM_MAW]
[BP:MAW1:maw:STP][CON_CAT:ARM_LOWER]
[MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100][GRASP]

[BODY:ARM_HEAD_VESTIGIAL]
[BP:HD:head:STP][CON_CAT:ARM_LOWER][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:LEG_MAW]
[BP:MAW1:maw:STP][CON_CAT:LEG_LOWER]
[MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100][GRASP]


[BODY:MAW_TEETH_DIRECTCON]
[BP:TOOTH:tooth:teeth][CON_CAT:MOUTH][CATEGORY:TOOTH][NUMBER:30][SMALL]
[DEFAULT_RELSIZE:10]


[BODY:BASIC_2PARTARMS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]


[BODY:4ARMCLAWS_STANCE]
front limbs
[BP:RFUA:right front upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RFLA:right front lower arm:STP][CON:RFUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RFLC:right front claw:STP][CON:RFLA][STANCE][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:120]
[BP:LFUA:left front arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LFLA:left front lower arm:STP][CON:LFUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LFLC:left front claw:STP][CON:LFLA][STANCE][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:120]
rear limbs
[BP:RRUA:right rear upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RRLA:right rear lower arm:STP][CON:RRUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RRLC:right rear claw:STP][CON:RRLA][STANCE][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:120]
[BP:LRUA:left rear arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LRLA:left rear lower arm:STP][CON:LRUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LRLC:left rear claw:STP][CON:LRLA][STANCE][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:120]

[BODY:UPPERBODY_MAW_GRASP]
[BP:MAW:maw:STP][CONTYPE:UPPERBODY][MOUTH][SMALL][EMBEDDED][APERTURE][GRASP][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:500]


[BODY:LIMB_ORGANS]
[BP:ARMLIVER:liver:STP][CON_CAT:ARM_LOWER][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:ARMSTOMACH:stomach:STP][CON_CAT:ARM_UPPER][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:ARMPANCREAS:pancreas:pancreases][CON_CAT:ARM_UPPER][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:ARMSPLEEN:spleen:STP][CON_CAT:ARM_UPPER][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:ARMRKIDNEY:right kidney:STP][CON_CAT:ARM_UPPER][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:ARMLKIDNEY:left kidney:STP][CON_CAT:ARM_UPPER][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]

[BP:LEGLIVER:liver:STP][CON_CAT:LEG_LOWER][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:LEGSTOMACH:stomach:STP][CON_CAT:LEG_UPPER][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:LEGPANCREAS:pancreas:pancreases][CON_CAT:LEG_UPPER][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:LEGSPLEEN:spleen:STP][CON_CAT:LEG_UPPER][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:LEGRKIDNEY:right kidney:STP][CON_CAT:LEG_UPPER][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LEGLKIDNEY:left kidney:STP][CON_CAT:LEG_UPPER][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]

[BODY:LIMB_GUTS]
[BP:ARMGUTS:guts:guts][CON_CAT:ARM_UPPER][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]
[BP:LEGGUTS:guts:guts][CON_CAT:LEG_UPPER][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]

[BODY:LIMB_2LUNGS]
[BP:ARMRLUNG:right lung:STP][CON_CAT:ARM_LOWER][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:ARMLLUNG:left lung:STP][CON_CAT:ARM_LOWER][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LEGRLUNG:right lung:STP][CON_CAT:LEG_LOWER][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LEGLLUNG:left lung:STP][CON_CAT:LEG_LOWER][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]

[BODY:LIMB_RIBS]
[BP:ARM_L_TRUE_RIB:left true rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:ARM_R_TRUE_RIB:right true rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:ARM_L_FALSE_RIB:left false rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:ARM_R_FALSE_RIB:right false rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:ARM_L_FLOATING_RIB:left floating rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:ARM_R_FLOATING_RIB:right floating rib:STP][CON_CAT:ARM_LOWER][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

[BP:LEG_L_TRUE_RIB:left true rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:LEG_R_TRUE_RIB:right true rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:LEG_L_FALSE_RIB:left false rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:LEG_R_FALSE_RIB:right false rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:LEG_L_FLOATING_RIB:left floating rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:LEG_R_FLOATING_RIB:right floating rib:STP][CON_CAT:LEG_LOWER][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

basic Spawn interaction file:
Code: [Select]
interaction_spawn

[OBJECT:INTERACTION]

[INTERACTION:DWARF_TO_SPAWN]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SPAWNITIS_FEVER]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Spawn Fever]
[SYNDROME]
[SYN_CLASS:SPAWNITIS_FEVER]
[SYN_NAME:holistic spawn fever]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_FEVER:SEV:100:ABRUPT_END:START:100000:PEAK:20960:END:0]
[CE_DIZZINESS:SEV:100:ABRUPT_START:START:120960:END:1000]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[CE_BODY_TRANSFORMATION:PROB:15:START:120960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:MALE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE]
[CE_BODY_TRANSFORMATION:PROB:15:START:120960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:FEMALE]

[INTERACTION:DWARF_TO_SPAWN_OLD]
the old version of the curse from 34x -- no longer works; only here for reference purposes

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:holistic spawn bite]
[SYN_CLASS:SPAWNITIS]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_CAN_DO_INTERACTION:PROB:15:START:100000:END:20960]
[CDI:ADV_NAME:Initiate Spawnitis]
[CDI:INTERACTION:SPAWN_FEVER]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:0]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:20960]

[INTERACTION:SPAWN_FEVER]
obsolete; only here for reference purposes

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[CE_FEVER:SEV:100:START:0:PEAK:20960:END:20960]
[CE_BODY_TRANSFORMATION:PROB:100:START:20960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:MALE]
[CE_DIZZINESS:SEV:100:START:20960:END:500]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE]
[CE_FEVER:SEV:100:START:0:PEAK:20960:END:20960]
[CE_BODY_TRANSFORMATION:PROB:100:START:20960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:FEMALE]
[CE_DIZZINESS:SEV:100:START:20960:END:500]

additional interactions used in variants:
Code: [Select]
interaction_spawn_variants

[OBJECT:INTERACTION]

[INTERACTION:MEGASPAWN_REANIMATE]
reanimates megaspawn bodyparts to fight, possibly at a weaker level
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:MEGASPAWN:ALL]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:EXTRAVISION:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

[INTERACTION:SPAWNFALLOON_REANIMATE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:SPAWNFALLOON:ALL]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:EXTRAVISION:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]


[INTERACTION:DWARF_TO_SPAWN_WEAK]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SPAWNITIS_FEVER]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Spawn Fever]
[SYNDROME]
[SYN_CLASS:SPAWNITIS_FEVER]
[SYN_NAME:holistic spawn fever]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_FEVER:SEV:100:ABRUPT_END:START:100000:PEAK:20960:END:0]
[CE_DIZZINESS:SEV:100:ABRUPT_START:START:120960:END:1000]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[CE_BODY_TRANSFORMATION:PROB:8:START:120960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:MALE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:holistic spawn transformation]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE]
[CE_BODY_TRANSFORMATION:PROB:8:START:120960]
[CE:CREATURE:HOLISTIC_SPAWN_CRAZED:FEMALE]

entity file:
Code: [Select]
entity_spawn_variants

[OBJECT:ENTITY]

[ENTITY:DEGENERATE_SPAWN]
[CREATURE:DEGENERATE_SPAWN]
[FRIENDLY_COLOR:0:0:1]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[STONE_PREF]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:120]
[SCOUT]

[ETHIC:KILL_ENTITY_MEMBER:NOT_APPLICABLE]
[ETHIC:KILL_NEUTRAL:NOT_APPLICABLE]
[ETHIC:KILL_ENEMY:NOT_APPLICABLE]
[ETHIC:KILL_ANIMAL:NOT_APPLICABLE]
[ETHIC:KILL_PLANT:NOT_APPLICABLE]
[ETHIC:TORTURE_AS_EXAMPLE:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:NOT_APPLICABLE]
[ETHIC:TORTURE_ANIMALS:NOT_APPLICABLE]
[ETHIC:TREASON:NOT_APPLICABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:NOT_APPLICABLE]
[ETHIC:SLAVERY:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:NOT_APPLICABLE]
[VALUE:LAW:-50]
[VALUE:LOYALTY:15]
[VALUE:FAMILY:15]
[VALUE:FRIENDSHIP:-15]
[VALUE:POWER:50]
[VALUE:TRUTH:0]
[VALUE:CUNNING:-15]
[VALUE:ELOQUENCE:-30]
[VALUE:FAIRNESS:-50]
[VALUE:DECORUM:-15]
[VALUE:TRADITION:-15]
[VALUE:ARTWORK:-50]
[VALUE:COOPERATION:30]
[VALUE:INDEPENDENCE:-30]
[VALUE:STOICISM:0]
[VALUE:KNOWLEDGE:-50]
[VALUE:INTROSPECTION:-50]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:-50]
[VALUE:HARMONY:-50]
[VALUE:MERRIMENT:-50]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:0]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:30]
[VALUE:SACRIFICE:50]
[VALUE:COMPETITION:15]
[VALUE:PERSEVERANCE:0]
[VALUE:LEISURE_TIME:-50]
[VALUE:COMMERCE:-50]
[VALUE:ROMANCE:-50]
[VALUE:NATURE:-50]
[VALUE:PEACE:-50]
[BANDITRY:75]
[LOCAL_BANDITRY]

[POSITION:MONARCH]
[NAME_MALE:hive king:hive kings]
[NAME_FEMALE:hive queen:hive queens]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:BUILD_MORALE]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:0:0:1]
[DUTY_BOUND]

E: SPECIALSURPRISE will be PM'd to Nakeen shortly.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 04:52:04 pm
Yay ! Lot of field testing incoming ! :D

EDIT: Oh, I feel so honored to be credited for inspiring the variants !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 05:05:41 pm
Fuck, sorry, forgot the Spawn's body_detail_plan:

Code: [Select]
b_detail_plan_spawn

[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:SPAWN_TISSUE_LAYERS]
This body detail plan accepts argument tokens that can fill the role of the tissue token.  For instance, the dwarf sends in SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:GROWTH:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:100]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:100]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG4:100]
[BP_LAYERS:BY_CATEGORY:HAND:ARG4:100]
[BP_LAYERS:BY_CATEGORY:LEG:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:NECK:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:WING:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:TENTACLE:ARG3:50:ARG1:1]
[BP_LAYERS:BY_CATEGORY:CLAW:ARG4:100]
[BP_LAYERS:BY_CATEGORY:PINCER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:STINGER:ARG4:100]
[BP_LAYERS:BY_CATEGORY:SHELL:SHELL:100]
[BP_LAYERS:BY_CATEGORY:EYE:EYE:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100]
[BP_LAYERS:BY_CATEGORY:TUSK:IVORY:100]
[BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]
[BP_LAYERS:BY_CATEGORY:PROBOSCIS:ARG5:4:ARG1:1]
[BP_LAYERS:BY_CATEGORY:ANTENNA:ARG5:4:ARG1:1]
[BP_LAYERS:BY_CATEGORY:MANDIBLE:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:EAR:ARG5:4:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LUNG:LUNG:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG3:10:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BEAK:ARG4:100]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG4:100]
[BP_LAYERS:BY_CATEGORY:RIB_FALSE:ARG4:100]
[BP_LAYERS:BY_CATEGORY:RIB_FLOATING:ARG4:100]
[BP_LAYERS:BY_CATEGORY:HEART:HEART:100]
[BP_LAYERS:BY_CATEGORY:GUTS:GUT:100]
[BP_LAYERS:BY_CATEGORY:LIVER:LIVER:100]
[BP_LAYERS:BY_CATEGORY:STOMACH:STOMACH:100]
[BP_LAYERS:BY_CATEGORY:GIZZARD:GIZZARD:100]
[BP_LAYERS:BY_CATEGORY:PANCREAS:PANCREAS:100]
[BP_LAYERS:BY_CATEGORY:SPLEEN:SPLEEN:100]
[BP_LAYERS:BY_CATEGORY:KIDNEY:KIDNEY:100]
[BP_LAYERS:BY_CATEGORY:JOINT:ARG4:4:ARG3:1]
[BP_LAYERS:BY_CATEGORY:SPINE:NERVE:2:ARG4:2]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:HORN:ARG4:2:HORN:2]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG4:100]
[BP_LAYERS:BY_CATEGORY:TOE:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:FIN:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:FLIPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:HUMP:ARG2:50:ARG1:1]
[BP_LAYERS:BY_CATEGORY:LIP:ARG3:10:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:TONGUE:ARG3:10:ARG1:1]
[BP_LAYERS:BY_CATEGORY:CHEEK:ARG1:100]
[BP_LAYERS:BY_CATEGORY:EYELID:ARG1:100]
[BP_LAYERS:BY_CATEGORY:THROAT:ARG1:100]
[BP_LAYERS:BY_CATEGORY:HOOF:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_FRONT:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_REAR:HOOF:100]
[BP_LAYERS:BY_CATEGORY:SKULL:ARG4:100]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 06:12:04 pm
Shit. Shiiiiiiiit ! Guys guys. I'm such an abysmal dumbass.

Holy cow. You know what ?
I just realized you can create stacks in arena mode.

So yeah, for my whole life I have been testing ranged weapons in arena mode by giving each dwarf 1 weapon and 1 ammo.

Aaaaaaaah ! Something is breaking inside of me.

EDIT: Enough ranting.

Results of the preliminary tests for those interested :


Spoiler: M.U.G. (click to show/hide)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 10:38:20 pm
At first I thought about editing my previous post, but the message was getting longer and longer. Furthermore, what I'm going to talk about is rather interesting.

I discovered a lot of things while relentlessly trying to make 100% boiling-stone-syndrome-application work. And the more I tried, the more I realized this task was unfeasible.

I'm going to detail what I went through :

At first, I tried to increase the frequency of application by creating various clones of the same material. (multiple instances of the same material will count as one)

While testing this with 100 clones, I realized that the frequency stopped increasing beyond a certain point. Then I tried to analyze the phenomenon step by step.

This is were I realized some properties about gas :

-When a dwarf is subject to a gaseous substance, it will "interact" with it on the first tick.

-THEN a second and only one "interaction" will be possible. The second "interaction" HAS to occur before the "first interaction" can be re-applied. This is what render  multiples instances of a gas useless.

-Then I discovered that there is a minimal interval of 10 ticks between the first and second "interaction". Then the second interaction can randomly occur in another 10 ticks interval following the first interval.

Now some properties about breathing :

I'm coming back on the "interaction". When a creature "interact" with the gas, two results are possible : inhaling or not inhaling, both of which are respectively attached to the messages "caught in a cloud of" and "caught in a burst of".

-I discovered there is something we could call a "breathing tick". Which is the tick during which a breathing creature will inhale.
=>The very existence of the breathing tick is the reason why increasing the number of clones rendered my attempts useless : it only increased the probability that the dwarf will interact with the gas during the 10-tick "second interaction interval".

-Furthermore, tests (that are still ongoing) to determine this "breathing tick" is really uncommon. During a 30 ticks interval, no breathing tick was detected, so the interval between "breathing ticks" seem rather big.
=>And that is assuming that breathing ticks are not random. If that were the case, it would be even worse.

tldr : fuck boiling-stone-syndrome-application. :(
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 11, 2015, 10:47:31 pm
Well, at least we got some ‼SCIENCE‼ out of the deal :V  Nanite paste is a go then?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 11, 2015, 10:54:44 pm
Quicklime + Water = steam. This has been added in DF. Pave a sally port with quicklime and fill it with water when invaders come for hot, steamy death
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 11:00:06 pm
Further tests concerning the "breathing tick" :
-the motherfucker is random, haha :x

First I got an interval of 30 ticks, then an interval of 9 ticks, then an interval of more than 40 ticks. Oh well, look like I won't be able to implement my robots :(

EDIT: Gonna post this in the modding forum, it could help our fellows.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 11, 2015, 11:08:49 pm
Warned you mang (I've already had enough grief from using it enough as is that I try to steer clear of using it when possible), though the information you've discovered is going to be invaluble towards explaining why the reaction is so unreliable.

In other news, the work on the cyborgs is going slowly; most of it is recycling existing raws and pounding them into more interesting shapes; nothing interesting until I start testing them in the arena; jackborgs are basically heads and some organs still organic in an otherwise mechanical body, right? If not, I'll give them artifical muscles in their limbs made of zylon: still much stronger than organic stuff, but with the ability to heal naturally over time as well.

And yes Mr. Frog, Nanite paste will be a go as soon as I get to making the actual interaction to link the various transformations to it; more often than not, the paste will transform a dwarf into a jackborg after an extended period of time, with a small chance of instead transforming them into a malformed cyborg drone (stupid, unable to learn and basically a glorified zombie), or a smaller chance of becoming an "unstable mass" which might either transform into a non-intelligent cybernetic creature or die outright. Fun!

Here is a list of "planned" creatures so far:

[CREATURE:JACK_BORG]
**Don't know whether or not to add genders castes: if present, they'll be purely asthetic
[CREATURE:CY_BORG]
   [CASTE:MALE]
   [CASTE:FEMALE]
   [CASTE:GENDERLESS]
   [CASTE:GENDERLESS_GIANT]
   [CASTE:GENDERLESS_GIANT_ONE_EYE]
   [CASTE:GENDERLESS_ELECTRODE]
[CREATURE:ABOMINATION_BORG]
   [CASTE:GENERIC]
**Mass of flesh with various organic and mechanical limbs sticking out: can chain attacks, but is slow and weak
   [CASTE:MAWSTER]
**Mechanical mouth with organic (possibly insectoid) legs; chomps strong but slow and unwieldy
   [CASTE:SAWTOOTH]
**Similar to the generic monster, but with multiple circlar saws for hands; hits hard and is slightly faster, but still fragile
   [CASTE:CRAINIAC]
**Brain in a jar mounted on eight arms with various weapons on them; fast, versatile, but frail and inaccurate. Probably the most dangerous
   [CASTE:POGOSTICK]
**Head and armless torso on a single mechanical leg: bounces extremely fast when aggroed; can bite and pummel with leg
   [CASTE:FLOATER]
**Flying sack of meat with thrusters and mechanical arms dangling: slow, weak, but dodgey
   [CASTE:TRACKS]
**Giant blob of meat with vestigal limbs mounted on a tank-like lower torso: more durable than average
[CREATURE:FREAK_BORG]
[CREATURE:ROBLIN_BORG]
[CREATURE:ROBOLD_BORG]
[CREATURE:REBALD_BORG]
[CREATURE:CYBER_DRAGON_BORG]
[CREATURE:CYDRA_BORG]
[CREATURE:ROBOROC_BORG]
[CREATURE:BIONIC_KRAKEN_BORG]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 11, 2015, 11:21:01 pm
I'd say that having Nakeen work on weapons, Frog do enemies, and Propman do 'Borgs is a good division of labor.

Do solid objects cause contact syndromes now? Last I checked it had to be a coating of some sort on one of the unit's bodyparts for the syndrome to activate.

I have absolutely no idea what crazy things DFHack can do on the modding front unfortunately :V

E:

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 11:34:29 pm
I may as well post what I intended for the robots. Sigh.


Spoiler: Body (click to show/hide)

What I had in mind was to be able to buy the Protobots to the merchants for a hefty price, and then be able to upgrade them at a building called the robotic bay.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 11, 2015, 11:45:34 pm
@Nakeen:
Is there some way to do like an Everlasting Gobstopper of progressively gasificating materials?

Probably not.

But, like...
1>2>3<2<1
Such that 3 will only boil off once 1 and 2 have gone poof.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 11, 2015, 11:53:57 pm
@Nakeen:
Is there some way to do like an Everlasting Gobstopper of progressively gasificating materials?

Probably not.

But, like...
1>2>3<2<1
Such that 3 will only boil off once 1 and 2 have gone poof.

Oh, good thinking. It would be possible to create such a chain of gasification, but it would need insane timing and knowledge on temperatures. By knowledge on temperatures I mean the speed at which a material temperature varies per tick depending on its SPEC_HEAT.

And even if we managed to create such a chain of gasification, there would be the problem of the dwarf living the workshop too quickly (gas have a maximum range of 4 horizontal tiles)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 12, 2015, 12:10:32 am
If you're doing that NOT in a sealed chamber, that is silly!!DWARFY!!...

I bet someone has the knowledge somewhere.

And then we can make chemical weapons!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 12, 2015, 01:39:08 am
@Propman:

Maybe have them basically be put out of commission due to pain while the transformation is underway? I dunno, it just seems weird to me to have them drink/eat/whatever the paste, then turn into robots a week later with no real transitional phase in the interim, and I imagine having your entire biological structure be forcibly converted to cybernetics wouldn't be pleasant :V

Also if you can actually figure out a way to get the interaction to work I will literally love you forever, since in the brief time I was playing around it didn't seem as though there was any convenient way to get units to target themselves with interactions promptly (the old trick where omitting the USAGE_HINT tag would make a unit use an interaction immediately whenever it could doesn't seem to work anymore, and I'm not sure how to replace it :( Used it pretty extensively too, much sads).

E:
Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 12, 2015, 02:09:09 am
I was intending to give them some sort of fever; perhaps something that causes them to get sporadically dizzy and sick as their body is reconstructed from the inside?

As for the interaction bit, I got that solved a while ago: having them use greet, or aliternatively if that doesn't work in the case of the unstable blob it'll probably be crazed which will cause it to auto-proc one of the transformations at random as soon as something approches it; I use a similar system in order to make this particular creature transform into a slew of various monsters:

Code: [Select]

[CREATURE:FOE_MINOR_1]
[ARENA_RESTRICTED]
[DESCRIPTION:Short for "Field on Enemy", this strange creature is not what it appears to be.]
[NAME:F.O.E:F.O.Es:F.O.E]
[CASTE_NAME:F.O.E:F.O.Es:F.O.E]
[CREATURE_TILE:4]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:0:3]
[PET_EXOTIC]
[LARGE_ROAMING][LARGE_PREDATOR]
[POPULATION_NUMBER:50:100]
[CLUSTER_NUMBER:1:3]
[FREQUENCY:60]
[LARGE_ROAMING]
[MEANDERER]
[NO_DIZZINESS]
[NO_DRINK]
[NO_EAT]
[NO_FEVERS]
[NOBREATHE]
[EXTRAVISION]
[MAGMA_VISION]
[NOEMOTION]
[NOFEAR]
[NONAUSEA]
[NOPAIN]
[NOSTUN]
[NOEMOTION]
[NOTHOUGHT]
[FIREIMMUNE_SUPER]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOT_BUTCHERABLE]
[CRAZED]
[BODY:BASIC_1PARTBODY]
[TISSUE:STRUCTURE]
[TISSUE_NAME:structure:structures]
[TISSUE_MATERIAL:GLASS_CRYSTAL:NONE]
[MUSCULAR]
[CONNECTS]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:FEATHERS]
[TISSUE_LAYER:BY_CATEGORY:ALL:STRUCTURE]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:400:298:176:100:1900:2900] 
[ITEMCORPSE:NONE]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_1]
[CDI:ADV_NAME:Encounter Exile]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_2]
[CDI:ADV_NAME:Encounter Crundle]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_3]
[CDI:ADV_NAME:Encounter Kedama (male)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_4]
[CDI:ADV_NAME:Encounter Kedama (female)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_5]
[CDI:ADV_NAME:Encounter Yukkuri Reimu (female)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_6]
[CDI:ADV_NAME:Encounter Yukkuri Reimu (male)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_7]
[CDI:ADV_NAME:Encounter Yukkuri Marisa (female)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_8]
[CDI:ADV_NAME:Encounter Yukkuri Marisa (male)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_9]
[CDI:ADV_NAME:Encounter Hungry Head]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_10]
[CDI:ADV_NAME:Encounter Matango]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_11]
[CDI:ADV_NAME:Encounter Evil Eye]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_12]
[CDI:ADV_NAME:Encounter Bakebake (1)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_13]
[CDI:ADV_NAME:Encounter Bakebake (2)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_14]
[CDI:ADV_NAME:Encounter Bakebake (3)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:FOE_MINOR_OVERWORLD_15]
[CDI:ADV_NAME:Encounter Bakebake (4)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:1]

Of course, it's not a perfect system, but if you want a sort of mimic type creature that will transform into something nasty as soon as it comes into contact with something else, it works. The cyborg transformation for things that don't become the mutagenic blob will be a more straightforward transition; the change is part of the initial syndrome, but the actual transform bit doesn't happen until the end of the cycle, with probability determening whether the dwarf transforms into a jackborg, a drone, or a blob.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 02:40:51 am
Sorry if it was already said, but what is the self-targeting interaction for again ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 12, 2015, 03:21:34 am
Sorry if it was already said, but what is the self-targeting interaction for again ?

I believe to initiate the nanite transformation and then possibly to make the unstable blob subsequently shapeshit into a random mutant.

Although, I feel I should point out that it's possible that the latter won't work; apparently if a creature is already transformed, a second transformation-based syndrome can't be applied to it (multiple consecutive transformations within the same syndrome def still work apparently). Haven't verified this myself.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 03:25:06 am
I find it weird to initiate the transformation via interaction. Wouldn't it be simpler to directly link the transformation syndrome to the paste definition ?

You are right, transformations can't overlap. The easy way to work around this limitation is to tune the transformations timing so that the second one begin 1 tick after the first one end.

(EDIT: I'm currently on Discord by the way)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 12, 2015, 03:32:11 am
I find it weird to initiate the transformation via interaction. Wouldn't it be simpler to directly link the transformation syndrome to the paste definition ?

You are right, transformations can't overlap. The easy way to work around this limitation is to tune the transformations timing so that the second one begin 1 tick after the first one end.

(EDIT: I'm currently on Discord by the way)

Delivering syndromes by interaction gets you a few more options, which I'm far too sleepy to explain or make sense of (I know I probably couldn't make the spawnitis work as well with a substance-based syndrome -- it lets me apply the fever and the transformation as separate concurrent syndromes so that you don't run into the save/load bug while allowing me to prevent it from applying one of the syndromes if they already have the other -- which could result in weirdness such as the transformation happening way after the fever ends because the dwarf was bitten twice in successive months, the first one not successfully applying the transformation syndrome but the second doing so -- by using the IT_CANNOT_HAVE_SYNDROME_CLASS(?) tag). But I know they're there.

Might pop into the chat for a bit. Real tired.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 08:47:13 pm
My work is close to done, I only have syndromes left to do.

Following a great idea of Frog, I added the possibility to reverse-engineer MUG weapons and Railguns.
Successfully reverse-engineering a piece of technology yield a "codex", an item necessary to produce MUG weaponry/Magnetic weaponry (the codex is not consumed during the reaction).

I also added a new building, the Refinery. In the refinery, we can extract Aluminum from Bauxite, Titanium from Ilmenite and Rutile, Cobalt from Cobaltite and Uranium from Pitchblende.
From these metals, you can smelt new alloys at the Refinery : Staballoy (Titanium+Uranium), High Speed Steel (Cobalt+Pig Iron+Flux) and Titanium Alloy TI 6-4 (Titanium+Aluminum+Iron).

Each reactions at the Refinery require the appropriate Codex (one for each new metals). These codexes can be obtained by decrypting an encoded codex at the Tech Lab. Encoded Codexes will be available from trade with the Corporate. If they are not yet in Spearbreakers as their own entity, I don't mind adding them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 12, 2015, 09:13:42 pm
Something that occurred to me overnight is that we might end up getting codexes from the dwarven caravan if we're not careful with how we implement them, which would defeat the purpose. I know the game is pretty spotty regarding whether a reaction product will be available for trade or not, though, so there should be a workaround if worst comes to worst.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 12, 2015, 09:16:51 pm
 Wait, can you make them actual techs, then say that you need a book on a tech to use the tech in crafting? I mean, thats probably similar to what The Great Toady One is planning for research in future, but can you get it working now?

 Or are you talking about items called codices, and not the books/scrolls/whatever other variations you can get with libraries?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 09:20:46 pm
There shouldn't be any issue concerning codexes. I implemented encrypted codexes and decyphered codexes as tools.
Dwarven caravans won't bring codexes if the codexes are absent from their entity definition (which they are by default)

Only the reaction to produce the codexes is added to the entity.

EDIT: To answer your question Aseaheru, "codexes" are not "tech" like in "research". they are just a physical object that represent the condensed knowledge

EDIT2: Oh darn ! Plural of codex is codices ! My bad !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 12, 2015, 09:23:02 pm
They aren't added on their own. propositions.

Parasolians: Castes have humans and elves with a very strong bias to dwarves. Castes are primarily for flavor, since they aren't playable. Ethics largely mirror vanilla dwarven, though with a somewhat lower regard for martial prowess and higher regard for rule of law and craftsmanship. Can trade for refinery schematics and alloy codices.

Description: A/An [Elf/Dwarf/Human] once in service of Parasol Industries, now trapped on Everoc peddling advanced industrial technology to get by. (Rogue version: This individual has turned to banditry and murder rather than science and industry to survive.)

BT Contractors: Castes have humans, elves, dwarves, and goblins. Slight bias to dwarves, very strong bias to humans (as humans formed the bulk of their Everoc taskforces.)  Ethics mirror vanilla dwarven, with a maxed out regard for skill at arms and power over others (represents regard for chain of command and martial culture of the Contractors.) Weapons and Ballistic Armor codices are traded for from them.

Description: A/An [Elf/Dwarf/Human/Goblin] once in the employ of Ballpoint Technologies, now trapped on Everoc peddling advanced combat technology and hired muscle to get by. (Rogue version: This individual has turned to banditry and murder rather than honest mercenary work to survive.)

This way, we need to stay on good terms with both (at least initially,) to make the most of the tech lab and some other goodies, what with the idea being these are horridly expensive. Of course, we can also cheap out and purchase equally expensive pre-made suits of combat armor and considerably weaker (and cheaper,) coilrifles instead of making the things ourselves.

TRIPLE NINJA'D

@ Asea: We'll have to do the workaround route by making the codexes tools only their entities have normal access to (with an obscene value modifier for those items if possible.) As Nakeen said.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 12, 2015, 09:39:24 pm
Well, now I need to learn how to mod this, so I can throw in Stone Inc...

Wait, how much time will have passed (in cannon) since Spear Breakers? Stone might have written itself out of the picture...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 09:56:35 pm
Another bit of information concerning the new added metals. At first I tried to give them properties as close as possible to reality. But soon I began getting headaches from all the formulaes and numbers.

As a consequence, the properties won't reflect their real-life counterparts. They are just subject to my own interpretation and balancing.

(it should be cobalt&uranium < iron < titanium < steel < new alloys)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 12, 2015, 09:59:43 pm
Whoof.

Science is, indeed, quite hard.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 12, 2015, 10:02:47 pm
Notably, the new version ads vanilla Codexes/Codices. You might want to figure out a different name for them, to avoid confusion.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 12, 2015, 10:08:29 pm
I gave them names like "MUG tech codex". It should be okay shouldn't it ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 12, 2015, 10:10:38 pm
Should work, but you never know.  Howsabout Lexicon instead?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 12, 2015, 10:30:42 pm
Or, y'know, the boring option: Schematics.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 12, 2015, 10:40:19 pm
Or, y'know, the boring option: Schematics.

Agreed, albeit that only really makes sense for devices. Advanced metal processing should probably use something different. "Processing Notes"?

Also, @Nakeen I experimented a bit with material properties for the jackbots before I threw in the towel, so I might be able to clear some stuff up if you have any questions. (Probably not, though, since I really didn't actually do much).

E:
Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 12, 2015, 11:03:10 pm
Alright.

So the refinery, weapons, jackborg bits, and combat armor will use Schematics, while ballistic weave and new alloys will use Processing Notes or something similarly named.

PARASOLIAN PLANS
Refinery Schematics - Needed to build the Refinery. Must be bought from Parasolians, as the Contractors steal or buy any materials they may need.

Nuclear Battery Schematic - Uranium batteries require proper assembly, lest they accidentally cook the worker. Uranium batteries can be produced without schematics in a different reaction, but with a 40% chance of resulting in a big ol' dose of radiation that drops all physical stats to the absolute lowest possible or outight flash fries (read: instantly kills,) the worker instead of resulting in a usable battery.

Cybernetic parts schematics - Two schematics to produce a modified endoskeleton and synthetic organs. Both plus nuclear batteries are needed to make jackborg parts, and thus, Jackborgs.

Nanite Paste Production Notes - For those who'd rather take the risky route to cuberizing their soldiers, this series of notes has a tidy grocery list of materials needed to make an ingestible nanite paste.

[Alloy] Production Notes - Multiple separate  tools, need to produce advanced alloys in the Refinery as well as extract other metals.

Medical Cloner Schematic - The Medical Cloner building has one use and one use only: Give injured people thier missing and nerve-damaged bits back. Transforms the dwarf into a "MedClone Patient" creature. Once the transformation ends, the unit should have all thier bits in working order again. The process requires Nanite Paste (to replace the damaged nerves,) and multiple Nuclear Batteries to power the clone pod and Autodoc responsible for growing those parts and putting them in plae properly.

BALLPOINT PLANS
Stubgun Schematics - Allows the production of bolt-action rifles ("stubguns,") in the Tech Lab. Stubguns act as a less expensive alternative to magnetic weapons, being much stronger than bows or crossbows, but lacking anywhere near the killing power of more advanced weapons. Stubguns come fitted with a bayonet.

Ammunition Production Notes - Needed to make stubgun ammunition.

Chain weapon Schematics - Allows production of chainsaw-type weapons, which can slice through shit better than their normal counterparts.

Mass Driver Schematic - Allows Mass Driver production (the railguns we'll be using are a local creation based on a Ballpoint design, and as such don't need schematics to be built.)

Battle Armor Schematics (not quite accurate name, but meh)- Allows production of Corporation armor.

Ballistic Weave Production Notes: Needed to make ballistic weave cloth, and thus, home-made battle armor.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 01:43:10 am
Did a bit of SCIENCE since I was worried that having railguns available from the start would trivialise a lot of early-game encounters. Here are my notes, since y'all might find them mildly-interesting:

Spoiler (click to show/hide)

(please forgive the extreme shittiness of these notes; I don't SCIENCE much)

tl;dr: My fears are unfounded and untrained railgun users may actually be rather pathetic (although they are still capable of dealing heavy damage to Spawn). I should probably do a few tests with them wearing armor for the sake of completeness, but it's late and I've already expended my interest in this for today.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 02:00:26 am
Hi Frog, I confirm your observations concerning unskilled marksdwarves using hi-tech weapons.

During my many tests, unskilled railgun users couldn't get a hit and had such a low rate of fire that the Spawns came into melee undamaged.

EDIT: Will rename codices to schematics and processing notes.

Got a question concerning ballistic weave cloth. Do you want the armors made of it to function like a chainmail or a breastplate ? As of now, I made the various armor pieces I modded work like breastplates.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 13, 2015, 02:03:18 am
Of course, ranged weapons in DF are mainly useful in barrages. Larger scale testing, and more skilled dorfs may be needed.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 02:05:14 am
To expand on ranged weapons efficiency. You could say the lethality of a dwarf increase exponentially to its skill level.

Grandmaster Marksdwarves were so lethal that they could take on Megaspawns and Spawnfalloons with deadly efficiency, even without melee support.

EDIT: I'm coming back on the schematics thing. Here is one of the current Codex raws.
As you can see, I initially intended "codices" to be some kind of recipient containing all the data related to X-technology. This is just my personal preference, if you prefer using weapon schematics I will change this accordingly.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_MAGNETIC_CODEX]
[NAME:magnetic tech codex:magnetic tech codices]
[VALUE:300]
[METAL_MAT]
[TILE:'§']
[SIZE:100]
[MATERIAL_SIZE:1]
[DESCRIPTION:The knowledge obtained from successfully reverse-engineering Magnetic technology is stored inside this Codex. It is extremely valuable and indispensable to manufacture railguns and MDLs components.]

EDIT2: To get a better idea, here's a reverse-engineering reaction :

Code: [Select]
[REACTION:REVERSE_ENGINEER_MAGNETIC_TECH]
[NAME:reverse engineer magnetic technology]
[BUILDING:TECH_LAB:CUSTOM_G]
[BUILDING:MAGMA_TECH_LAB:CUSTOM_G]
[REAGENT:railgun:1:WEAPON:ITEM_WEAPON_RAILGUN:NONE:NONE]
[PRODUCT:20:1:TOOL:ITEM_TOOL_MAGNETIC_CODEX:GET_MATERIAL_FROM_REAGENT:railgun:NONE] (placeholder of 20% chance of success)
[DESCRIPTION:Successfully reverse engineering magnetic technology would give dwarves access to a tremendous power.]
[SKILL:FORGE_WEAPON]
[CATEGORY:REVERSE]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 02:29:14 am
Of course, ranged weapons in DF are mainly useful in barrages. Larger scale testing, and more skilled dorfs may be needed.

Well, the main purpose of the tests was to determine how they would function in an early-game scenario (since that was very specifically what I was concerned about), in which one likely would not have the materials to mass-produce railguns (since we'd need to get at least some of them off of the yearly dwarven caravan, which infamously does not deliver requested goods in large quantities at all) nor the personnel to make a dedicated railgunner squad alongside your melee troops.

To expand on ranged weapons efficiency. You could say the lethality of a dwarf increase exponentially to its skill level.

Grandmaster Marksdwarves were so lethal that they could take on Megaspawns and Spawnfalloons with deadly efficiency, even without melee support.

EDIT: I'm coming back on the schematics thing. Here is one of the current Codex raws.
As you can see, I initially intended "codices" to be some kind of recipient containing all the data related to X-technology. This is just my personal preference, if you prefer using weapon schematics I will change this accordingly.

[snippety-snoo]

Oooh, I like the descriptions.

I'd imagine schematics for the weapons would, by definition, explain how they work and all other data relevant to their construction, so basically all you really have to change is their names.

Also -- and this is just a silly whim -- maybe have the weapon be deconstructed into (a varying amount of?) scrap metal chunks, which can be melted down? Just a random idea. Might offset the risk of not getting schematics a bit too much.

During my many tests

Did you record any of the data? It would be good to have if so.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 02:31:27 am
Did you record any of the data? It would be good to have if so.

Ah sorry, I didn't ! I could run and properly record other tests when I'm done with what I'm currently doing though.

EDIT: I will change the reverse-engineering reactions to produce something relatively usable.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 02:36:39 am
Did you record any of the data? It would be good to have if so.

Ah sorry, I didn't ! I could run and properly record other tests when I'm done with what I'm currently doing though.

No need to run yourself ragged, lol :V  You're already doing more than enough just by puzzling out all this reaction bullshit for us.

Also don't put too much stock into the scrap metal idea, it literally just popped into my head as I was making that post so I figured I'd put it out there :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 02:40:48 am
Well, I already have a dummy reaction to disassemble railguns. So the scrap metal implement would take little time, would just have to copy-paste the products.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 02:49:13 am
Well, I already have a dummy reaction to disassemble railguns. So the scrap metal implement would take little time, would just have to copy-paste the products.

Just don't make the scrap too useful :V  There's supposed to be a certain degree of sacrifice involved with deconstructing them, right?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 03:20:48 am
Yeah, there is no gain without risk ! :D

By the way, I don't know what has gotten into me but I did a full 360° turn concerning new metals. They now have properties close to those of reality. Head hurts, ugh.

EDIT: Fuckin' finally ! New metals updated to "real-life" properties. Some may be a bit too strong, as of now here are my observations :
- Pure Titanium is inferior to steel but vastly superior to iron and bronze. Furthermore, Titanium is extremely light, 1.7 lighter than vanilla steel.
- Pure Cobalt is an interesting case : slightly heavier than steel, but defensively equivalent to steel. Offensively, it is better than iron but worse than titanium.
- Titanium Alloy TI 6-4 (Ti+Al+Fe) is extremely light and vastly stronger than vanilla steel.
- High Speed Steel M42 (Fe+Co+Flux) is roughly the same weight as vanilla steel, but matched only by adamantine. It is better on the "blunt" side than adamantine, but far from as great as it on the "edge" side.
- Staballoy (U+Ti) is also interesting in its own right. Mechanically on par with Titanium Alloy, but insanely heavy. 1.7 time heavier than lead, slightly lighter than platinum. It is thus offensively incredible for ammunitions (like in real-life) and blunt weaponry.

Thoughts on that ? I may balance materials properties depending on feedback. And of course, production processes are far from cheap.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 13, 2015, 09:12:17 am
Well, I already have a dummy reaction to disassemble railguns. So the scrap metal implement would take little time, would just have to copy-paste the products.

Just don't make the scrap too useful :V  There's supposed to be a certain degree of sacrifice involved with deconstructing them, right?

Probably doable with there being a chance for what would probably be he more finicky materials (probably the rails and special components) being damaged by improper disassembly. The battery would probably always be recovered since I'd personally like to have an extra step to ready it for battle (A backpack and three batteries plus some copper bars to feed an excessive amount of power to the comparatively crude capacitors.) More for a further balancer ("Oh, you made a railgun? How nice. Better make sure it has enough power to actually fire.")

"Assembled Railguns" count as a spear-type melee weapon, and upon equipping them with the needed bulky power supply become just "Railguns," ready to put slugs down range.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 02:14:32 pm
I don't think separating creating another step for Railgun assembly is necessary. Actually it may be really redundant, because I don't see anyone bothering to equip useless railguns :x
The current reaction makes it so that the assembled Railgun is already outfitted with a proper battery and ready to fire.

Currently, here is "how to make your railgun" :
-separately make a railgun frame, make wiring, make "special components", make rails and make a battery,
-assemble everything at the Tech Lab
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 13, 2015, 02:32:20 pm
If any parts are going to be damaged by disasembly, it's going to be the capacitors and electronics. The rails are basically metal bars, and have to be extremely tough for the thing to work for longer than a week, and the housing is probably some more tough things, but nonconductive. Reinforced ceramic and wood, I'd imagine, given our lack of access to advanced polymer.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 13, 2015, 02:33:59 pm
Honestly the only reason I even thought of it was to partially placate Mr Frog and his whininess (no offense man,) since it forces the inclusion of another profession: Leatherworkers. Besides, what else are we gonna do with all the backpacks some shithead mayor will inevitably mandate we produce once the militia has more than it'll ever need? 
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 02:35:22 pm
Honestly the only reason I even thought of it was to partially placate Mr Frog and his whininess (no offense man,)

> Directly insults me
> "no offense"

:V

E: But seriously, don't feel obligated to "placate" me or anything, lol. I'm just here to mod shit and maybe help other people with modding things in whatever small way I can.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 13, 2015, 02:38:11 pm
Honestly the only reason I even thought of it was to partially placate Mr Frog and his whininess (no offense man,)

> Directly insults me
> "no offense"

:V

Well, "complaining" was too polite for me to use. Have to be a dick somehow. But you did still complain about them being too easy to access (which was a load regardless cause a all them parts they still need.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 13, 2015, 02:41:39 pm
Oh, yeah, leather would be needed too. And probably some felt or cloth, you'd want a carry-strap and the stock should definitely be padded, in addition to recoil-absorption springs and the like, since you can't put a muzzle brake on a railgun.

Of course, what I said above basically means, in short, that railgun rails don't care what you do to them, and should probably just be considered to be oddly-shaped metal bars once removed, and the casing is the easiest to reuse.

{I'll just sit here and talk about the science of things while providing unworkable ideas. :V}

Edit; (http://t1.gstatic.com/images?q=tbn:ANd9GcQkDyrIYT5C-ZlnxD-pnDu8bo1vUWnBAURTSLm3PYnPcm-KAnA8N1tC4Hs)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 13, 2015, 03:03:53 pm
Question about "stubguns". From what I've seen on Google, they are basically pistols ?

About leather implementing in reactions. I can add it if you want.
I did not add it because I didn't want to (personal preference, don't like leather :x). And to justify my baseless aversion to leather padding : considering the shoot force of a railgun, well, I don't think leather padding will help not dislodging your whole body from the recoil x)

But hey, science can go play with real-life physics while we have fun with rule of cool.

Anyway, I don't like leather :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 13, 2015, 03:11:35 pm
Stubguns are divided into pistols and rifles. For our needs they're the rifle kind.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 13, 2015, 03:12:17 pm
Well, "complaining" was too polite for me to use. Have to be a dick somehow. But you did still complain about them being too easy to access (which was a load regardless cause a all them parts they still need.)

I have since determined that my complaint was, indeed, "a load", as you so kindly choose to put it. If it helps, I apologise for raising that concern without adequate backing, although it has since been dispelled, rendering this whole thing fairly-moot.

Quote
Have to be a dick somehow.

Why? More-importantly, why should I stick around if you're just going to be rude to me? I can't say I feel particularly-welcome here at the moment. Just say the word and I'll dump the Spawn raws on DFFD (which I'll of course expect you to download for safekeeping posthaste) and be out of your hair.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 13, 2015, 03:24:01 pm
Because everyone needs to be a dick sometimes mostly. And in those situations, well, as a picture of Woody from Toy Story once said...

NO ONE IS SAFE.


Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 13, 2015, 03:53:08 pm
With regard to the whole leather padding issue, it certainly isn't enough to help much with the recoil, that's what the shock-absorbers in the stock are for, but it would be far more comfortable than hard wood/ceramic.

As for the rule of cool, I personally consider use of reasonably correct science to be rule of cool, given the usual- painfully low -standards of scifi. Obviously we can't make everything perfectly accurate, that would kill most of the interesting parts of what we're doing, but there are a lot of ways to make things better.


Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 13, 2015, 06:44:37 pm
@Mr Frog
FEEL WELCOME OR ELSE.  ;P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 02:33:54 am
Finally ! After days of hectic modding, I'm close to finishing.

I still have diseases to do, but it's not so urgent. In the meantime, here are a lot of reaction and items.
It was too big to post, so here it is.

https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0 (https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0)

Some instructions, the reaction list.txt file is to add to the playable entity.

To give you an idea, here is the list of reactions I created :
Code: [Select]
[PERMITTED_REACTION:REVERSE_ENGINEER_MUG_TECH]
[PERMITTED_REACTION:REVERSE_ENGINEER_MAGNETIC_TECH]
[PERMITTED_REACTION:DECRYPT_TITANIUM_REFINING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_COBALT_REFINING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_URANIUM_REFINING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_ALUMINUM_REFINING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_HIGH_SPEED_STEEL_SMELTING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_TITANIUM_ALLOY_TI64_SMELTING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_STABALLOY_SMELTING_SMELTING_DATACHIP]
[PERMITTED_REACTION:DECRYPT_BATTLEARMOR_DATACHIP]
[PERMITTED_REACTION:MAKE_M.U.G.]
[PERMITTED_REACTION:MAKE_MUG_WIRING]
[PERMITTED_REACTION:MAKE_MUG_CANNON_SPEC_COMP]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_SPEC_COMP]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_STEEL]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_TITANIUM]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_STABALLOY]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:MAKE_MUG_HAMMER_ADAMANTINE]
[PERMITTED_REACTION:MAKE_MUG_CANNON_STEEL]
[PERMITTED_REACTION:MAKE_MUG_CANNON_TITANIUM]
[PERMITTED_REACTION:MAKE_MUG_CANNON_STABALLOY]
[PERMITTED_REACTION:MAKE_MUG_CANNON_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:MAKE_MUG_CANNON_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:MAKE_MUG_CANNON_ADAMANTINE]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_STEEL]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_TITANIUM]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_STABALLOY]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:MAKE_MUG_SAWBLADE_ADAMANTINE]
[PERMITTED_REACTION:CHAINAXE_COPPER]
[PERMITTED_REACTION:CHAINAXE_SILVER]
[PERMITTED_REACTION:CHAINAXE_BRONZE]
[PERMITTED_REACTION:CHAINAXE_IRON]
[PERMITTED_REACTION:CHAINAXE_COBALT]
[PERMITTED_REACTION:CHAINAXE_TITANIUM]
[PERMITTED_REACTION:CHAINAXE_STEEL]
[PERMITTED_REACTION:CHAINAXE_STABALLOY]
[PERMITTED_REACTION:CHAINAXE_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:CHAINAXE_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:CHAINAXE_ADAMANTINE]
[PERMITTED_REACTION:CHAINBLADE_COPPER]
[PERMITTED_REACTION:CHAINBLADE_SILVER]
[PERMITTED_REACTION:CHAINBLADE_BRONZE]
[PERMITTED_REACTION:CHAINBLADE_IRON]
[PERMITTED_REACTION:CHAINBLADE_COBALT]
[PERMITTED_REACTION:CHAINBLADE_TITANIUM]
[PERMITTED_REACTION:CHAINBLADE_STEEL]
[PERMITTED_REACTION:CHAINBLADE_STABALLOY]
[PERMITTED_REACTION:CHAINBLADE_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:CHAINBLADE_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:CHAINBLADE_ADAMANTINE]
[PERMITTED_REACTION:STUBGUN_COPPER]
[PERMITTED_REACTION:STUBGUN_SILVER]
[PERMITTED_REACTION:STUBGUN_BRONZE]
[PERMITTED_REACTION:STUBGUN_IRON]
[PERMITTED_REACTION:STUBGUN_COBALT]
[PERMITTED_REACTION:STUBGUN_TITANIUM]
[PERMITTED_REACTION:STUBGUN_STEEL]
[PERMITTED_REACTION:STUBGUN_STABALLOY]
[PERMITTED_REACTION:STUBGUN_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:STUBGUN_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:STUBGUN_ADAMANTINE]
[PERMITTED_REACTION:BATTLESUIT_COPPER]
[PERMITTED_REACTION:BATTLESUIT_BRONZE]
[PERMITTED_REACTION:BATTLESUIT_IRON]
[PERMITTED_REACTION:BATTLESUIT_COBALT]
[PERMITTED_REACTION:BATTLESUIT_TITANIUM]
[PERMITTED_REACTION:BATTLESUIT_STEEL]
[PERMITTED_REACTION:BATTLESUIT_STABALLOY]
[PERMITTED_REACTION:BATTLESUIT_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:BATTLESUIT_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:BATTLESUIT_ADAMANTINE]
[PERMITTED_REACTION:COMBAT_HELMET_COPPER]
[PERMITTED_REACTION:COMBAT_HELMET_BRONZE]
[PERMITTED_REACTION:COMBAT_HELMET_IRON]
[PERMITTED_REACTION:COMBAT_HELMET_COBALT]
[PERMITTED_REACTION:COMBAT_HELMET_TITANIUM]
[PERMITTED_REACTION:COMBAT_HELMET_STEEL]
[PERMITTED_REACTION:COMBAT_HELMET_STABALLOY]
[PERMITTED_REACTION:COMBAT_HELMET_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:COMBAT_HELMET_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:COMBAT_HELMET_ADAMANTINE]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_COPPER]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_BRONZE]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_IRON]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_COBALT]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_TITANIUM]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_STEEL]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_STABALLOY]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:BATTLE_GAUNTLETS_ADAMANTINE]
[PERMITTED_REACTION:COMBAT_BOOTS_COPPER]
[PERMITTED_REACTION:COMBAT_BOOTS_BRONZE]
[PERMITTED_REACTION:COMBAT_BOOTS_IRON]
[PERMITTED_REACTION:COMBAT_BOOTS_COBALT]
[PERMITTED_REACTION:COMBAT_BOOTS_TITANIUM]
[PERMITTED_REACTION:COMBAT_BOOTS_STEEL]
[PERMITTED_REACTION:COMBAT_BOOTS_STABALLOY]
[PERMITTED_REACTION:COMBAT_BOOTS_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:COMBAT_BOOTS_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:COMBAT_BOOTS_ADAMANTINE]
[PERMITTED_REACTION:STUB_BULLET_COPPER]
[PERMITTED_REACTION:STUB_BULLET_SILVER]
[PERMITTED_REACTION:STUB_BULLET_BRONZE]
[PERMITTED_REACTION:STUB_BULLET_IRON]
[PERMITTED_REACTION:STUB_BULLET_COBALT]
[PERMITTED_REACTION:STUB_BULLET_TITANIUM]
[PERMITTED_REACTION:STUB_BULLET_STEEL]
[PERMITTED_REACTION:STUB_BULLET_STABALLOY]
[PERMITTED_REACTION:STUB_BULLET_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:STUB_BULLET_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:STUB_BULLET_ADAMANTINE]
[PERMITTED_REACTION:MUG_AMMO_TITANIUM]
[PERMITTED_REACTION:MUG_AMMO_STEEL]
[PERMITTED_REACTION:MUG_AMMO_STABALLOY]
[PERMITTED_REACTION:MUG_AMMO_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:MUG_AMMO_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:MUG_AMMO_ADAMANTINE]
[PERMITTED_REACTION:SMELT_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:SMELT_HIGH_SPEED_STEEL10]
[PERMITTED_REACTION:SMELT_STABALLOY]
[PERMITTED_REACTION:SMELT_STABALLOY10]
[PERMITTED_REACTION:SMELT_TI64]
[PERMITTED_REACTION:SMELT_TI64_15]
[PERMITTED_REACTION:EXTRACT_URANIUM]
[PERMITTED_REACTION:EXTRACT_TITANIUM_RUTILE]
[PERMITTED_REACTION:EXTRACT_TITANIUM_ILMENITE]
[PERMITTED_REACTION:EXTRACT_ALUMINUM]
[PERMITTED_REACTION:EXTRACT_COBALT]
[PERMITTED_REACTION:FREE_COBALT]
[PERMITTED_REACTION:FREE_TITANIUM]
[PERMITTED_REACTION:FREE_URANIUM]
[PERMITTED_REACTION:FREE_STABALLOY]
[PERMITTED_REACTION:FREE_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:FREE_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:FREE_ALUMINUM]
[PERMITTED_REACTION:RAILGUN_AMMO_SILVER]
[PERMITTED_REACTION:RAILGUN_AMMO_COPPER]
[PERMITTED_REACTION:RAILGUN_AMMO_IRON]
[PERMITTED_REACTION:RAILGUN_AMMO_COBALT]
[PERMITTED_REACTION:RAILGUN_AMMO_BRONZE]
[PERMITTED_REACTION:RAILGUN_AMMO_STEEL]
[PERMITTED_REACTION:RAILGUN_AMMO_STABALLOY]
[PERMITTED_REACTION:RAILGUN_AMMO_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:RAILGUN_AMMO_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:RAILGUN_AMMO_ADAMANTINE]
[PERMITTED_REACTION:DISC_AMMO_SILVER]
[PERMITTED_REACTION:DISC_AMMO_COPPER]
[PERMITTED_REACTION:DISC_AMMO_IRON]
[PERMITTED_REACTION:DISC_AMMO_COBALT]
[PERMITTED_REACTION:DISC_AMMO_BRONZE]
[PERMITTED_REACTION:DISC_AMMO_STEEL]
[PERMITTED_REACTION:DISC_AMMO_STABALLOY]
[PERMITTED_REACTION:DISC_AMMO_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:DISC_AMMO_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:DISC_AMMO_ADAMANTINE]
[PERMITTED_REACTION:DISASSEMBLE_MAGNETIC_DISC_LAUNCHER]
[PERMITTED_REACTION:ASSEMBLE_MAGNETIC_DISC_LAUNCHER]
[PERMITTED_REACTION:DISASSEMBLE_RAILGUN]
[PERMITTED_REACTION:ASSEMBLE_RAILGUN]
[PERMITTED_REACTION:MAKE_BATTERY]
[PERMITTED_REACTION:MAKE_WIRING]
[PERMITTED_REACTION:DISCLAUNCHER_SPECCOMP]
[PERMITTED_REACTION:RAILGUN_SPECCOMP]
[PERMITTED_REACTION:MAKE_RAIL]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_TITANIUM]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_STEEL]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_STABALLOY]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:DISCLAUNCHER_FRAME_ADAMANTINE]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_TITANIUM]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_STEEL]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_STABALLOY]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_HIGH_SPEED_STEEL]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_TITANIUM_ALLOY_TI64]
[PERMITTED_REACTION:MAKE_RAILGUN_FRAME_ADAMANTINE]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 14, 2015, 03:05:29 am
Actually, what is a M.U.G weapon? I mean, railguns are just that, stubguns are some kind of simple rifle, but M.U.G guns? Why are they better than a railgun? How do they work?

My assumption is that they run on raw rule-of-cool and liquified references, but some technical brainstorm could be fun.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 12:55:56 pm
M.U.G weaponry was my interpretation concerning the addition of "mug cannons". To be totally frank, how they function is left to the imagination. M.U.G stands for "Mass Urist Generator", and is a black box that produces a tremendous energy. And somehow, you need mugs to build one.

Looking through the raws again, I overlooked some tiny details. Will need to update them, I will do it today a little bit later.

EDIT: Will also add a text file summarizing the additions.

EDIT2: Oh well, might as well do it here and now.

Weaponry :
- Stubguns (require a stubgun tech datachip obtained from decrypting a datachip)
- Chainaxes and Chainblades (require a chain tech datachip obtained from decrypting a datachip)
- Railguns and Magnetic Disc Launchers (require a magnetic tech datachip obtained from reverse-engineering railguns)
- MUG Cannons, MUG Hammers and MUG Sawblades (require a MUG tech datachip obtained from reverse-engineering MUG rifles)

Ennemy exclusive :
- MUG Rifles

Armory :
- Battlesuits (cover whole body+limbs)
- Combat Helmets
- Battle Gauntlets (cover hands+hands)
- Combat Boots (cover feet+legs)

Encoded Technology Datachips : (sold by entities)
- Uranium refining
- Titanium refining
- Cobalt refining
- Aluminum refining
- Staballoy smelting
- High-Speed Steel smelting
- Titanium Alloy TI 6-4 smelting
- Stubgun technology
- Chain technology
- Battlearmory technology

And of course, all the reactions associated to these items.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 02:23:40 pm
I corrected some bits of incorrect info in the raws I posted, here is the link (previous link was updated). Furthermore, some raws were missing in the previous iteration, my bad.

https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0 (https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0)

Also, I would like to have your thoughts concerning balance.
Currently, here are the costs :
- 15 railgun slugs/MDL discs = 5 metal bars
- 25 stubgun bullets = 2 metal bars
- 15 MUG ammo = 5 metal bars + 10 inorganic mugs/goblet
- MUG weaponry = M.U.G. (1 uranium + 10 mugs) + MUG wiring (1 copper+1 aluminium) + MUG special components (1 cobalt+1 platinum) + 5 metal bar of Steel/Titanium/New alloys

EDIT: I still need to add some more things, like dangerous reactions results.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 14, 2015, 02:46:03 pm
Wooooooo Nakeen delivered like a boss (*DEAFENING APPLAUSE*)

Sorry I dumped all of this on you; I earnestly thought I was dividing everything equally but it looks like I underestimated just how much of a pain in the ass reactions can be to work with :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 02:54:43 pm
No worries ! I honestly thought it wouldn't take so much time too, but the "perfectionism" got the better of me.
Now I can say I can mod reactions like a boss, haha @_@

To expand on why it took so much time.
For every weapon added, I had to create a datachip and the corresponding encoded datachip. Then a reaction to decrypt it. Then, I had to create one reaction per weapon-grade metal for the weapon, to allow players to choose what to make their weapon out of. Considering we have 10 weapon grades materials, this is 10 separate reactions.

Total : 1 weapon = minimum 3 items to create + 11 different reactions (+another 10 if ranged because of ammo)

And that is when the weapon wasn't made of various components, which added one reaction per component.

Thank you for the applause ! :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 14, 2015, 03:00:12 pm
*thunderous applause*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 03:29:58 pm
Currently adding dangerous results to some reactions.

For example, MUG reverse engineering has a chance to explode into the face of the operator, cooking him at a temp of 50000°Urist. Hehe.

Will update soon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 14, 2015, 03:59:52 pm
*thunderous applause*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 14, 2015, 04:50:07 pm
Updated the file (again). Now reactions using uranium can potentially affect dwarves of radiation poisoning.
Some reactions with the new metals can affect dwarves of toxic waste poisoning.
Reverse-engineering can fantastically fail by turning the dwarf into ashes.

https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0 (https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0)

Oh, and reverse-engineering won't yield anything even in case of fail. I was too lazy :x
May increase the odd of success if it happens to be too low. (currently at 20% for MUG and 30% for Magnetic)

Also, a note concerning new metals. I am aware that melting abuse may be a problem with these, but there is nothing we can do to stop that. Initially I intended to make them not meltable by normal standards (by making them non-metals), but it came with its (big) share of problems. 
In the end, the best solution I could think of was to modify the raws of every meltable item so that the yield is inferior to 100% (I didn't do it, just thought of it).

Aside from this, critics/suggestions are welcome.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 15, 2015, 03:23:55 am
No worries ! I honestly thought it wouldn't take so much time too, but the "perfectionism" got the better of me.
Now I can say I can mod reactions like a boss, haha @_@

To expand on why it took so much time.
For every weapon added, I had to create a datachip and the corresponding encoded datachip. Then a reaction to decrypt it. Then, I had to create one reaction per weapon-grade metal for the weapon, to allow players to choose what to make their weapon out of. Considering we have 10 weapon grades materials, this is 10 separate reactions.

Total : 1 weapon = minimum 3 items to create + 11 different reactions (+another 10 if ranged because of ammo)

And that is when the weapon wasn't made of various components, which added one reaction per component.

Thank you for the applause ! :D

*long, slow whistle* Dayyyyum, son. Nice attention to detail there.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 16, 2015, 06:58:42 pm
>Mods announced complete.

>All activity halts.

Good job, Frog. The Spawn apparently got everybody.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 16, 2015, 07:35:27 pm
Yo guise do stuff.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 16, 2015, 08:16:34 pm
Not everything is completely done, I think the nanite paste thingy is left to do. Frog finished the spawns quickly, but he can't post it yet because of the surprises added.

Though it would be nice to have a centralized file to begin testing ! :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 16, 2015, 08:47:29 pm
It definitely would. If I knew how them shenanigans worked, I'd do it for ya.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TalonisWolf on December 16, 2015, 08:56:35 pm
  I herby dub Nakéen the title of 'Nakéen the Perfectionist Machine' in honour of his deadly journey through the lands of Modding Reactions, which I am total crap at.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Terrahex on December 16, 2015, 09:52:58 pm
Have you guys still not restarted? XD
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 16, 2015, 10:02:56 pm
Have you guys still not restarted? XD
We're about to.
Welcome back!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 16, 2015, 10:30:45 pm
Incidentally, I have been unfortunate enough to deal with the undead this update, and they seem just as terminator-like as always.

On that topic, Splint and myself were discussing a way of adding a shotgun-like weapon into the game, which I feel would be a good way of dealing with zombies. Basically a large-contact-area blunt projectile, textured to like throwing sand in really old versions when projectiles rendered in advmode. The range/spread shouldn't be too much of an issue, since within fifty feet or so, shotguns are still quite effective, and haven't spread out enough to account for more than one tile.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 16, 2015, 10:36:18 pm
Railguns fills these specifications, I gave railgun slugs attack a large contact area blunt attack.

Given what you just said, I understand that you would like a cheap weapon functioning like this.
Unfortunately, large contact area blunt attacks are near useless without enough velocity (shoot force in the case of ranged weapons).
And giving the sufficient shootforce to a cheap weapon of that type would render railguns totally useless, and that cheap weapon would become too powerful for its low cost.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 16, 2015, 10:41:42 pm
Not everything is completely done, I think the nanite paste thingy is left to do. Frog finished the spawns quickly, but he can't post it yet because of the surprises added.

Though it would be nice to have a centralized file to begin testing ! :)

I've just been holding off on posting them since I know, from repeated experience, that if we jump the gun and start posting raws too early they'll just end up getting buried by posts/misplaced on hard drives and lost in the interim. I'm pretty sure this is actually the third time we've made a SB2 mod package; only the toads know where the others went :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 16, 2015, 10:49:43 pm
Actually this is the furthest we got. All that was done for sure before were some attempts at adding spawn variations and a minor redesign of the onol-kor/mountain barbarians.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 16, 2015, 10:53:26 pm
Third time ? That's pretty terrifying :/

Who should be in charge of centralizing all raws then ? Splint or someone from the modding crew ? ("modding crew". I like how that sounds)

Ninja Splint : oh, that's actually reassuring. If it had been 3 previous times of this scale, I would have been quite worried.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 16, 2015, 10:58:36 pm
Third time ? That's pretty terrifying :/

Who should be in charge of centralizing all raws then ? Splint or someone from the modding crew ? ("modding crew". I like how that sounds)

Ninja Splint : oh, that's actually reassuring. If it had been 3 previous times of this scale, I would have been quite worried.

Normally I'd say that I should gather all the raws up, since I'm the one with the SPECIALSURPRISE and all, but I don't think I'd be much good for testing due to my continued incompetence with the military (my current fort is protected by a massive drowning trap and little else :V)  I suppose I could PM you and Splint (and anyone else who asks I guess) the complete Spawn raws.

E: I will still happily take all the raws for safekeeping, though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 16, 2015, 11:06:47 pm
Railguns fills these specifications, I gave railgun slugs attack a large contact area blunt attack.

Given what you just said, I understand that you would like a cheap weapon functioning like this.
Unfortunately, large contact area blunt attacks are near useless without enough velocity (shoot force in the case of ranged weapons).
And giving the sufficient shootforce to a cheap weapon of that type would render railguns totally useless, and that cheap weapon would become too powerful for its low cost.

On the one hand, that's quite the opposite of what railguns are for. On the other, the idea of a railgun firing giant hollow-point slugs is fairly amazing.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 16, 2015, 11:28:30 pm
The first one is kinda what I imagined our "home-made" ones look like, though with a more crossbow-looking stock/trigger and a backpack power supply (for the record, capacitors don't make energy, they store it.)

The bottom pic is more the corporation battlesuits cranked up a tad.

Speaking of which, battlesuits are for intents and purposes power armor, so it'd be wise to rename any battlesuit stuff to combat armor, since without DFHack witchery we can't make proper Parasol/Ballpoint Battlesuits.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 16, 2015, 11:31:06 pm
Someday hopefully we will.

In Spearbreakers 20, perhaps.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 16, 2015, 11:34:32 pm
Railguns fills these specifications, I gave railgun slugs attack a large contact area blunt attack.

Given what you just said, I understand that you would like a cheap weapon functioning like this.
Unfortunately, large contact area blunt attacks are near useless without enough velocity (shoot force in the case of ranged weapons).
And giving the sufficient shootforce to a cheap weapon of that type would render railguns totally useless, and that cheap weapon would become too powerful for its low cost.

On the one hand, that's quite the opposite of what railguns are for. On the other, the idea of a railgun firing giant hollow-point slugs is fairly amazing.


The reason why I gave a large contact area to railguns is to "simulate" the immense kinetic power of the railgun slug. Giving a small contact-area blunt attack to railgun slugs will result in shots being unable to crush or explode bodyparts, instead only being able to chip bone or tear the brain. Tearing the brain will be the only way to kill something, so NO_THOUGHT creatures would become impervious to railgun in that case.

It was total crap, worse than crossbows as it wouldn't generate lot of bleeding. :/
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 16, 2015, 11:35:38 pm
Woops, wrong button.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 17, 2015, 12:00:57 am
It would appear Toady has yet to implement the effects of hypervelocity weapons properly.

Of course, I really do like the idea that we're using fat hollow-points in our railguns instead of antimateriel sabots, since we won't have much use for the latter.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 17, 2015, 12:14:30 am
 Can we discuss the fact that the last railgun image had casings ejecting?

 I mean, what are they? Single-use capacitors? Disposable heatsinks? Both? Propellant based boosters?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Propman on December 17, 2015, 01:23:39 am
Apologies for the glacial pace that the cybernetics is going: not only am I bogged down in RL stuff, but I'm having troubles testing the nanites cause' you know, you can't just plop them into an arena, and doing things the fort way is a bit tedious without DFhack. Also looking at all of the metals Nak added in and seeing if I can intigrate them or not into the plans of the jackborgs, or whether it's needed.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 17, 2015, 01:41:03 am
To help you test the nanite paste, maybe you could create a free adventurer enabled reaction to produce it in arena mode.

Good luck on modding the stuff ! I understand it's not easy to progress quickly with RL keeping you busy.


Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 17, 2015, 01:51:57 am
Can we discuss the fact that the last railgun image had casings ejecting?

 I mean, what are they? Single-use capacitors? Disposable heatsinks? Both? Propellant based boosters?

While I have no actual idea, they are most likely to be the last, since railgun projectiles do usually need some form of initial boost to prevent them welding to the rails, often compressed-gas, but conceivably chemical-propellant.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 17, 2015, 02:10:48 am
Normally I'd say that I should gather all the raws up, since I'm the one with the SPECIALSURPRISE and all, but I don't think I'd be much good for testing due to my continued incompetence with the military (my current fort is protected by a massive drowning trap and little else :V)  I suppose I could PM you and Splint (and anyone else who asks I guess) the complete Spawn raws.

E: I will still happily take all the raws for safekeeping, though.

I ended up forgetting to answer, whoops.
I'm okay with that, I will create a fort using what we modded once you send me the raws again :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 17, 2015, 03:25:30 pm
Normally I'd say that I should gather all the raws up, since I'm the one with the SPECIALSURPRISE and all, but I don't think I'd be much good for testing due to my continued incompetence with the military (my current fort is protected by a massive drowning trap and little else :V)  I suppose I could PM you and Splint (and anyone else who asks I guess) the complete Spawn raws.

E: I will still happily take all the raws for safekeeping, though.

I ended up forgetting to answer, whoops.
I'm okay with that, I will create a fort using what we modded once you send me the raws again :)

Sure. I just got an idea, though, so I'm gonna hold off on posting them until I'm finished implementing it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Terrahex on December 18, 2015, 01:28:39 pm
Have you guys still not restarted? XD
We're about to.
Welcome back!

Unfortunately, I can only half remember how to play Dwarf Fortress, and I hardly even remember the story of Spearbreakers anymore.

also, I have no idea what people are talking about anymore
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 18, 2015, 02:02:57 pm
Shenanigans and the like.

Given that I've only read about a quarter of the thing, I think knowing the story is unnecessary.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 18, 2015, 07:35:05 pm
It largely will be unnecessary, so as to not dissuade newcomers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 19, 2015, 05:05:40 pm
Okay, I'm finally done for now. PMing Splint and Nakeen the raws shortly.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 19, 2015, 05:45:51 pm
Raws received ! I'm taking this occasion to post a little reminder :)

https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0 (https://www.dropbox.com/s/my07rptg0tt5ede/spearbreakers.zip?dl=0)

Reminder on new metals :
- Pure Titanium is inferior to steel but vastly superior to iron and bronze. Furthermore, Titanium is extremely light, 1.7 lighter than vanilla steel.
- Pure Cobalt is an interesting case : slightly heavier than steel, but defensively equivalent to steel. Offensively, it is better than iron but worse than titanium.
- Titanium Alloy TI 6-4 (Ti+Al+Fe) is extremely light and vastly stronger than vanilla steel.
- High Speed Steel M42 (Fe+Co+Flux) is roughly the same weight as vanilla steel, but matched only by adamantine. It is better on the "blunt" side than adamantine, but far from as great as it on the "edge" side.
- Staballoy (U+Ti) is also interesting in its own right. Mechanically on par with Titanium Alloy, but insanely heavy. 1.7 time heavier than lead, slightly lighter than platinum. It is thus offensively incredible for ammunitions (like in real-life) and blunt weaponry.

EDIT: I corrected some raws. Forgot to add OBJECT:ENTITY to Ballpoint and Parasol, and made so minor typo in some raws.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 12:37:35 am
I've begun in-fort testing. Currently running a one-year old fort, everything is working as expected as of now.

Report from Guildhushes, live-experiment outpost commissioned by the sinister "Modding Crew" :

The outpost nearly withered from starvation. Many combined factors rendered us unable to sustain ourselves.

Agents from Parasol and Ballpoint came to trade in Winter. The caravan guards were very intimidating. These battle-scared veterans were all elites, and were armed with weaponry unfathomable for our current technology level, completed with a full suit of military-grade equipment.
Direct confrontation should be avoided for now.

Degenerate Spawns were sighted in Autumn. These mindless beasts got an altercation with a dog, but no one was heavily harmed. They seemed to lack their innate hostility, they only wandered peacefully as a pack in the wilderness.

We found platinum and cobalt in these lands, but we lack the technology to refine cobalt. This is really slowing us down, this place is devoid of any plant. A vast rocky wasteland that expand beyond the horizon.

Our only solace is deeper. We must dig deeper.



The testing is going smoothly. Caravan didn't bring a datachip for the refinery so I'm a bit screwed for now.

My crew began hunting for vermin to eat. Problem is, there are no vermin on the map. Had to hastily create so food for my starving men and women.

EDIT: Yiis ! Tetrahedrite !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 01:05:20 am
Heck yes, testing!  :D Good luck.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 21, 2015, 01:08:19 am
Hmmm... perhaps I need to figure out a way to make the degenerate Spawn more aggressive. I could've sworn I'd given them CURIOUSBEAST_ITEM...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 01:13:32 am
You could try adding the CRAZED tag to them ? (I love that tag)
Or(and?) PRONE_TO_RAGE for more murder.

Oh, and while browsing through the raws I saw you used the LIKES_FIGHTING tag. I think it is obsolete since 0.40.24.


Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 21, 2015, 01:21:30 am
while browsing through the raws I saw you used the LIKES_FIGHTING tag. I think it is obsolete since 0.40.24.

Welp. I'm out of the loop. Lol.

Yeah, I think I'm going to add the CRAZED tag to the wild variant. You can go ahead and do the same, too. Thanks for the idea!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 01:43:52 am
while browsing through the raws I saw you used the LIKES_FIGHTING tag. I think it is obsolete since 0.40.24.

Welp. I'm out of the loop. Lol.

Yeah, I think I'm going to add the CRAZED tag to the wild variant. You can go ahead and do the same, too. Thanks for the idea!

I will add them then ! Will give you a report soon enough.
I'm having a lot of fun at the moment (not this kind of !FUN!), the mod seems to be working like a charm.

EDIT: How cute ! A migrant came with a baby pet of the creature you added Frog :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 21, 2015, 01:56:42 am
EDIT: How cute ! A migrant came with a baby pet of the creature you added Frog :)

Damn straight they're cute!

Probably gonna give them a once-over tomorrow, since I remember half-assing the eggs horribly and want to see what I can fix in that capacity :V  Pity I can't make them metamorphose properly.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 02:03:18 am
Built a tech lab ! Haha, I love the descriptions I added. They are working perfectly fine.
Noticed some more typos in the raws when browsing through the Tech Lab. Will update the dropbox file soon enough.

I will also post some screeshots for you guys :)

EDIT: Screenshots of the Tech Lab menu !
Spoiler (click to show/hide)

ps: how do you resize images ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 03:17:55 am
Doesn't the [CRAZED] tag just make them attack absolutely everything? While I don't actually object to infighting Spawn, it seems counterproductive.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 03:26:56 am
The [CRAZED] tag make the creature attack everything except its own species.
So degenerate spawns won't attack each others, but they will attack megaspawns and the like.


Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 03:31:24 am
Ah. I had heard that they just attack everything. Yep, [CRAZED] sounds fairly logical.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 21, 2015, 07:13:37 am
Those screenshots are promising. Very promising.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 06:24:43 pm
Some more news from the testing front.

It's already winter again. Agents from Ballpoint and Parasol arrived as usual, and brought some encoded datachips this time. Sadly, they were far too much expensive for us (10000 dwarfbucks for the uranium smelting one), and our economy is still in its infancy stage.

The guards seem...tense. They periodically became enraged for some obscure reasons. Thankfully, the rage didn't manifest as violent behavior.
(honestly I don't know what is causing this behavior. May be linked to some 0.42.XX changes ?)

Some civilization tab browsing revealed Goblins are waging war against the Parasolians. Goblins don't stand a chance against their crazy weaponry.

Also, some non-dwarf infiltrated our civilization.


Previous reports :
http://www.bay12forums.com/smf/index.php?topic=102730.msg6679751#msg6679751 (http://Year 1)
http://www.bay12forums.com/smf/index.php?topic=102730.msg6679835#msg6679835 (http://Tech Lab screenshots)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 07:33:23 pm
If you really need to buy some stuff and don't care about exploits, just make some spiked balls out of glass or something. :V Free shit.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 21, 2015, 08:14:19 pm
Prepared meals are good for trade.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Arcvasti on December 21, 2015, 09:18:01 pm
The guards seem...tense. They periodically became enraged for some obscure reasons. Thankfully, the rage didn't manifest as violent behavior. (honestly I don't know what is causing this behavior. May be linked to some 0.42.XX changes ?)

I've seen similar behaviour in my own fort. Seems to be the result of getting in an argument with another dwarf, I think.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 21, 2015, 10:15:17 pm
Prepared meals are good for trade.

I'm actually struggling to keep my dwarves fed xD 
A flock of kea stole all our seeds on embark, urgh. And the embark is devoid of any plant, so no gathering.

I've seen similar behaviour in my own fort. Seems to be the result of getting in an argument with another dwarf, I think.

That's what I thought too. Seem Parasol and Ballpoint don't see each other eye to eye heh ? That's really immersing !

If you really need to buy some stuff and don't care about exploits, just make some spiked balls out of glass or something. :V Free shit.

I always forgot to sell my trap comps. I don't know, I instantly put them into traps and forget about them x)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 10:20:42 pm
I usually manufacture them to order as well, but issuing a quick order for a few from a good craftsman can get you a lot of goods.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 21, 2015, 11:18:55 pm
 Oof, no plants and stolen seeds?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 21, 2015, 11:48:51 pm
Clearly the solution to that problem is to dig to the caverns ASAP and harvest wild plump helmets.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Nakéen on December 22, 2015, 12:02:02 am
Yeah, that's what I intended to do. Problem is, miner stopped digging to hunt for vermin. But their were no vermin.
So they were locked in the "hunt small animal" job, and didn't want to relinquish their picks.

So I had to wait the caravan for a whole season with dwarves hallucinating flying plump helmets and trying to chase them. (it was as bad as it sounds :p)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 22, 2015, 12:06:48 am
That sounds slightly problematic, and almost too perfect not to use.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Dozebôm Lolumzalìs on December 22, 2015, 04:44:41 pm
Suggestion: mod in flying plump helmets as vermin, have them drop actual plump helmets instead of remains.

On a more serious note: sign me up for when this thing is on the road tunnel!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 22, 2015, 04:47:09 pm
Yes.  Flying plump helmets.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 22, 2015, 04:48:58 pm
Plump Helmet Flies?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Aseaheru on December 22, 2015, 05:10:35 pm
 Watch as our first visitor is a plumphelmet person who decided to become the lord of some place and issues a mandate that we cant find out what it is.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 23, 2015, 07:59:40 am
Alright, so here's some half-assed faction related stuff. This seems to cover everything important short of most of the actual events, plus some of the aftermath.

PARASOL INDUSTRIES
First seen in Syrupleaf, they make all kinds of things just to see if they can. In essence, they are the spirit of dwarven !!SCIENCE!! made manifest! Some of the less tech-savvy among them may have turned bandit in the wake of the portals being closed.
Some dwarves may be descended from stranded Parasolians, and carry some of their parents' knowhow with them.

BALLPOINT TECHNOLOGIES
A mercenary and weapons R&D company, they were a major antagonist in Spearbreakers' lifetime. The bulk of those left behind in the wake of the battle of Spearbreakers turned to banditry, though some are found among human and dwarven settlements, generally employed as militia members.
BioScience branch of R&D responsible for infectious Spawn and procreating vampires.

STONE Inc., Aegis Operations, and Nemea
Lesser factions involved in the fields of weapons, armor, and security. STONE supported Ballpoint in the war against Eris, while Nemea supported Eris (under contract,) and Aegis assisted both sides in R&D. Nemea may feature as a hostile entity.

SEWATURET
Human city-state faction aligned with Ballpoint, had a hand in defeating Joseph.

ERIS
"Small-time" corporation fighting a war against Ballpoint Technologies and Parasol Industries. Accomplishments include turning the two companies against eachother via hiring Ballpoint through a proxy. Ultimately destroyed by combined efforts of multiple parties and plain old bad luck.

SCYTHOD
Alien race that wanders the world, accidentally introduced to Everoc by Ballpoint. Highly predatory, though some tribes have formed amicable trade relations with sedentary races by selling animal and fish products for water and raw materials. [MAY OR MAY NOT FEATURE IN SBII AS CIV.]

SEQUIVET
Strangler-like race from beyond the stars. Solid warriors and spies. Very skittish, very unwilling to communicate with locals directly. [MAY OR MAY NOT FEATURE IN SBII.]

THE RESPONSIBLE OUTRAGEOUS FENCES
Dwarven civ to which the dwarves of Spearbreakers paid allegiance to. Lead by a Queen Sibrek during the Time War. Noted for its use of "short pikes" in its military over spears. Has a literal Iron Palace in the Underworld.

DISCIPLES OF FISCHER
Dwarven Knighthood Order, established after the passing of Col. Fischer. They often maintain chapter houses in counties and higher rated dwarf lands. Scary people.

SONS OF DAUROS
Dwarven Knighthood Order, established following the passing of Col. Dauros. They often maintain chapter houses in baronies and higher rated dwarf lands. Also scary people.

ONOL-KOR
Former residents of East Everoc. Old version called Mountain barbarians. Culture centered around raiding, fishing, and fighting the Spawn> Cannot be raised as zombies, and blood is said to smell of burnt bacon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Insanegame27 on December 23, 2015, 10:31:05 pm
SCYTHOD
Who allowed poketwo into the thread?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 23, 2015, 11:05:23 pm
SCYTHOD
Who allowed poketwo into the thread?

The man makes an excellent point. We should add ponies too.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 23, 2015, 11:23:20 pm
I'd... Rather not. :V

Of course, I don't support the Scythers much either.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 23, 2015, 11:41:53 pm
Both played their own roles in the story. Ballpoint used the Scythod as shock troopers; let's face it, giant gun-wielding mantids with two non-gun-toting limbs able to shred a soldier in either version of Corporate Battle Armor is pantshittingly teriffying to behold (and before that, Ballpoint had fought a brief war to pacify them,) while multiple parties made use of the erm... Equus, as I prefer to refer to this particular iteration of them, primarily as living batteries for some literal magic-driven shields in vehicles or as artillery spotters/scouts/runners. Some even used more magically adept (that is, cloaking/teleport capable) ones as commandos.

Scythod would play a major role in the megaportal battle arc of Vanya's story - I forget their names, but the two prominent ones for that arc were surprisingly adept with modified PSF plasma rifles, while I had the latter play a role in Sewaturet's - the SRA used unicorns to power shields for thier APCs (and if the shield was overpowered, the poor bastards generally got their brains cooked by the energy feedback/stress, assuming the crawler wasn't destroyed by the attack,) and as said, teleport-capable ones as commandos, as well fielding one that had become a necromancer at some point centuries ago.

I had actually seriously wanted to include the latter specifically to see how people would treat their caravans, and their presence can be wholly blamed on a single shout-out from Mr Frog ages ago (one that was acting a spy and working as a menial hauling heavy lab equipment by the look of things.) Said shout out ending with OG!Mr Frog wanting to dissect it if I'm not mistaken. I had decided, like so many things, to take that and run with it to the dismay of many and my eternal amusement.

My educated guess consisted of a rough split based mainly on pragmatism and general distaste for them - some killing them as a matter of course, others using them as a form of trash disposal like any other group's caravans. After all, who doesn't want to use a drowning chamber on the candy-colored little freaks at least once? :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 23, 2015, 11:45:37 pm
I honestly don't care about them, I just have no interest in seeing them involved here.

I'd probably use them as a garbage-disposal, unless somebody had already gotten the drowning chamber built.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 24, 2015, 12:38:35 am
I had actually seriously wanted to include [ponies] specifically to see how people would treat their caravans, and their presence can be wholly blamed on a single shout-out from Mr Frog ages ago (one that was acting a spy and working as a menial hauling heavy lab equipment by the look of things.) Said shout out ending with OG!Mr Frog wanting to dissect it if I'm not mistaken. I had decided, like so many things, to take that and run with it to the dismay of many and my eternal amusement.

My educated guess consisted of a rough split based mainly on pragmatism and general distaste for them - some killing them as a matter of course, others using them as a form of trash disposal like any other group's caravans. After all, who doesn't want to use a drowning chamber on the candy-colored little freaks at least once? :P

Honestly? I was only joking, but now I legit want them in, for basically all of the reasons you listed. (Sorry, Amp.) On top of that, we need a mid-game hostile race; currently, it just kind of jumps from standard early-game stuff like goblins and the onol-kor directly to the SPECIALSURPRISE and others. Pegasi unfortunately won't be an option, though, since I think flying units are still borked? But earth ponies and unicorns are definitely a go.

E: And he didn't just want to dissect it; he actually did cut it up, and figured out how they grasped things in the process.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 24, 2015, 12:41:56 am
Just because they're equine in shape doesn't at all mean that they're a certain type of overly cheery equine...
In short, it's how the writing's done that would matter.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: TheBiggerFish on December 24, 2015, 12:42:42 am
SCYTHOD
Who allowed poketwo into the thread?
Actually he's banned...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 24, 2015, 01:49:07 am
Just because they're equine in shape doesn't at all mean that they're a certain type of overly cheery equine...

Okay, sure. They aren't a certain type of overly cheery equine.

Spoiler (click to show/hide)

E: I'll stop trolling now, I promise :p
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 24, 2015, 06:29:33 am
Well, if they ARE that particularly charmingly-animated flavour of equine, just make sure they don't bring along several... peculiar, rather extreme castes of humans with them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Mr Frog on December 24, 2015, 01:56:57 pm
Well, if they ARE that particularly charmingly-animated flavour of equine, just make sure they don't bring along several... peculiar, rather extreme castes of humans with them.

Spearbreakers 2: Equestria Girls confirmed
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 24, 2015, 01:59:03 pm
*Cue nuclear strike*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: FallacyofUrist on December 24, 2015, 01:59:26 pm
Weren't there poisonous egg roasts at some time in this game?

Also, over 700 pages. Oh wow. Not much trumps that.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 24, 2015, 02:00:26 pm
I think that was Deathgate.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: FallacyofUrist on December 24, 2015, 05:21:04 pm
I read through Deathgate for an hour or two.

No egg roasts.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 24, 2015, 05:22:36 pm
No egg roasts.

I don't get it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: FallacyofUrist on December 24, 2015, 05:33:02 pm
I was pretty sure there were poisonous egg roasts somewhere in this fort's timeline.

I think that was Deathgate.

I promptly read through all of Deathgate to get at that one humorous moment.
No egg roasts there.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 24, 2015, 05:34:01 pm
Alright, so at some point then drugged booze turned into drugged eggs. The fuck happened during one of those bouts of inactivity?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 24, 2015, 06:14:30 pm
It might also have been Murdermachines. :V I feel fairly certain it was one of those.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: FallacyofUrist on December 24, 2015, 11:03:02 pm
Instant death drugged eggs, by the way.
Or at least that's what I remember.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 25, 2015, 12:03:25 am
IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Lolfail0009 on December 25, 2015, 04:13:04 am
On that incredibly cheery note, Merry Christmas, everyone
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 25, 2015, 04:19:10 am
Merry Christmas, Santa Christ will give you free eye-lasers and pancake rain.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: FallacyofUrist on December 25, 2015, 01:25:13 pm
IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.
I hast chosen my second sig!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 25, 2015, 01:49:53 pm
IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.

Alright, at least now we know for sure that didn't happen here.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on December 25, 2015, 02:15:17 pm
IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.
I hast chosen my second sig!

You honor me. *Bows*

:V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Splint on December 26, 2015, 01:30:37 am
To placate a small urge to storytell while testing the non-surprise elements, I'll be doing my own reports here. Also updating the title. And finally getting around to testing shit.

If there are any volunteers as initial victims colonists, step forward. Otherwise, old gaming buddies will be the first dwarves to set foot in my own testing grounds. Like Nakeen, I'm thinking a wasteland... But then, I also kind of want to settle along a mountainside...

Now, for your amusement, I present the founding colonists names!
Impenitrable
BorderHopper
Jamesfe
Haze
Jenken
Skytoucher
Splint
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 26, 2015, 01:36:42 am
I'll take one, watching digital versions of myself die horribly is always entertaining.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 26, 2015, 02:43:07 am
If either of you guys has a pre-set up game where all the civs spawn as intended, that'd be great. Either one of the spawn variant entities killed everyone or they just straight up didn't spawn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 26, 2015, 02:53:02 am
I could give you my world seed, I had all civ up and running.

Also, my embark was half-wasteland half-mountain (plant-less mountain).

Got no report, I didn't play the past week cause of christmas.

EDIT: Adding the CRAZED tag to Degenerate spawns didn't work as expected. They do are a bit more aggressive (berserk to be precise), but they still flee. I will have to look this up.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 26, 2015, 03:07:40 am
Somewhat unrelated, but I feel this mod compilation is going to end up interesting enough to be worth creating a separate thread for, so that random masochists can have fun.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: AuroranAI on December 27, 2015, 12:40:31 am
I'll grab one of those colonists, Splint. Always fun to see what terrible ends great feats you do as a npc.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on December 27, 2015, 12:51:09 am
 Ill grab a dwarf aswell.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 27, 2015, 12:54:13 am
@ Nakeen: That seed'd be appreciated.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 01:36:38 am
@ Splint: Here goes !

Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 3343554]
[SEED:p4ccgZrgmsLnKn3e85bN]
[HISTORY_SEED:T3Z1yRpaVlVKSZ2EGkBq]
[NAME_SEED:3U0qNATO2FxIg8nWWtrI]
[CREATURE_SEED:j5Fakh3WYwl3nxmSVjFU]
[DIM:65:65]
[EMBARK_POINTS:1504]
[END_YEAR:250]
[BEAST_END_YEAR:250:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:8]
[SEMIMEGABEAST_CAP:18]
[TITAN_NUMBER:6]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:528:1056]
[VOLCANISM_RANGES:0:0:0]


EDIT: Hoo boy. Terrible fate befell on the test-fortress.

After doing some "changes" to some classified raws, everything went batshit insane in less than a year.
First, Degenerate Spawns "raids" slowed down the construction of the trap hallway, and took the life of a full squad of trained militiadwarves.
Secondly, I got this :

(http://i.imgur.com/NT52uIK.png)

I won't spoil you anything, but the enemy came in hundreds. We stand absolutely no chance, and the trap hallway is far from operational. As a result, we are sealed inside the mountain, cut off from the outside world.

Your dear children are acting rather interestingly Mister Frog, I have to PM you about them :p

EDIT2 : The Degenerate Spawns are smarter than I thought. I came to the realization that what I thought was fleeing was in fact some carefully planned guerilla tactic.

Let me explain, because of the CRAZED tag, they approach the fort to harass some dwarves.
But for some obscure reason, they flee soon after landing a hit, and the dwarves all come running at them for hurting them, and you know an angry dwarf is a relentless dwarf.
End result is dwarves running after "fleeing" Degenerates, ending up completely exhausted and finally getting executed in their weakened state. It happens to both civilians and militia alike.

And I like it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Talvieno on December 27, 2015, 12:51:33 pm
Sounds like a morale bug.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 27, 2015, 12:53:54 pm
Sounds like a morale bug. feature.
FTFY.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: FallacyofUrist on December 27, 2015, 03:19:36 pm
Ill grab a dwarf aswell.
Me too. Give me a dude with a crossbow.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 27, 2015, 03:59:50 pm
Definitely sounds like a bug with the Degenerates to me. They have NOFEAR and NOEMOTION, so they shouldn't even be experiencing morale effects/fleeing (unless they should, since I have no idea what I'm doing with this version lol) and in any case I'm not even sure what more could be done beyond those tags to prevent this from happening. Gonna go wiki-spelunking for a bit, lol.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 27, 2015, 04:00:23 pm
No, leave it in, that's really quite cool.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 04:15:35 pm
@ Frog :
After doing some testing, it seems the NOFEAR token conflict with the INTELLIGENT token.
As an early countermeasure, I suggest adding PRONE_TO_RAGE:100 to Degenerates, this will make them deadly, yes, but at least they will never flee.

I will try to fiddle with values to see if making them prone to liking fighting will help.

@ Splint:
When should we approximatively expect the official launch of SBII ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 27, 2015, 04:24:33 pm
@ Frog :
After doing some testing, it seems the NOFEAR token conflict with the INTELLIGENT token.

Of course. 9_9  The INTELLIGENT token seems to have a bunch of issues with it this version; I remember seeing something on the bugtracker about how INTELLIGENT creatures would never use interactions with the FLEE hint (ironically).

(eye roll was not directed at you btw, I'm just a bit vexed that the two would conflict, lol)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 04:28:00 pm
Dont worry, I didn't understand the eyeroll any other way. I too, eyeroll a lot when modding 9_9
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 27, 2015, 04:33:06 pm
Dont worry, I didn't understand the eyeroll any other way. I too, eyeroll a lot when modding 9_9

I find it's usually best to keep things completely-unambiguous when communicating in a purely text-based format. It's so easy to misinterpret things if you're going into it with a bad mindset (I probably would have interpreted the eye roll as some kind of personal attack). It just keeps things more civil.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 04:36:55 pm
Dont worry, I didn't understand the eyeroll any other way. I too, eyeroll a lot when modding 9_9

I find it's usually best to keep things completely-unambiguous when communicating in a purely text-based format. It's so easy to misinterpret things if you're going into it with a bad mindset (I probably would have interpreted the eye roll as some kind of personal attack). It just keeps things more civil.

Yeah, better safe than sorry is a valuable motto with text-based communication.
By the way, did you take the time to try the mod ? :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 27, 2015, 04:47:56 pm
No tbh. I'm really really bad at this game and rely primarily on machines for defense, so any data I gathered would not be applicable to most players, and I'm not really personally invested in Spearbreakers anymore and don't really want to sink hours and hours into playtesting like I did last time. Hope that's okay with everyone :/  I sort of figured that as long as someone was playing it that'd be enough to catch any major bugs or oddities (which it was).

E: Okay, yeah, the strikethrough bit is just me being salty that my modding skills aren't really up to snuff anymore, lol. I still didn't really feel like playtesting everything myself when I barely am acquainted with how vanilla DF works anymore.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 05:05:30 pm
Ah no worry, I can understand ! I just wanted to see if you playtested as a matter of curiosity, nothing more. (of course, more information is always welcome during the testing phase :p)

To give you an idea, this is the first mod I really playtest. I created one personal mod and helped on the Lolmod, but didn't playtest any of them. I don't know, kinda didn't feel like it even after pouring hours into raw modding.

Concerning your modding skills, they may be rusty but they are still really valuable, I mean it. You already did a lot, no need to force yourself.

Thinking about it, I hope I'm not putting pressure on anyone with my "investment". Don't want people to feel obligated to do something they don't feel like to. :x

EDIT: Degenerate related.
I didn't make the change yet, but I looked up into the raws of generated werebeasts to verify my claims on personality.
You know how werebeasts never flee despite having CAN_SPEAK and CAN_LEARN right ? They have some values on their personality that I think affect their behavior. Here are the raws of there personality values :

Code: [Select]
    [PERSONALITY:BASHFUL:0:0:0]
    [PERSONALITY:STRESS_VULNERABILITY:0:0:0]
    [PERSONALITY:FRIENDLINESS:0:0:0]
    [PERSONALITY:DISDAIN_ADVICE:100:100:100]
    [PERSONALITY:CHEER_PROPENSITY:0:0:0]
    [PERSONALITY:GRATITUDE:0:0:0]
    [PERSONALITY:TRUST:0:0:0]
    [PERSONALITY:ALTRUISM:0:0:0]
    [PERSONALITY:CRUELTY:100:100:100]

I think STRESS_VULNERABILITY:0:0:0 is the way to go. Of course, adding the rest wouldn't be a bother.
I will test this today, if I find the time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 27, 2015, 05:56:46 pm
Finally got around to genning the thing. inspection of raws has lead me to strongly reconsider certain things.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 27, 2015, 05:58:33 pm
Oh jeeze.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 27, 2015, 06:28:24 pm
Alright, so two things.

1. I probably fucked something up. Only one of the er, spawn varieties, consistently spawns. so I probably botched something on the installation of the mod.
2. I'm about ready to set up a thread in modding for the mod itself and I'm willing to maintain it, if fr no other purpose than to ask if I can have the damned mod pre-installed since I am clearly a dumb-dumb.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 27, 2015, 06:35:04 pm
I support this plan.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 27, 2015, 11:51:27 pm
Your pleas have been heard sir ! Here are the files of the mod. Just drag every files in the raw folder and it will work !

Except the readme file and the reaction list.txt, which are just some instructions/informations.

(updated the readme, you can read it if you forgot what I did)

https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0 (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 28, 2015, 12:24:46 am
Thank you sir. I'm sure I fucked something up somewhere - possibly in part to my generally not using notepad++ when i do my raw-ing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 28, 2015, 06:48:22 pm
Hey guys, guess what? The coming undead nerf means we may actually get to use an evil biome!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 28, 2015, 07:09:04 pm
Heck yes!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 28, 2015, 07:20:00 pm
I'm honestly not seeing why the undead needed nerfing, though? :V  My current fortress is in an evil biome with zombies and they haven't posed too much of a problem (although admittedly the zombies seem to only be there due to some kind of bug with regional interactions, and there does not appear to actually be a reanimating effect on the region). Ah well, it's a thing now regardless.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 28, 2015, 07:33:29 pm
The problem was that a single deer or weasel could wipe out a somewhat experienced militia. In evil embarks or forts that rely on soldiery to fight its battles over machines, something like a deer killing an experienced, armed, and at least partially armored force is a sign something while amusing, went horribly wrong.

Of course we'll also have zombie elephant people to contend with, but still.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 28, 2015, 07:36:59 pm
The problem was that a single deer or weasel could wipe out a somewhat experienced militia. In evil embarks or forts that rely on soldiery to fight its battles over machines, something like a deer killing an experienced, armed, and at least partially armored force is a sign something while amusing, went horribly wrong.

Of course we'll also have zombie elephant people to contend with, but still.

My militia was garbage and suited entirely in copper, though..? Meh, I probably just got lucky, plus I didn't have to deal with the damn things resurrecting constantly. Lol.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 28, 2015, 07:41:28 pm
Just out of curiousity, is said fort before, or after the combat rewrite that made undead stupidly OP? More so than before v40 I mean.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on December 28, 2015, 08:00:39 pm
Just out of curiousity, is said fort before, or after the combat rewrite that made undead stupidly OP? More so than before v40 I mean.

Current release (or semi-current, haven't bothered updating to .04). It looks like the new version fixed the performance problems I was getting significantly -- I was getting ~160FPS on embark, although that went down a bit once it started raining poisonous gunk and a lot once I decided to empty the ocean into a cavern layer for shiggles :V  Having lots of trees still causes things to slow down a lot, unfortunately.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 28, 2015, 10:13:21 pm
Just out of curiousity, is said fort before, or after the combat rewrite that made undead stupidly OP? More so than before v40 I mean.

Current release (or semi-current, haven't bothered updating to .04). It looks like the new version fixed the performance problems I was getting significantly -- I was getting ~160FPS on embark, although that went down a bit once it started raining poisonous gunk and a lot once I decided to empty the ocean into a cavern layer for shiggles :V  Having lots of trees still causes things to slow down a lot, unfortunately.

Ahhh, that gunk probably sorts them out in some manner. Dunno about blisters, but if said toxic gunk bruises at all, then it probably pelts the zombies to death.

If not, then you sir are just obscenely lucky and have a rather potent automated murder machine.

As to the trees... Well, DFHack will update, sooner or later. That map clean function's  gonna be almost mandatory to use late on...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 28, 2015, 10:42:19 pm
Slice all them trees and then quantum-stockpile their wood.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Arcvasti on December 28, 2015, 11:27:54 pm
Just out of curiousity, is said fort before, or after the combat rewrite that made undead stupidly OP?

According to the devlog, stupidly OP undead shouldn't be a problem in the next bugfix release.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 29, 2015, 12:34:59 am
Colonial Report 1-1: Spring.

Overseer's note: For the inclusion of these documents in royal archives, I have added a proper introduction of sorts to this endeavor. Should the reports cease, assume the worst.

I and my associates have been chosen by royal lottery to establish a new home for our people. For what purpose, I know not, but I can assume our maps all pointing to the ancient volcano in The Unswerving Crest is no accident. There is no running water, but we can at least access the edge of the woodlands. The volcano, I'm told, is called The Furnace of Seducing, though most refer to it by its more proper (in my opinion,) title of simply "The Furnace." The Crest is a wild place, unclaimed by dwarf. This is likely why we are being sent here: The only source of open magma on the island, and none have lain claim? We shall rectify that.

There are, at present, seven of us in all.

Impenitrable - Miner. Likes music, particularly some sort of harsh music involving heavy use of drums and metal-stringed instruments. His songs are incomprehensible.
BorderHopper - Metalworker. Likely selected due to our location.
Fischer - A woman possessed of immense bravery and a distressingly calm demeanor. Never seen her insult... Anyone, actually. Acting Colonel of our "militia," and professes skill as a swordsdwarf. She says she was named after a heroine from a few centuries ago.
Haze - Jumpy and talkative. She has been trusted with braving the forest's edge.
Jenken - A coward of a woman, but fairly strong and possessed of solid endurance. She was selected for her skill as a miner.
Skytoucher - A third miner. Considering the mountainous terrain, I deem her a good choice.
Myself, Splint - Overseer of Colony. Mason and engineer. I am also to act as trade negotiator.

The new home is to be called "Fightcrafts," and our group "The Kindled Blades," according to the papers given me. Hmm.

Anyway, we arrived just after the new year by Haze's reckoning. We are digging in now.

-

First week's labor has netted us a hole in the mountain. Fairly typical, but I hope it will grow into a bastion our people can be proud of. The giant mosquito buzzing around has me a tad concerned though.




Finally managed to start testing the mod. Elves are corpses. Mountain is savage. Spawn closest neighbors. Death: likely by third year. Also got a dwarf that reminded me of Fischer: Incredibly calm, foolishly brave, somewhat cruel, and comfortable around others different from herself ("Elf? Goblin? Feh, all the same if they're on my side.") James is left by the wayside.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 29, 2015, 12:38:46 am
Yessssssssss.

It begins!

Ia!  Ia!  Spearbreakers II ftaghn!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 29, 2015, 01:12:26 am
I think this is just Splint testing the mod before beginning a proper fort, but I could be wrong, or this could turn out amazing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 29, 2015, 01:14:11 am
It's already amazing.  We have someone channelling The Fischer.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Propman on December 29, 2015, 02:23:36 am
Latest update on nanites: I've reached a roadblock and am not sure how to overcome it: getting the dwarves to actually use the bloody stuff.

As it stands, nanite paste is either extracted from nanites and held in glass containers (drink) or contained in capsule-like units (pill food) constructed from schematics, and is stored along with the rest of it sans using a custom stockpile. Now, the best method I've come up with to make sure a peasant doesn't acidentially consume the stuff is to use a burrow, but while restricting it is one thing, getting the dwarf you want converted, especially if they're crippled, to actually eat the stuff is another. In my current test fort where I've cheapened the requirement to make it, locking a dwarf in for a couple months has not caused him to eat it yet.

Hopefully, once he's starving, he'll actually consider eating that metal mixture! Otherwise, the basic jackborg conversion interaction is going on without a hitch.

Edit: Oh wait, the mod test is starting? Give me a couple days to compile this mess into proper RAWs and I'll ship it to ya ASAP!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 29, 2015, 04:20:44 am
There are a couple of concurrent tests.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 29, 2015, 04:30:55 pm
13th of Moonstone : Contact with the outpost Guildhushes retrieved

Contact with Guildhushes was lost at an unrecorded time last year. The last report made account of an invading force. We are relieved to learn the outpost survived.

A conference with the mayor Nish Showermanor unveiled the events of the past year. An incredible force of 209 individuals from [CLASSIFIED] attacked the outpost. This can only mean that the experimental outpost operation was leaked to the enemy. How, we do not know. But now that they know where we are, appropriate defenses will have to be raised.

Mayor Nish made a detailled report of the confrontation. A grand total of 23 dwarves lost their lives in the sudden attack, 8 of them were trapped outside when he ordered the forceful closing of the outer and inner gates.

They sealed themselves like this for months, until the invaders finally left, driven away by the combined force of the Parasol and Ballpoint caravans. We can't be thankful enough for what they did.

(The invaders left one day before the arrival of the caravan. It lead me to take this as a Ballpoint&Parasol operation to drive them away with their powerful weaponry.)

As of now, life in the outpost is recovering slowly. Corpses are being buried, and defenses are being constructed. If everything go smoothly, they should be done by next summer.

EDIT: Successfully decrypted a titanium alloy smelting datachip ! Problem is, we don't have a datachip to build a refinery, and we don't know how to actually extract titanium.

EDIT2: I discovered some more bugs while testing decrypting. It seems encoded datachips aren't always destroyed as intended. I will need to look this up. Furthermore, discovered some important typos in the raws, again. Everything was corrected.

EDIT3: Can't wait to see how will your outpost go Splint ! Could I be dorfed as a future migrant ? Preferably one with some scientific knowledge :)

Files for anyone who wants it :
Compiled raws :
https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0 (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)

Pre-installed :
https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0 (https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 29, 2015, 11:52:25 pm
Colonial Report 1-2

The location is rich in cobalt and gold. The former is of little use to us, so far from home. And unfortunately, there is a small problem. Among the trees, we can hear low screeches and see a towering, misshapen... Pair of things. Fischer identified them as megaspawn.

We've begun hastily moving our supplies indoors. I am loath to abandon the surface so soon, but we can't fight those.. Things, right now, if ever. We have the chickens to provide eggs for now, and the horses were put down, due largely to loss of any possible overland pasture and a doubtful prospect of getting them cavern fare before they starve.

-

The beasts have departed as of Felsite, likely because they couldn't scent soft chewable prey through a gabbro brick wall. So far, we have hollowed a simple temple for general worship, a pair of (currently used as storerooms,) barracks, and I have leveled off a space for a trade depot. We were told we would receive relief supplies come autumn, but I doubt they'll give up the supplies for free after almost a month of marching through predator-infested jungle. Thankfully, our ample supply of gold ore will make that a none issue.

We have also found a ready source of ancient weaponry: Obsidian. Due to our current... Situation, Fischer will likely have to content herself with fashioning a sword herself.

The temple has at least improved morale somewhat, as have the beds we turned our wagon into.




Alright, so right off the bat we have a problem. Megaspawn are... Well, megaspawn. Not really smart having those crop up in the wilderness out of the blue. The goal isn't necessarily to make every single biome possible feel like an evil biome or something. HOWEVER! I do fully support it as part of a hard mode version of the mod. Speaking of which, some ideas...

Early-game defence: For the sake of completion, as we can fashion crude crossbows and swords out of the gate from the bowyer and crafts shop, spears, axes, and blunt weapons could be feasible inclusions.

The stones to include would be chert, quarzite, rhyolite, and flint, and buffing these and possibly obsidian to use copper's cutting and blunt-force values, to counter hostile wildlife (particularly degenerates,) and allow for the outfitting of either a very cheap early militia or a desperate mass-conscript force with a full range of weapons by a single craftsdwarf.

Stone maces and hammers obviously, could use any old rock.

Hard Mode: A certain spawn entity plus some of the tougher spawn varieties roaming around, separate from the main mod where they're more limited as either castes of the spawn, or possibly semi/megabeasts. 

Thoughts?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on December 30, 2015, 12:47:40 am
Sounds useful.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 30, 2015, 01:17:49 am
Given that the fort itself is obviously going to be using hardmode, I see little point in differentiating, unless we release the mod separately.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 30, 2015, 01:19:12 am
Given that the fort itself is obviously going to be using hardmode, I see little point in differentiating, unless we release the mod separately.
I think we kind of are?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 30, 2015, 02:10:10 am
Given that the fort itself is obviously going to be using hardmode, I see little point in differentiating, unless we release the mod separately.

I'd like to know where you got such information. If other people want that sort of "SPAWN EVERYWHERE APOCALYPSE" then that's fine, but I'd still rather not have that sort of vibe going with the fort itself.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 30, 2015, 02:11:35 am
Weeeeeelllllll.

Okay yeah though...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 30, 2015, 02:51:49 am
This is true.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 30, 2015, 02:55:29 am
I personally am for the Spawn Apocalypse. But I was always biased toward full-fledged destruction :p (I began modding to add some "spice" to my games)

By the way, didn't Spearbreakers had Pitchblende hammers ? I thought they would "naturally" be included to SBII.

As for difficulty control concerning Megaspawns, we have two solutions :
- reduce their apparition frequency. It won't change the current situation much actually.
- put them in the Semi-megabeast/Megabeast ranks. The problem here is that they will always appear alone, but won't appear too early.

EDIT: I'm eager to see your opinion on the current state of Datachips Splint. Are they difficult enough to get and decrypt, or too hard to ? I'm lacking some informations, will get more once my outpost get a baron.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 30, 2015, 12:14:20 pm
We'll see once I have one of the tech-carrying caravans arrive. Dunno if it should be necessary to decrypt schematics for stubguns though, seems like a slightly extreme measure if they're decently expensive as it is.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 30, 2015, 02:53:00 pm
I made Stubgun and Chain-tech datachips really cheap actually. Thing is, I expected the caravans to bring a lot more of them.

Why I'm waiting for my barony is because I added a diplomat noble to Ballpoint and Parasol entities. If it is working right, it should allow us to make trade agreements and ask for some datachips.

EDIT: After the yearly autumn siege, Parasol and Ballpoint caravans arrived. And this time, Parasol merchants brought a Refinery datachip !
I was able to built one, but it made me realize a strange bug in the menus of the refinery. Will look this up, and correct it soon.

EDIT2: Ah. Found the problem. It's linked to the "free reactions" I gave to Parasol and Ballpoint.

EDIT3!: Found another typo in the raws. It prevented the production of stubguns ammo, woops !

EDIT4: Suggestion concerning Degenerates : they should be slower, as of now they are olympic runners :( (this is problematic when they begin to flee)

EDIT5!(will it ever end ?): "Interesting" behavior concerning roaming degenerates packs.
It seems degenerates acts according to the "pack group" AI. This means they have a "pack leader" that if caged will stop every other member of the pack from doing anything remotely useful. What I thought of while witnessing this :

Degenerates are cut from the main Hive. So they formed smaller hive-mind-like groups to prevent themselves from turning into unmoving corpses. This resulted in exceptional coordination because of the small numbered groups. They even had a system to counteract the death of the "command node" : if it dies (=stop sending signal), another member become the "command node".
The weakness of this system is if the "command node" is neutralized without being killed, which means it still send a "alive signal" : degenerates will keep waiting for an order, but won't transfer "command node" status because they still receive the "alive signal".

Yeah, I'm having fun. :p

Quote
Files for anyone who wants it :
Compiled raws :
https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0 (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)

Pre-installed :
https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0 (https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on December 30, 2015, 10:41:11 pm
EDIT5!(will it ever end ?): "Interesting" behavior concerning roaming degenerates packs.
It seems degenerates acts according to the "pack group" AI. This means they have a "pack leader" that if caged will stop every other member of the pack from doing anything remotely useful. What I thought of while witnessing this :

Degenerates are cut from the main Hive. So they formed smaller hive-mind-like groups to prevent themselves from turning into unmoving corpses. This resulted in exceptional coordination because of the small numbered groups. They even had a system to counteract the death of the "command node" : if it dies (=stop sending signal), another member become the "command node".
The weakness of this system is if the "command node" is neutralized without being killed, which means it still send a "alive signal" : degenerates will keep waiting for an order, but won't transfer "command node" status because they still receive the "alive signal".

Now that is interesting worldbuilding, I must say.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on December 30, 2015, 10:43:43 pm
+777.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 30, 2015, 10:52:28 pm
I approve.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on December 30, 2015, 10:55:52 pm
Ooh... Now if some group starts capturing degenerate packs to exploit this...

We require !!SCIENCE!! to be done!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on December 31, 2015, 12:16:41 am
I won't lie, I had given serious consideration to making degenerates derped up enough to be "tamed" for use in battle, with the packs operating on what they perceive to be the will of the hive they now occupy (the degenrates recognize they are being accepted into a new "hive," and thus abide by the orders of its residents - and if not kept on a short leash, they may attempt to take over the fortress from what they perceive to be  weak leadership.) While weak compared to a a normal spawn, the capacity to unleash a horde of these warped beings on one's foes would probably be a fun little project.

And of course, both the regular spawn and evil races could potentially show up with degenerate packs if this were the case as well.

Of course I'm also more than willing to see if anyone else had this same thought, since it verges on violation of any sort of common sense. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on December 31, 2015, 12:21:33 am
Make like a meme and DO IT

Seriously though, that would be so freaking cool
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on December 31, 2015, 12:35:11 am
Make like a meme and DO IT

Seriously though, that would be so freaking cool
https://www.youtube.com/watch?v=ZXsQAXx_ao0
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on December 31, 2015, 05:39:45 pm
Completely unrelated to the mod, but it's the first time I witness something like this.

A forgotten beast arrived at the fort today, a spider with a poisonous bite. Nothing serious I thought. I still sealed the cavern because we had a Cyclops and Degenerates doing some ruckus above-ground.

Then, after some time I glanced over the caverns, intending to open them to take care of the beast. That's when I saw webs. Webs everywhere. So, I have a web-spitting forgotten beast with a poisonous bite that is not made of glass ? Yis !

I never ever saw a forgotten beast with two special attributes, I suppose this one is because the creature template is that of a spider. I suppose must be new to 0.42.XX, because spider FB I encountered in the past never spewed webs when not stated.

I will devise a trap to contain and study this wonderful specimen. Oh I can't wait !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Dozebôm Lolumzalìs on December 31, 2015, 10:05:28 pm
I know that was true for v40, and likely for v34 and maybe even v31, the version in which randomly genned beasts were added. It's just rather unlikely.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on January 01, 2016, 12:31:43 pm
Ah, yes. Spider FBs have webs plus whatever attribute they advertise. Been like that since 0.34 at least.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 03, 2016, 04:14:41 pm
Alright, so lack of test updates. There's a reason.

As of this New Year's, I discovered I am not, in fact, a dwarf.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 03, 2016, 07:35:52 pm
Alright, so lack of test updates. There's a reason.

As of this New Year's, I discovered I am not, in fact, a dwarf.

This is too deep.

Testing updates :

I didn't have the occasion to capture the FB. It got killed by another FB that came to join the party :(
So instead of a poisonous mega-spider, I have a flamethrower super-snake.

My trap hallway is finally finished. It's basically a serpentine corridor lined with 670 menacing copper spikes. Ennemies that dodge away will fall into a dry moat, and will have to re-do the hallway. Lot of tetrahedrite sacrificed itself in the process, may they be never forgotten. Its construction killed one dwarf, killed by the minecart repeater :/

Overall, the test is very conclusive. I'm thinking of upping the decrypting chance to 100% because data chips are already very rare. Dem companies don't want to share their technological advantage. I will make the final decision after obtaining barony.
For some reason, my outpost liaison has been delaying its duties for 2 years. He is instead partying in the tavern.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 03, 2016, 09:17:13 pm
Maybe just prevent decryption attempts from destroying the chip? It makes sense, and selling it to other primitive civs afterwards would help recoup your investment.

Can I get a screenshot of the snake's description?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 03, 2016, 09:30:21 pm
The problem with non-destroyable chips with decryption is that it basically means a 100% decryption rate, as you just have to put the job on repeat and the decryption will be done sooner or later. Plus, you will get free exp for the operator :/

The serpent Kusut Eslulkamca "Kusut Menacedream":

(http://i.imgur.com/xjoKmR6.png)

His current confinement :

(http://i.imgur.com/CfeVsGf.png)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 03, 2016, 09:32:02 pm
Thanks. :V

Less neat than I thought it might be, but oh well.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 03, 2016, 09:33:54 pm
It's got, like, ritual scar tattoos on...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 03, 2016, 09:38:07 pm
I like it this way, simple but effective. (edited my post with its current "royal suite")

EDIT: Thinking about it, Kusut is basically a fire-breathing skeleton-snake.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 05, 2016, 12:15:09 am
Giant Axe-blade Eagle. Dunno why I wanna see something like that, but blame the raw travesties thread.

Finally resuming testing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 05, 2016, 12:34:18 am
Giant Axe-blade Eagle. Dunno why I wanna see something like that, but blame the raw travesties thread.

Finally resuming testing.

I love the travesties thread. I would totally be up for a travesties community mod xD

Speaking of Giant Axe-blade Eagle, I thought of something.

During the course of my outpost (currently on year 6), I noticed the first years were really harsh. Of course, my food problems didn't help, but with the degenerates raids and the early sieges (I brought this one upon myself by lowering invasion triggers though), my fort stagnated and suffered.

To counteract this, I'm wondering if modding-in additional trap components would be an acceptable idea (in conjunction with your proposition of rock based weaponry for civilians).
I lack experience with traps, so I would need some opinion. They could be rock-based, and/or stronger than native traps.

I had some additional thought concerning early weaponry. By creating a material that takes cold/heat damage at local temperature, it would be possible to create expandable weapons. I tested this material property once ago with a custom entity to prevent dwarves from using these weapons (the creatures of the entity were naturally cold).
To prevent them from being destroyed while not used, they could be put in a special container upon creation. I never tried this, so I'm not sure if it would work perfectly.

Thoughts ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 05, 2016, 12:47:24 am
Traps I'm unsure of. Since the degenerates would presumably be attacking regularly, traps would probably be one of the less viable early game solutions. Slightly buffing the start count for an additional pair of fighters and using some crude stone-age weapons and hide/mail armor is probably the only viable option short of treating everywhere like an evil biome and turtling immediately like I was forced to when literally the first not-bird wildlife encountered was a pair of megaspawn.

Course, slightly downpowering degenerates (making them move at around average dorf speed,) might also make those raids more survivable.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 01:21:11 am
I support the idea of boosting starting population.

Giant Axe-blade Eagle. Dunno why I wanna see something like that, but blame the raw travesties thread.

Finally resuming testing.

Please to give links.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aldraglienon on January 05, 2016, 01:58:56 am
Please to give links.
http://www.bay12forums.com/smf/index.php?topic=42059.0
This is hilarious.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 02:02:22 am
I approve.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 05, 2016, 05:05:10 am
Regarding traps, I'm not really sure what can really be done without DFHack extensions (which I have no experience with and so will not comment on). It's been a long time since I ever bothered poking around with trap modding, but I think the most you can really do with that is still just adding new weapon trap components, which I think are pretty much restricted to "so-and-so-large object which is rammed into the victim x number of times with so-and-so contact area, possibly with a cutting edge". I'd think the default stuff should hold us against the degenerates unless there's a specific problem I'm not thinking of. lol I'm just blowing smoke, I never use weapon traps :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 05:12:41 am
Besides, non-megaproject trap systems are a fairly non-Fun defense. I'd much rather make having an effective military easier.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on January 05, 2016, 05:28:01 am
manual stabbey-stabbey > automated stabbey-stabbey
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 05:42:15 am
(manual stabbey-stabbey > automated stabbey-stabbey) x 1024 - 5
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on January 05, 2016, 06:02:46 am
(manual stabbey-stabbey > automated stabbey-stabbey) x 1024 - 5

well now you've gone and taken my inequation and turned it into a nonsensical mathematical expression

i love it
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 06:07:46 am
I subtracted the five points for not capitalizing things. :V

https://www.reddit.com/comments/2khnp/number_of_horns_on_a_unicorn_acre_in_tea_spoons
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on January 05, 2016, 06:10:58 am
i claim lethargy and continue my uncapitalised tirade of informality

i do quite love that thread. it's a good thread, as far as reddit threads go.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 06:12:20 am
I initially found that equation as one of the weird little easter eggs in Google while doing unrelated research involving the efficiencies of headlights.  Wolfram Alpha does it too. It's everywhere.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 05, 2016, 02:46:35 pm
Thanks for your answers on weapon traps ! I roughly had the same opinion, so it's all good.

I thought of resorting to automated defenses because of the current sparring bug. After years of full-time training, my best soldier only reached proficient in its weapon skill. Needless to say direct confrontation is generally not chosen in that case :/
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 05, 2016, 03:45:07 pm
Thanks for your answers on weapon traps ! I roughly had the same opinion, so it's all good.

I thought of resorting to automated defenses because of the current sparring bug. After years of full-time training, my best soldier only reached proficient in its weapon skill. Needless to say direct confrontation is generally not chosen in that case :/

Training simulator imported from Ballpoint and built into a workshop, with various scenario disks used to train specific skills. Disks may break when used.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 05:15:21 pm
Also, since guns use a different skill than anything else we can make, give them extra-high skillgain, for realism and balance.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 05, 2016, 05:19:50 pm
Er actually, I didn't make guns and co use a different skill. Will make the change soon then.

And concerning realism, why should guns get extra-high skillgain ? I'm not sure I understand.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on January 05, 2016, 05:21:25 pm
 Apparently because we cant train them with anything else.

 I just say hang the expense, have the buggers train with them on the firing range. That or raining program workshops...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 05:23:21 pm
Not ultra-high, but if you give somebody a bolt-action rifle, a general idea of how to use it, a supply of ammunition, and several months, you'll have a fairly skilled rifleman at the end of it. Not legendary by any means, but accurate and fast-firing.  Logically, I'd like them to use the crossbow skill, but if they use another, it's possible to turn up skillgain without affecting other areas of the game much.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 05, 2016, 05:33:01 pm
Personally, I also prefer rifles to use the crossbow skill. For me, it makes sense as crossbow are close to rifle in the way they are handled.

Oh, and on the subject of training simulator. I like the idea, but I'm a bit against them. I don't know, I feel like it would feel rather cheap. But if it's only to counteract the sparring bug, then there is no problem as this bug will be fixed in next version.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 05, 2016, 05:35:32 pm
It does make a lot more sense. The only objection I'm aware of is to do with the fast skill gain, but on the other hand, crossbows have the same advantage. They're quicker and easier to learn than longbows.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Arcvasti on January 06, 2016, 12:52:58 am
Oh, and on the subject of training simulator. I like the idea, but I'm a bit against them. I don't know, I feel like it would feel rather cheap. But if it's only to counteract the sparring bug, then there is no problem as this bug will be fixed in next version.

I remember Fallout: Equestria had a training simulator thing for your ponies to skill up military skills at. It had more then a few disadvantages: It trained skills comparatively slowly[Not sure how this was implemented, though], required decent infrastructure to build and didn't give Archer/Fighter xp like real training would. If a training simulator thing was implemented in Spearbreakmod, the above things or similar would probably help balance it out some.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 02:05:05 am
Oh, and on the subject of training simulator. I like the idea, but I'm a bit against them. I don't know, I feel like it would feel rather cheap. But if it's only to counteract the sparring bug, then there is no problem as this bug will be fixed in next version.

I remember Fallout: Equestria had a training simulator thing for your ponies to skill up military skills at. It had more then a few disadvantages: It trained skills comparatively slowly[Not sure how this was implemented, though], required decent infrastructure to build and didn't give Archer/Fighter xp like real training would. If a training simulator thing was implemented in Spearbreakmod, the above things or similar would probably help balance it out some.

You also needed to find simulator hologems to even make the things go (if memory serves, military ones are a bitch to get compared to ones that train civilian skills like gemcrafting - and understandably so.) My guess is that the xp earned through reactions for combat skills is fairly small or it was limited with single-product reactions keeping gains small and necessitating constant use to get a halfway decent soldier out of the system.

One could compare it to the Brotherhood of Steel really. Their simulations are all well and good, but all the training in the world isn't going to help against someone with decades (or even just months and some AP-loaded.308 rifles,) of live combat experience, not outside of a game like DF anyway.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 08:14:49 pm
Some little update concerning my fortress. Reached year 7, and months are rather uneventful.

I still haven't set up any advanced industry yet, because I forgot too. Even if I wanted too, I couldn't : I still haven't been able to get my hands on Cobalt-refining and Aluminum-refining datachips.
Which pisses me off a little because I'm trying to get them since year 0 since my embark is drowning in cobaltite and bauxite ! (I even found pitchblende and platinum !) I'm suspecting Parasol caravan of creating an embargo to prevent me from rising to a superpower. :(

I created stubguns and chainaxes/blades (all of copper). I'm still using Copper for everything, I was too lazy to smelt goblinite and traded steel. I can't survive without using my trap death-corridor. I tried once to directly confront the enemy for kickers, and my 40-dwarves militia got its ass handed on a gold plate.
I really need this Cobalt-refining datachip. :/

Oh, and I'm going to bring magma and water to the surface. I'm currently creating a long automated impulse-ramp powered mine-cart route that spans over 130 z-levels.

How is your test going Splint ? Is the current state of the mod satisfying you or are there some tweaking you would like to propose ?

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 06, 2016, 08:17:38 pm
I assume different qualities of ranged weapon don't have any difference in effectiveness?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 08:20:29 pm
I assume different qualities of ranged weapon don't have any difference in effectiveness?

It actually does ! I don't remember well, but I think rate of fire and accuracy is affected by quality, among other things.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on January 06, 2016, 08:23:16 pm
Bashing people.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 08:24:19 pm
Bashing people.

And people-bashing, most importantly, of course. :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 06, 2016, 08:30:22 pm
I assume different qualities of ranged weapon don't have any difference in effectiveness?

It actually does ! I don't remember well, but I think rate of fire and accuracy is affected by quality, among other things.

While that's good to know, I appear to have typo'd. I meant to say materials, not qualities.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 08:32:19 pm
Well, if it's materials then Aseaheru answered perfectly :
Bashing people.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on January 06, 2016, 08:33:03 pm
That is also bashing people, mostly due to weight.

 Dang ninja
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 06, 2016, 08:35:07 pm
Right, so it's just for use as a club. Good.

On the other hand, a copper rifle should probably wear out in about twenty shots. Is there any way of making weapons degrade through normal use?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on January 06, 2016, 08:38:53 pm
 With or without DFHack?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 08:39:48 pm
Right, so it's just for use as a club. Good.

On the other hand, a copper rifle should probably wear out in about twenty shots. Is there any way of making weapons degrade through normal use?

Nope. Only way is by making it of a material taking damage at local temperature, which of course can't be controlled.

We can just suppose that Marksdwarves know how to maintain their rifles.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 09:24:13 pm
Indeed. I'm sure the manufacturing specs sold by Ballpoint also include maintenance instructions so the weapons can be tested and prettied back up to be sold.

As to fort testing, gonna go ahead and have a do-over with the not-apocalypse version. Every time I try to collect wood, the megaspawn show up; so it's making getting the basics up a little agitating when all I wanna do is make sure sieges work and field test the weapons and armor, to see them in action for myself (since it sounds like aside from unreliable chip availability, the reactions and whatnot are probably working properly.)

I also just can't be bothered to dig for the caverns when I know there's probably more megaspawn roaming level one to thwart further attempts at wood harvesting.

Certainly makes me consider handy-dandy survival things for the apocalypse version: Stone beds, and bulk mechanisms/rock spikes/blunt traps for very early mechanized defense (I figure a small mass of shitty rock spikes is better than nothing to cover the entrance.)

Seriously though, I still think there needs to be a separation between "everywhere's basically an evil biome minus weather" and "Not spawnpocalypse."
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 06, 2016, 09:27:37 pm
That would be nice, yes.

I wasn't thinking because they'd wear out so much as that the barrels would bulge and explode after a very few shots.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on January 06, 2016, 09:29:03 pm
 You know, its at times like these that I sorta wish that DF had some of Gnomeorias crafting system. More materials that can be used! Maintaining stocks of items! Slightly more indepthness!

 Also, because then we may be able to get just a few parts of a gun to wearout and have to be replaced...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 09:32:25 pm
Funnily enough, I never encountered any Megaspawn ever in my save file. Also, before you begin I updated some raws. I'm going to post them very soon. I just need to verify I didn't make any typo.

Changes :
- all decrypting processes upped to 100%
- degenerates slowed down
- added [FORCED] to battle-equipment to Ballpoint&Parasol. Essentially a buff.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 09:38:30 pm
Funnily enough, I never encountered any Megaspawn ever in my save file. Also, before you begin I updated some raws. I'm going to post them very soon. I just need to verify I didn't make any typo.

Changes :
- all decrypting processes upped to 100%
- degenerates slowed down
- added [FORCED] to battle-equipment to Ballpoint&Parasol. Essentially a buff.

Seems pretty solid. Definitely don't wanna pick a fight with them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 10:01:34 pm
Alright, raws updated. Also, I may have discovered why I never encountered Megaspawn. They have the SAVAGE tag, which mean they will only appear in savage biomes.

My embark is probably a non-savage one.

Quote
Files for anyone who wants it :
Compiled raws :
https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0 (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)

Pre-installed :
https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0 (https://www.dropbox.com/s/xehqdv112hbawjt/Dwarf%20Fortress%20-%200.42.04%20-%20Spearbreakers.zip?dl=0)

EDIT: Tell me if there is any problem.
EDIT2: Wooops, don't download it yet ! I just noticed this is the version where I lowered all sieges triggers !
EDIT3: Triggers corrected. You can download it :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 10:45:33 pm
I hadn't considered the things being savage-dependant. I tend to embark on savage biomes when I feel like pitting militiadwarves against things the size of a small truck or larger.

Will download either before bed or upon getting home from work. Remembered one mod made by the same guy who made Stal's armory, and I'm having some fun with it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 06, 2016, 11:25:38 pm
Eep, sorry about the SAVAGE tag. I put that in to restrict their range a bit (even though this would be moot for the actual fort, since we'd probably just end up picking an area that they appear in anyways) and forgot to note it down. May bad.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 11:35:54 pm
Eep, sorry about the SAVAGE tag. I put that in to restrict their range a bit (even though this would be moot for the actual fort, since we'd probably just end up picking an area that they appear in anyways) and forgot to note it down. May bad.

I found it actually consistent with the way I imagined Megaspawns. Only appearing in no-man's lands (which they would be the cause of ?).

Also, I was rather sad to never see a Megaspawn during all these years. :(

Oh, that makes me think. Currently we have Degenerates lurking everywhere and Mega roaming in Savage areas. What would you think of an additional "Variant stage" that would join the Semi- or Megabeast ranks ? Or we could promote Megaspawns to Semi-/Megabeast rank and add an additional variant for the Savage areas.

Just some food for thought.

EDIT: OR I could add a special surprise modded Megabeast of my own brew ! :D
Tee-hee.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 11:43:44 pm
Well, I still personally would consider something as frightful as this version of megaspawn to be the highly destructive "solo" monster. I'd still like to see jumbo warriors roaming around.

Proposition: Rename Megaspawn to Uberspawn and make them semi-megabeasts, and revive the old Megaspawn as a level two cave hazard and a possible encounter in savage mountains and savage/regular badlands/rocky wastelands.

Also making the spawn settle these areas would probably make some sense - the surrounding lands become desolate wastelands, ravaged by the hive, and free up space for other mountain civs. Also changing the site type to dark fortresses may better reflect the disorganized nature spawn hives likely have, and make it easier to determine where bad guys are.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 06, 2016, 11:47:09 pm
Wouldn't the problem with Dark Fortress be the generated clown acting as the master ? And depending on the current noble positions definition of the Spawns, it may lead to a worldgen crash.

Also, no custom made megabeastie, aaw. (the thingy would actually have been too "mega" for a megabeast. So it's for the beast best for everyone)

Oh, and going through the raws of both current Megaspawns and "old" Megaspawn, I would like to warn that the "old" ones are faaar nastier than the current. The current is just a big lump of destructive flesh booted with a bonus interaction.
The "old" ones are machines of pure madness made to be old fortress destroyers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 06, 2016, 11:56:11 pm
How are the old ones super bad? Last i checked they were party-size servings of a single spawn warrior.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 12:05:46 am
Oh, you are right. The true old ones are small-sized ! I checked the current old ones, which Mr Frog seems to have strengthened.

To shed some light, the "updated old megaspawns" are currently really strong. A good (=nasty) kind of strong, according to my FUN criteria :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 12:28:44 am
Old megaspawn: Giant-sized warriors.
New megaspawn: Necromorph-esque horror from beyond all realms of reason, a place dwarf was not meant to tread.

So you're saying the old megaspawn got buffed? Or were you talking about those conjoined abominations?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 07, 2016, 12:49:11 am
I approve of the Spawn having a troll-equivalent Megaspawn, then making the current necromantic abomination of flesh a semimegabeast Uberspawn, this seems like a good way of solving the problem.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 01:10:12 am
Old megaspawn: Giant-sized warriors.
New megaspawn: Necromorph-esque horror from beyond all realms of reason, a place dwarf was not meant to tread.

So you're saying the old megaspawn got buffed? Or were you talking about those conjoined abominations?

Spoiler: New Old Megaspawns (click to show/hide)

Current "variant" Megaspawns are as big as an adult horse and can reanimate their lost limbs.

Oh I'm so stupid ! Mr Frog already created a semi-megabeast Spawn Variant, it's the Spawnfalloon ! I forgot them, because I didn't encounter them yet.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 01:15:50 am
The hell is a spawnfalloon?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 01:18:47 am
The hell is a spawnfalloon?

You should find it in the same file as the spawn variants. It's basically a mega-megaspawn reading its description.
They were mentioned several times during the thinking phase, but it never seemed to garner a lot of attention. It may be why everyone forgot about them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 07, 2016, 01:19:00 am
Unless my memory is severely faulty, I can confidently say that I had never so much as touched a megaspawn until I made the big amalgamated thingy I submitted earlier, and Nakeen is probably looking at the greater spawn, which are clowns, and are indeed only vulnerable to adamantine (since the ones in Clobbermountains were... somewhat less than impressive).

Also, thank you for mentioning the Spawnfalloon. Yeah, if Splint really doesn't like my megaspawn y'all can feel free to get rid of them and keep the 'falloons, since I think the whole reason I put them in was because I wasn't sure whether I wanted the megaspawn as a random nasty encounter that would constantly be a threat or an extremely-sporadic, limited "OH SHIT" event.

@Splint: they're literally just gigantic versions of the megaspawn I made. I believe I already mentioned them a few times.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 01:22:30 am
Yup, I was speaking of the Greater Spawn. I thought this were the closer to "old megaspawns".

By the way, where does the name "Spawnfalloon" come from ? I'm still wondering what does the -falloon mean.

Oh, and I think Splint got a bit traumatized by the early Megaspawns, haha  :P  I can comprehend the shock though x)

EDIT: Forgot to say I can stop laughing everytime I see a Mugbot-named creature. They seem to be fond of naming Megabeasts, which lead to some like Bloopy Beep Tweepdoop-something "The Infernal Death of Bridges" xD
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 01:24:22 am
By the way, where does the name "Spawnfalloon" come from ? I'm still wondering what does the -falloon mean.

I'm wondering the same.

And frankly I did forget about them. Must've been the name or something, but they certainly seem like they'd fit the bill for a mid-/late-game fort scare.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 01:28:29 am
Totally unrelated from Spawn variants and all.

I'm having an incomprehensible problem with Ballpoint. They seem to utterly refuse to wear battle-equipment @_@
I was sure I copied the raws from Parasol... Will have to look if it's because of some value or something.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 07, 2016, 01:28:54 am
Yup, I was speaking of the Greater Spawn. I thought this were the closer to "old megaspawns".

By the way, where does the name "Spawnfalloon" come from ? I'm still wondering what does the -falloon mean.

Oh, and I think Splint got a bit traumatized by the early Megaspawns, haha  :P  I can comprehend the shock though x)

EDIT: Forgot to say I can stop laughing everytime I see a Mugbot-named creature. They seem to be fond of naming Megabeasts, which lead to some like Bloopy Beep Tweepdoop-something "The Infernal Death of Bridges" xD

You should just make them speak in binary.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 07, 2016, 01:29:09 am
By the way, where does the name "Spawnfalloon" come from ? I'm still wondering what does the -falloon mean.

Their name is a play on "Granfalloon", a Castlevania enemy which is also a giant amalgam of bodies, which itself is named after a term from a Kurt Vonnegut novel (https://en.wikipedia.org/wiki/Granfalloon) which I've never actually read, but I'm sure I look smart by alluding to.

Quote
A granfalloon, in the fictional religion of Bokononism (created by Kurt Vonnegut in his 1963 novel Cat's Cradle), is defined as a "false karass". That is, it is a group of people who affect a shared identity or purpose, but whose mutual association is actually meaningless.

It seemed an appropriately-nihilistic name for what amounts to a barely-functioning biological accident that knows only pointless, wanton destruction.

E: I can't grammar tonight.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 01:35:13 am
/snip

Ooooh, I feel less stupid tonight. And also it reminds me that I never played the classic that is Castlevania. Sigh.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 01:36:38 am
Maybe those particular spawn variants are what happens when a bunch of warriors jump a trash golem. At any rate, bedtime.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 07, 2016, 01:41:24 am
Maybe those particular spawn variants are what happens when a bunch of warriors jump a trash golem. At any rate, bedtime.

I personally imagined them as basically a result of the Spawn growing unstable and mutating wildly due to being separated from Holistic for so long. Ballpoint's experimentation (??? is that still canon?) on them probably didn't help matters much.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 01:47:39 am
Ballpoint is responsible for them having the spawnitis ability. Gone Horribly Right at it's finest along with procreating vampires, really.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 07, 2016, 01:49:23 am
> procreating vampires

I smell an extra hostile civ. Orloks?

E: Actually, perhaps they could be random cavern encounters.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 07, 2016, 04:50:03 am
Degenerate Vampires as well? This modpack is going to be fat as all hell once you're done. I support this and think we should upload it freely.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 04:25:31 pm
Well, Degenerates are vampire as of now ! There Their bite will suck your dwarves dry if they somehow manage to survive.

I have some comments to do concerning the Spawnitis interaction. I don't know if this is a known issue, but it seems that when a dwarf is bitten by a Degenerate, he will forever appear in engraving/legend mode as a Holistic Spawn, even if he never transformed.
There also seem to be a problem with the FEVER and DIZZINESS components of the Syndrome. I think they just lack a PROB token, which could be omitted in 0.34 but seems to be mandatory in 0.40 onward.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now discussing creatures and such.
Post by: Amperzand on January 07, 2016, 06:36:47 pm
Really? That's actually interesting. How do we work that into fluff?


Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: FallacyofUrist on January 07, 2016, 09:43:33 pm
I have some comments to do concerning the Spawnitis interaction. I don't know if this is a known issue, but it seems that when a dwarf is bitten by a Degenerate, he will forever appear in engraving/legend mode as a Holistic Spawn, even if he never transformed.
History manipulation... the most dangerous ability of them all!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 07, 2016, 10:13:01 pm
Additionally, is it possible to use the new research system to give dwarves access to new crafting stuff? If so, it'd be neat to add some high-tech incentives to research. Maybe make the datadisc-techs prereqs for various scholarly advances?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 07, 2016, 10:15:06 pm
Additionally, is it possible to use the new research system to give dwarves access to new crafting stuff? If so, it'd be neat to add some high-tech incentives to research. Maybe make the datadisc-techs prereqs for various scholarly advances?

If it was possible I would have gladly done this ! But I already looked upon this and no, it's currently impossible. :/
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 07, 2016, 10:18:33 pm
Aww... That actually woulda been a kinda neat little side thing to have.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 07, 2016, 10:20:48 pm
I is sad now.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on January 08, 2016, 08:30:26 pm
Maybe next version.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 08, 2016, 08:35:36 pm
I mean, it shouldn't be too big an implementation, scholarship already gives you knowledge, and crafting permissions are also knowledge.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 12, 2016, 11:29:20 pm
Inactivity count: four days.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 12, 2016, 11:30:39 pm
WHAT?!

STATUS REPORTS!  NOW!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 12, 2016, 11:33:17 pm
Post deprivation is beginning to give me hallucinations. Am driven to crtl-R'ing. Send help.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 13, 2016, 12:37:20 am
Clearly our only solution is to spam everything.

:V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 13, 2016, 12:47:30 am
On a more serious note, I'm putting a halt on my test-fort. I got a lot of work to do, and I don't know when I will find the free time for my test-fort.

Fortunately, I basically got all the vital informations I needed !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 13, 2016, 03:50:48 am
Yus!

Given the unprecedented plethora of stuff I need to do in the next couple months, I sympathize.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 17, 2016, 05:47:31 pm
0.42.05 has been released ! Sparring bug fix ! Zombie nerf ! Lizards ! (still no progress on my fort side)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 17, 2016, 06:20:48 pm
Hell yes. I'm gonna probe about in some evil or maybe necromancer infested territory, and if all goes well, I'd say it'll finally be time, unless there's anything else for the mod we wanna include.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 18, 2016, 12:55:22 am
Hell yes. I'm gonna probe about in some evil or maybe necromancer infested territory, and if all goes well, I'd say it'll finally be time, unless there's anything else for the mod we wanna include.

Well, I was kinda hoping we could do something with the vampires, but I'm not entirely sure what purpose they'd even serve outside of "oh look, the caverns are full of feral vampires. Cool"
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 18, 2016, 12:57:23 am
The vampires were wiped out in a big fuck-off war, hence why we didn't have them eating people in Spearbreakers.

I mean, remnants cropping up in new territories is certainly doable, but I'd rather leave them being included up to everyone else.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: FallacyofUrist on January 18, 2016, 06:53:42 pm
Unless there's anything else for the mod we wanna include.
I'd love to see exploding mushrooms in Spearbreakers 2.
But that might just be me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 18, 2016, 08:20:42 pm
Unless there's anything else for the mod we wanna include.
I'd love to see exploding mushrooms in Spearbreakers 2.
But that might just be me.

By the way, who want the joke flying plump helmets/plump helmet flies implemented ? I kinda forgot to ask more about it. (exploshrooms could be added at the same time, given everyone agree)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 19, 2016, 04:02:53 am
Eh... Why not? Sounds like fun.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 19, 2016, 05:53:07 am
Eh... Why not? Sounds like fun.
+1
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on January 19, 2016, 01:50:34 pm
Unless there's anything else for the mod we wanna include.
I'd love to see exploding mushrooms in Spearbreakers 2.
But that might just be me.

By the way, who want the joke flying plump helmets/plump helmet flies implemented ? I kinda forgot to ask more about it. (exploshrooms could be added at the same time, given everyone agree)

Only if they're pets
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Terrahex on January 23, 2016, 01:23:21 am
Unless there's anything else for the mod we wanna include.
I'd love to see exploding mushrooms in Spearbreakers 2.
But that might just be me.

By the way, who want the joke flying plump helmets/plump helmet flies implemented ? I kinda forgot to ask more about it. (exploshrooms could be added at the same time, given everyone agree)

Only if they're pets
The plump helmet flies or the exploding mushrooms?

Also, forgive my ignorance, but is the lore being cleansed for spearbreakers 2?
I'd still like a dwarf even if it's doubtful i'll take a turn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on January 23, 2016, 09:18:02 am
I don't even know anymore. I was just gonna do a reboot and go from there, but after all the work put in on the mod, it'd be an insult to Mr Frog and Nakeen as well as the fort's horrid mass of writhing madness not to just go for a direct sequel.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 23, 2016, 11:13:16 am
Sequel.
Do it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 23, 2016, 01:02:43 pm
I don't even know anymore. I was just gonna do a reboot and go from there, but after all the work put in on the mod, it'd be an insult to Mr Frog and Nakeen as well as the fort's horrid mass of writhing madness not to just go for a direct sequel.

I personally don't mind either way :p
Whatever your choice, good luck !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 23, 2016, 04:11:07 pm
It can be both. Time travel is a thing, and embracing the weirdness is key.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 26, 2016, 03:49:40 am
Inactivity count: Three days.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 26, 2016, 05:34:31 am
Status reports?
Guys?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 26, 2016, 11:36:20 am
Ah sorry ! Laziness, work and all have totally stopped my progress in my test-fort !

Sorry if you had expectations.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 26, 2016, 01:13:45 pm
No problem, it's just nice to have feedback one way or another.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 26, 2016, 01:19:28 pm
Yeah, keep posting, guys, we're almost there!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 28, 2016, 12:27:46 am
I opened a text editor and did some changes to the degenerate spawns. I managed to correct their "guerrila" behaviour by modifying their personality tokens.

Apart from this, I did strictly nothing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on January 28, 2016, 12:12:47 pm
Nooooo.  Guerilla Degenerates.  Unfix.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: FallacyofUrist on January 29, 2016, 10:10:39 pm
Nooooo.  Guerilla Degenerates.  Unfix.
+1.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on January 29, 2016, 10:16:09 pm
Nooooo.  Guerilla Degenerates.  Unfix.
+1.

Certainly, if their AI was doing a neat thing, we need something to do that neat thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on January 30, 2016, 12:02:08 am
Haha, if that's what you want no problem. I will still nerf their speed a little bit, having them run as fast as olympic runners is really weird (and unfun D:) :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on February 05, 2016, 12:31:29 am
From another thread:

In unrelated news, since I'm here, how did Game!Mr Frog keep his PEA charged, in Spearbreakers?  It came up elsewhere.

I think they had crazy futuristic batteries that lasted a really long time. They'd probably have burnt out eventually. More truthfully, I legitimately did not think of this on account of actually being a pretty bad writer
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 05, 2016, 01:02:56 am
What's a PEA ? (I can't stop imagining a Frog with a little electrically charged green pea.)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Arcvasti on February 05, 2016, 01:05:22 am
What's a PEA ? (I can't stop imagining a Frog with a little electrically charged green pea.)

Personal Electronic Assistant?

Permanantly Erratic Asshole?

Plush Ethnocentric Assailant?

Really, the only limit here is your imagination. Don't ruin it by asking for answers. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 05, 2016, 01:19:36 am
Okay, headcannoning it as a green electrically charged pea. :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 05, 2016, 01:49:56 am
It could even be a non-english language. We may never know. Regardless of all other factors, they were clearly manufactured by the legume-based equivalent of the Apple Corporation, and as such have an open pea pod marked on the back of their cases.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on February 05, 2016, 03:32:55 am
What's a PEA ? (I can't stop imagining a Frog with a little electrically charged green pea.)

Personal Electronic Assistant?

Permanantly Erratic Asshole?

Plush Ethnocentric Assailant?

Really, the only limit here is your imagination. Don't ruin it by asking for answers. :P

The first is correct. It's basically an iPhone, except it's a FUTURE IPHONE!!! and so is vaguely but nonetheless-incontrovertibly better.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 05, 2016, 03:36:41 am
Basically just better hardware, I'd assume. Plus transdimensional comms antennae. :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on February 05, 2016, 03:37:42 am
Basically just better hardware, I'd assume. Plus transdimensional comms antennae. :V

And the screen won't crack if you drop it. Also:

It could even be a non-english language. We may never know. Regardless of all other factors, they were clearly manufactured by the legume-based equivalent of the Apple Corporation, and as such have an open pea pod marked on the back of their cases.

This is canon now. I'm calling it Peepo Corporation and you can't stop me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 05, 2016, 03:39:58 am
But... but peas... D:
At least make their logo a green pea !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on February 05, 2016, 03:42:05 am
But... but peas... D:
At least make their logo a green pea !

Sure
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 05, 2016, 03:53:53 am
(http://bioweb.uwlax.edu/bio203/s2009/tarmann_sama/MCj03914840000[1].gif)

Here ya go.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 09, 2016, 10:53:25 pm
What should we mass-depict in the future SB, with the wake of soon-to-come-0.42.06 ?

Endless engraving of mugs mugging mugs ? Dwarves embracing railguns ? Lungfish overlords ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 09, 2016, 10:59:57 pm
Everything advanced was constructed by the Legume Corporation, and as such must be marked with a pea or sweet pod or risk orbital bombardment.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on February 09, 2016, 11:15:22 pm
What should we mass-depict in the future SB, with the wake of soon-to-come-0.42.06 ?

Endless engraving of mugs mugging mugs ? Dwarves embracing mugs railguns ? Lungfish overlords ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 09, 2016, 11:32:46 pm
Dwarves embracing mugs Mugs engraving dwarves
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 10, 2016, 05:33:33 am
Nonono.
Just mass-depict the mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 10, 2016, 06:56:24 am
Nakeen. The walls must be made from mugs. Allow mugs to be used in the construction of things.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 10, 2016, 07:41:47 am
Nakeen. The walls must be made from mugs. Allow mugs to be used in the construction of things.

Ooh, we are onto something. Must see if I can mod in a "mug brick" material or something.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 10, 2016, 06:06:09 pm
0.42.06 is there ! Time to engrave ! :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on February 10, 2016, 06:24:41 pm
Indeed. I'm gonna see about emblems and suchlike. NAd turn off evil weather, because I'm sick of the weather making wagons collapse.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 10, 2016, 06:27:40 pm
Oh darn. This is the best thing ever. I'm furiously engraving images of mugs withering away, praying, raising dwarves and what-not.

This is but the beginning.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 10, 2016, 06:30:14 pm
MUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGSMUGS
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 10, 2016, 06:54:00 pm
Our surface fortifications must be in the shape of a mug.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Gwolfski on February 13, 2016, 06:33:31 pm
There should be a bed-mug. Manufacture of goblets and cups is hereby forbidden, the mugs shall prevail!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 16, 2016, 05:37:32 am
I should stop lurking in the Forum Games & RTD threads. My progress with SBII is sloooow currently (also because of IRL stuff, but that's to be expected) !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 16, 2016, 05:39:54 am
IRL takes precedence.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 16, 2016, 11:13:16 pm
Indeed. There are very few interweb-things that surpass Reality in importance.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on February 17, 2016, 05:11:33 am
Indeed. There are very few interweb-things that surpass Reality in importance.

One of the few is making sure your Git projects are committed and pushed
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Kadian on February 18, 2016, 03:07:35 pm
This thread smells of mugs. I wonder why...

Manufacture of goblets and cups is hereby forbidden, the mugs shall prevail!

Everyone who crafts goblets and cups will be thrown into a sea of mugs, each one filled to the brim with magma?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 18, 2016, 03:25:06 pm
Welcome, newcomer!

... Appropriately dorfy, that.

We must make mug-based materials.  Mug Block?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 18, 2016, 03:43:07 pm
I mean, we already have MUG cannons.

Perhaps if we make mugs craftable into ingots, we'll be able to make mugs out of them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 18, 2016, 03:44:11 pm
We have mug cannons, but we should be able to make mug walls.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 18, 2016, 03:45:36 pm
Obviously.

I'm just imagining a wall made out of stacked mugs, then backfilled with mortar until it's actually solid.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 18, 2016, 03:46:53 pm
Heh.  No, it's made of interlocking mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 18, 2016, 04:27:24 pm
Mug-atoms ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on February 18, 2016, 04:28:02 pm
No.  That would be SILLY.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 18, 2016, 05:27:36 pm
You could totally make a mug-atomic bomb with two differently sized mugs forged of fissile material.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Kadian on February 18, 2016, 06:59:09 pm
You could totally make a mug-atomic bomb with two differently sized mugs forged of fissile material.
You'd call that a mugtomic bomb. And it wouldn't be the first time that dorfs make mugs out of fissile material. Or Hammers...oh, oh, oh! A Giant Mug on a stick, to hammer people with! Also, Mug-Armor! Chainmail? Pah, Mugmail!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TalonisWolf on February 28, 2016, 01:31:58 pm
  Bring out the Mugomatic Assault Rifles and Mugroglycerin, bring out the Combat Beer, for soon we march on to war against the Spawn!

  Let their Obsidian Hearts be torn from their corrupted corpses and used to create a throne for the return of Dwarven greatness!

...is it to late to make obsidian spawn hearts a build material? That would be intense.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on February 28, 2016, 01:46:19 pm
Or, perhaps, infuse steel with those hearts to create blades, axes, and spears, fueled by the hatred for the spawn the dwarven spirits that they once were had for the fallen Detective, for having them trapped in such horrible forms.

With the spirits of the forebearers freed by this process, their might is granted to the warriors who bear those arms into battle; the process produces Ancestor Steel, which upon tearing the flesh of the Great Enemy, causes immense disorientation, nausea, and drastically reducing their agility and strength.

And for every Spawn slain, and their heart destroyed upon an alter to the gods, a dwarven spirit is finally set free and bound for Dwarfhalla to be with our uncountable slain forebearers, leaving behind a small measure of its fury against the spawn in the resultant steel.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on February 28, 2016, 01:51:00 pm
I approve.

Mayhaps the heart of a Megaspawn can be forged with adamantine?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on February 28, 2016, 02:12:43 pm
Sounds about right. The souls of those who were, while not champions, great warriors in their own right.

Although if Greater Spawn (the demonic golem-esque variety encountered in the underworld,) can also be encountered either alone or in very small groups in the furthest caverns, those hearts can be used to undergo a sort of transformation.

It is said that Greater Spawn house the tormented souls of the greatest heroes of uncounted dwarven holds. Should by some miracle the monsters be slain and their hearts taken to the gods, an option is given: To be granted a suit of armor of that most treasured mineral, or to become one with the spirit, allowing their devotion to the dwarven people and their unwavering might to return to the mortal world through a sort of symbiotic possession.

The dwarf who offers to take on this champion is fundamentally altered, being now possessed of a second soul while becoming impossibly strong and agile and granting mastery of marksmanship, melee combat, the use of armor and shield, and the use of axes, hammers, swords, maces, and spears, as well as divine protection against the ravages of time and disease, that they may serve their people for as long as good fortune permits.

These Einherjar, as they are called, are few and far between, as becoming one entails battling the mightiest servants of Holistic Detective and claiming victory with their black hearts, though they are sometimes seen. And however mighty they may still be slain by mundane causes, such as dehydration, starvation, industrial accidents, or poor fortune in battle.

The trade off: Suit of adamantine armor without needing to mine it, or an unaging syndrome-immune super soldier (who still needs to be equipped which depending on the skills of your armorers and weaponsmiths may or may not be an issue.) Probably also prone to rage and utterly fearless, which may make them difficult to control.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on February 28, 2016, 04:46:05 pm
I will look this up and try to get it done today. (yes I'm not dead)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Gwolfski on February 29, 2016, 12:10:03 pm
Mugs should be craftable from skulls. as in skull + bone (for handle)=mug
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: CaptainMcClellan on March 01, 2016, 09:01:31 pm
Someone PM me when the next fort gets going.

In the meantime, I think you all will enjoy this. http://www.bay12forums.com/smf/index.php?topic=156632.0

I've much to catch up on here, but I wanted to announce that I too am alive.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on March 01, 2016, 09:20:45 pm
Indeed I was already enjoying that.  WB, by the way.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: CaptainMcClellan on March 01, 2016, 09:27:53 pm
Indeed I was already enjoying that.  WB, by the way.
Thanks for your welcome and your enjoyment! It's my girlfriend's effort so I enjoy people enjoying it also. And I hope to be more active from now on. Including here. :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on March 01, 2016, 09:30:49 pm
Woo!

All right, People With The Mods, progress reports?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 01, 2016, 11:06:37 pm
Not a clear progress report. I will make one tomorrow maybe, but I'm basically modding in some suggestions from the recent comments.

EDIT: trying to mod. Rustiness and complexity slow me down.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on March 01, 2016, 11:13:39 pm
No rush at all, I'd certainly like to see symbiotic possession working in favor of us for once.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 01, 2016, 11:38:08 pm
I created a new building based off Splint post : the "Altar". It will be where the obsidian hearts will be offered.

Also, obvious problem concerning the Einherjar/Possession/Incarnation/Whatever, it is the recurring problem of inflicting syndromes with reactions. Without DF-Hack, it is so unreliable it is not feasible.

Also made a dummy item named "mug-atomic bomb", but as you would expect, it doesn't do anything. I also created a building named "mug-atomic bomb", which is basically a building to expose your bomb in your room/hallway/armory. Useless but pretty, I guess.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on March 02, 2016, 12:12:35 am
Could you make it cave itself in, or exist on different z-levels so it can collapse?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on March 02, 2016, 12:16:43 am
Inhaled syndromes are always hit-or-miss. I've found the best solution is to lock the door out of the room the shop is in to prevent pathing out of the cloud.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 02, 2016, 12:24:49 am
Could you make it cave itself in, or exist on different z-levels so it can collapse?
I'm assuming you are speaking of the custom building ? Buildings can't exist on different z-levels.

Inhaled syndromes are always hit-or-miss. I've found the best solution is to lock the door out of the room the shop is in to prevent pathing out of the cloud.
Yes, this is the best solution. But still, there is the problem of gas inhalation (I made a thread somewhere about it). Success rate will be at best 20% if I remember well.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on March 02, 2016, 12:27:57 am
If there was a way to  make it a contact syndrome, then that'd work maybe.... provided the dwarf wasn't wearing gloves.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on March 28, 2016, 04:48:44 am
So, there was a discussion a while back about how railguns are currently basically high-contact area blunt weapons, because small-contact-area weapons aren't really sufficiently overpowered for this situation.

I'd like to see what happens if you take a small-contact-area weapon, and begin adding velocity until you either find some kind of cap, or make it effective. High-relativistic personal railguns are super tech-fantasy, but if that's needed, I support it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Starweaver396 on March 28, 2016, 03:28:44 pm
So, there was a discussion a while back about how railguns are currently basically high-contact area blunt weapons, because small-contact-area weapons aren't really sufficiently overpowered for this situation.

I'd like to see what happens if you take a small-contact-area weapon, and begin adding velocity until you either find some kind of cap, or make it effective. High-relativistic personal railguns are super tech-fantasy, but if that's needed, I support it.

I believe that's how whips work, isn't it? They're the most OP weapons in the game.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on March 28, 2016, 06:00:12 pm
For taking out armored targets that actually die when you shatter their skull and lose consciousness when you break their bones. Something like the Spawn, which these weapons are actually intended to kill, don't actually care terribly much if you decapitate them, and need a considerable amount of destructive capacity or luck to properly kill.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on March 28, 2016, 07:17:50 pm
With the introduction of pulping, ideally it should take at most two body shots to be fatal on a spawn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 28, 2016, 10:24:06 pm
So, there was a discussion a while back about how railguns are currently basically high-contact area blunt weapons, because small-contact-area weapons aren't really sufficiently overpowered for this situation.

I'd like to see what happens if you take a small-contact-area weapon, and begin adding velocity until you either find some kind of cap, or make it effective. High-relativistic personal railguns are super tech-fantasy, but if that's needed, I support it.
I already made such tests with the railguns when I modded them in.

Extreme velocity small contact area blunt attacks nearly always chipped the bone. They killed by jamming the skull through the brain, and never could crush bodyparts or sever anything.
They were only effective when facing skeleton-less creatures, as lacking a skeleton made them prone to severing (like in the Bronze Colossus case).

That's why I made the railguns high-velocity large contact area, to simulate the "blast". In effect it made railguns into extremely letal crushing/severing powerhouses.

With the introduction of pulping, ideally it should take at most two body shots to be fatal on a spawn.
"Needleguns" can only kill vertebrate beings by injuring the brain or the heart. They won't disable limbs as they only chip the bone, this make them rather ineffective against NOPAIN vertebrates.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on March 28, 2016, 10:24:54 pm
How extreme velocity?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 28, 2016, 10:28:28 pm
How extreme velocity?
More than 500000000 in dwarven numbers.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on March 28, 2016, 10:39:36 pm
Have you tried the maximum possible value?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on March 29, 2016, 12:58:49 am
Have you tried the maximum possible value?
I tried even more zeroes, and it didn't change the result. I don't know what the possible value is, but I think a velocity of 5*1020 is a good idea.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on March 29, 2016, 02:58:09 am
Interesting. Yeah, I'd definitely say that if that doesn't get you a substantially effective weapon from velocity alone, we can safely say adding more zeroes doesn't help.

It's really too bad the game doesn't model hypervelocity effects, that'd be great.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 07, 2016, 12:15:24 pm
Hello?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 07, 2016, 01:40:23 pm
Hello?
It's me
I was wondering if after all these years you'd like to meet
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 07, 2016, 01:43:43 pm
Are we still going to do this thing?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 07, 2016, 01:59:50 pm
Hello?
darkness my old friend...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 07, 2016, 03:47:51 pm
I've come to speak with you again...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 07, 2016, 04:12:59 pm
Because a vision softly creeping /
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TalonisWolf on May 07, 2016, 06:27:28 pm
  Carp, I was excited to see a notification from this thread... only to laugh at lyric references. :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 07, 2016, 07:22:43 pm
Dammit, you broke the chain.

In other news, it looks like Toady intends to upload another update soon. Let's hope it's a finish to this cycle, rather than the start of another.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on May 08, 2016, 03:17:36 am
A hope against hope, I reckon
Still hoping though
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 08, 2016, 03:45:52 am
shouldn't someone just take the save and start again from there?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 08, 2016, 04:56:20 am
shouldn't someone just take the save and start again from there?
....

Nooooo, I don't think so.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on May 08, 2016, 08:24:42 am
The fort ended like 400 pages ago.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 08, 2016, 08:46:35 am
The fort ended like 400 pages ago.
how... many... what? 700 pages of people wanting to reboot it? what?? hwut?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 08, 2016, 08:47:30 am
The fort ended like 400 pages ago.
It can't have been THAT many.  How many ppp are you on?

The fort ended like 400 pages ago.
how... many... what? 700 pages of people wanting to reboot it? what?? hwut?
Yes, it has been a long time coming.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on May 08, 2016, 09:08:10 am
I'm on the default. Also, the rest of the topic was all role-playing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 08, 2016, 09:11:31 am
I'm on the default. Also, the rest of the topic was all role-playing.
The fort is also the story.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 08, 2016, 10:48:08 am
The fort ended like 400 pages ago.
It can't have been THAT many.  How many ppp are you on?
The fort (and due to circumstances, the story that was continuing it,) ended.... I wanna say 2-3 years ago, and a couple hundred pages at least with default posts per page.
The fort ended like 400 pages ago.
how... many... what? 700 pages of people wanting to reboot it? what?? hwut?
Yes, it has been a long time coming.
[/quote]
At this point I dunno if I want to do the sequel or not. Obviously there's some obligation because of the mods made being pretty cool. But I'm still sort of on a "redo this shit and try to keep things sane relatively speaking compared to last time." Mindset. Spearbreakers is to me what it means to make both a great story, and an absolutely abysmal succession game. At the same time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 08, 2016, 01:20:37 pm
So clearly the succession game needs work.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 08, 2016, 02:16:36 pm
Sooo... What must we do?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on May 08, 2016, 10:41:43 pm
Sooo... What must we do?
What we must.
Because we can
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 09, 2016, 12:39:30 am
Sooo... What must we do?
What we must.
Because we can
Let me re - frase that.
Are we going to necro spearbreakers, or what?
If not, what are we doing?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 12:40:24 am
Sooo... What must we do?

We could just... I dunno... launch the fucking fort already instead of constantly waiting for the perfect version and the perfect team and the perfect mod package to all come together like a mcfucking planetary alignment?

Like pardon me for being a bit bitchy here (I'm as guilty of the above as any of us) but something that's become clear over the last few years is that if we aim for perfection with this thing it will literally never ever happen. We've tried god knows how many times over the last three friggin' years to get this thing running again but it always foundered for some reason or another -- the version was buggy or possibly-soon-to-be-outdated, or the mods weren't as impressive as we liked, or there was drama with the community (*squirms nervously*). The "perfect" circumstances for the sequel will not happen. Barring an absolutely cosmic occurence bordering on a miracle, there will always be something wrong.

Fortunately, we don't need perfection to make a good fortress. All we need is:

> A relatively-stable DF version to play in (check)
> A good community of damaged and emotionally-unstable creative people with too much fucking time on their hands (check)
> A person with extensive experience running community games who's willing to run the fort (check? Splint pls?)

Maybe we could do well to have some extra mods to reflect some of the setting development, but we've had trouble coordinating that to date due to poor communication. Fortunately, I know Splint has extensive modding experience by now and should be able to make a few simple mods, possibly with my or someone else's help. And even that isn't strictly necessary to my mind as long as we bring our best imaginations and worst playing ability. Because Spearbreakers, at its heart, was just a simple succession fortress with a few mods to add flavour. It's the community that sprang up around it that made it... Great? Terrible? Both? I dunno.

Like, I dunno you guys, I think we should just let 'er rip at this point. Waiting for the perfect time hasn't worked. Trying to build the biggest, baddest mod we could didn't work. Maybe we should just wing it. We made bullshit work once, we probably can do it again.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 09, 2016, 12:44:30 am
Well then. 700 going on 800 pages, and someone finally, finally cops on. Let's just mod in the spawn of holistic and have some flipping fun.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 12:50:56 am
Well then. 700 going on 800 pages, and someone finally, finally cops on. Let's just mod in the spawn of holistic and have some flipping fun.

I think Holistic Spawn have already been updated, so that saves us some time.

I'd really like to have mugrifles/mughammers as well, if only for giggles, but I don't remember if those were ever finished.

E: Yep, I currently have in my possession Spawn raws updated for 42x, along with mugbots and house frogs if anyone wants those. Pretty sure I have them on my DFFD already as well.

E2: Also still have the Spawn variants (megaspawn, degenerate spawn, spawnfalloon, and the SPECIALSURPRISE) although I recall Splint reacting fairly-negatively to my interpretation of the megaspawn and the SPECIALSURPRISE will definitely be too much to handle without the specialised weapons Nakeen was making.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 09, 2016, 12:56:10 am
Well then. 700 going on 800 pages, and someone finally, finally cops on. Let's just mod in the spawn of holistic and have some flipping fun.

I think Holistic Spawn have already been updated, so that saves us some time.

I'd really like to have mugrifles/mughammers as well, if only for giggles, but I don't remember if those were ever finished.

E: Yep, I currently have in my possession Spawn raws updated for 42x, along with mugbots and house frogs if anyone wants those. Pretty sure I have them on my DFFD already as well.
Just get on with it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 01:01:45 am
Well then. 700 going on 800 pages, and someone finally, finally cops on. Let's just mod in the spawn of holistic and have some flipping fun.

I think Holistic Spawn have already been updated, so that saves us some time.

I'd really like to have mugrifles/mughammers as well, if only for giggles, but I don't remember if those were ever finished.

E: Yep, I currently have in my possession Spawn raws updated for 42x, along with mugbots and house frogs if anyone wants those. Pretty sure I have them on my DFFD already as well.
Just get on with it.

Love to, but I'm pretty sure Splint would eviscerate me if I were to pull the rug out from under him on this, as it were. So, I won't. I'm just stating which resources I currently have to offer should Splint desire them.

Still, Splint please for the love of god just get this shit moving in some form, we are literally on the brink of rioting here
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 01:03:26 am
I PM'd Nakeen, let's hope he gets back to us soon on weapon mods, but if they're not available, we'll just have to rely upon exploits and luck.

I say start the fortress as soon as whoever intends to run the damn thing has time to do so, regardless of mods, but preferably with them.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on May 09, 2016, 01:05:30 am
You know what I'm with the amphibian on this one
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 01:06:30 am
I PM'd Nakeen, let's hope he gets back to us soon on weapon mods, but if they're not available, we'll just have to rely upon exploits and luck.

(http://57.media.tumblr.com/4f466e2bc563772c81125199bec2361b/tumblr_o0nrayWJxe1sis7hho4_400.gif)

Good man. I could easily just remove the SPECIALSURPRISE though, since I can say with absolute certainty that luck will not save us from THEM. Although I think they have a magma weakness.

Quote
I say start the fortress as soon as whoever intends to run the damn thing has time to do so, regardless of mods, but preferably with them.

I could probably run the fort alongside Clobbermountains if I really have to, although I don't want to do that to Splint.

E: Like, I have to emphasise, this is still Splint's project. Nobody but him should be taking up the reins unless he personally declares it to be necessary.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 01:08:23 am
Magma, and hopefully minecart weapons, the one tool we didn't have last time.

Also, your post formatting is hella borked.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 01:09:26 am
Magma, and hopefully minecart weapons, the one tool we didn't have last time.

Also, your post formatting is hella borked.

how do i formatted post????????

Also I fixed it lol

E: In response to your post... minecarts may or may not work; I don't know the full extent of their offensive utility. THEY are extremely big, however.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 01:11:47 am
Image is still rekt on my end. :V

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 01:14:05 am
Image is still rekt on my end. :V

It's working on my end :V  Guess you'll just have to live without Best Gem giving you a thumbs-up.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 01:15:53 am
nuuuuuuuuuuuuuu :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 01:20:58 am
We should probably dig up that Discord link; I miss having you dudelets around :V

In any case, I'm off to bed. Hopefully Splint will have stumbled onto this by the time I get back from work tomorrow :V

E: One last thing: I just checked the raws and yes, THEY are in fact vulnerable to magma and other extreme heat sources. How would y'all feel about an enemy that can basically only be killed by our dear, beloved magma? With that lovely image, I bid thee goodnight.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on May 09, 2016, 01:38:24 am
Howdy, it's been a moment so I don't exactly remember which version of the weapons I posted.

Looking at my dropbox, it seems I posted the latest version of the weapons I had.

Playtest showed everything worked like a charm, but there were some minor bugs with datachips as they weren't consumed like intended in some reactions.

Also, datachips were a pain in the ass to get, and Parasol/Ballpoint somehow refused to wear some equipment.

The version is updated to 0.42 and playable, but I didn't look much upon it since February.

Putting the link again (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on May 09, 2016, 01:39:30 am
We should probably dig up that Discord link; I miss having you dudelets around :V

In any case, I'm off to bed. Hopefully Splint will have stumbled onto this by the time I get back from work tomorrow :V

E: One last thing: I just checked the raws and yes, THEY are in fact vulnerable to magma and other extreme heat sources. How would y'all feel about an enemy that can basically only be killed by our dear, beloved magma? With that lovely image, I bid thee goodnight.
Also about all kind of Spawns. With the mid-game to end-game weapons, they weren't that much of a threat.
The early was terribly hard when Spawns came in though.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on May 09, 2016, 01:39:56 am
We should probably dig up that Discord link; I miss having you dudelets around :V

In any case, I'm off to bed. Hopefully Splint will have stumbled onto this by the time I get back from work tomorrow :V

E: One last thing: I just checked the raws and yes, THEY are in fact vulnerable to magma and other extreme heat sources. How would y'all feel about an enemy that can basically only be killed by our dear, beloved magma? With that lovely image, I bid thee goodnight.

You mean this one? (https://discord.gg/0g2sUaS4K5R68cpr)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 09, 2016, 01:47:35 am
Here we go again...

HYPE HYPE HYPE
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 02:07:44 am
Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 09, 2016, 03:15:14 am
PA SYSTEM: The administration would like to remind the lot of you belligerent drunken gits that rioting will be met with permanent off-world reassignment in compulsory armed forces auxiliary units. That is to say, I hope you like being killed by giant alien mantids, the pen-lovers,  and only the gods know what else.

In seriousness, it's less waiting for a perfect version and more a combination of hindsight in regards to the way the story went and just plain laziness on my part.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 04:30:50 pm
On a completely separate topic, check this out. (https://en.m.wikipedia.org/wiki/Breech-loading_swivel_gun#)

It's an ancient light cannon loaded with iron mugs. I mean, yo, do want?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 09, 2016, 07:39:38 pm
Hey guys, 43.01 is out.

We need to update the mods again :v
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 09, 2016, 07:47:55 pm
I'd say that updating the mods is only worth the delay if it's quick and easy.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 08:26:17 pm
Hey guys, 43.01 is out.

We need to update the mods again :v

Oh. Cool.

(WAKE ME UP) wake me up inside (I CANT WAKE UP) wake me up inside (SAVE ME)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 09, 2016, 08:39:34 pm
PA SYSTEM: The administration would like to remind the lot of you belligerent drunken gits that rioting will be met with permanent off-world reassignment in compulsory armed forces auxiliary units. That is to say, I hope you like being killed by giant alien mantids, the pen-lovers,  and only the gods know what else.

In seriousness, it's less waiting for a perfect version and more a combination of hindsight in regards to the way the story went and just plain laziness on my part.

In any case, I think this has been waiting long enough. Please god let's just get on with this already I personally just want a final word on what we need to do before getting this thing off the ground so we can get it done and get things going.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on May 09, 2016, 08:47:40 pm
I will look into it. But I don't think updating is necessary, 43.01 didn't add anything in term of RAWS editing.

Hovering over the file changes, I can say with 99% certainty the mod will work fine on 43.01. And if it doesn't, well, oops.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 09, 2016, 09:40:19 pm
I will look into it. But I don't think updating is necessary, 43.01 didn't add anything in term of RAWS editing.

Hovering over the file changes, I can say with 99% certainty the mod will work fine on 43.01. And if it doesn't, well, oops.
Oh good!  I have no clue what changed so that was a thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 10, 2016, 12:13:01 am
I think we've been over this, but will ammo sustainability be a concern for the techno weapons? IIRC they can only be produced from metal, which is somewhat-limited in supply.

E: Also, I have literally no idea what's changed in this version lol   Haven't been keeping up with the devlog much.

E2: But yeah, if everything's more-or-less functional then we can probably just fire it up and go once we fix the merchants-not-showing-up-with-armor bug and maybe get rid of the megaspawn since they are apparently somewhat-problematic. Although perhaps we should wait until we have a better idea of what stability issues to expect with the new version
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 10, 2016, 12:37:15 am
Tell you gremlins what - Once stability and such are ironed out for this version, we'll get started. And by "we'll" I of course mean "you incredibly foolhardy idiots." I'll take care of custodial duties and rule enforcement, but to be perfectly honest... I never thought I'd say this, but I just don't want to have a more active role than that in the sequel now, especially considering I already have two forts at least I need to get back to plus wanting to start something else (I just don't know what.)

Throw on my own festering dislike of how things turned out overall and sheer general disinterest... Well, hindsight's a bitch like that.

But I also don't want Mr Frog some other poor bastard to have to maintain all the turnlists and whatnot, which is something I have a fair bit of confidence in my ability to do. But know this: In such duties I may become slightly more unforgiving. And probably won't let Gwolfski have a turn after what happened in Clobbermountains.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 10, 2016, 01:14:55 am
Tell you gremlins what - Once stability and such are ironed out for this version, we'll get started. And by "we'll" I of course mean "you incredibly foolhardy idiots." I'll take care of custodial duties and rule enforcement, but to be perfectly honest... I never thought I'd say this, but I just don't want to have a more active role than that in the sequel now, especially considering I already have two forts at least I need to get back to plus wanting to start something else (I just don't know what.)

I won't try to change what I can't change, but... it wouldn't be the same without you. Just gonna put that out there.

Quote
And probably won't let Gwolfski have a turn after what happened in Clobbermountains.

:/ Not gonna go full moralising-asshole on everybody again, but still... let's leave Clobbermountains Dramatm in Clobbermountains. we'll probably make plenty of our own in short order lololol
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 10, 2016, 01:23:44 am
I do frankly support not letting Gwolfski have a turn, regardless of Clobbermountains shit I haven't seen.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 10, 2016, 01:37:09 am
I do frankly support not letting Gwolfski have a turn, regardless of Clobbermountains shit I haven't seen.

I'll assume that means he's had similarly lackluster performance elsewhere.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on May 10, 2016, 01:38:18 am
I...well, am out of the loop, so whatever you choose I will wish you good luck.

I still feel sorry for not having found the motivation to make the mod "perfect".
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 10, 2016, 01:46:17 am
Can we please turn the thread away from bashing someone who isn't even immediately-relevant to this fort? It's not classy.

I...well, am out of the loop, so whatever you choose I will wish you good luck.

The less said the better. It's literally completely unimportant; just petty community-game drama. I'd actually forgotten all about it until now.

Quote
I still feel sorry for not having found the motivation to make the mod "perfect".

You did your best with the time and energy you had and that's the most we can really reasonably ask for :V  We're not exactly compensating you for your services, and it was a fairly-complicated mod. Just getting it working was enough :)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 13, 2016, 09:02:34 pm
Bumpity.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 13, 2016, 09:13:50 pm
I think... I think I killed the thread, dudes. Sorry.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 13, 2016, 09:15:21 pm
No you didn't.

My postomancy shall make this thread RISE!  RIIIIIIISE!  RIIIIIIIIIIIIISSSSSSEEEEEEEEEE!!!!!!!!

/me  shudders and begins to move!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 13, 2016, 10:06:17 pm
D00dz, post M04R!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 13, 2016, 10:11:53 pm
Yes, exactly! RISE!  RISE FROM THE ASHES LIKE SOME SORT OF MUG-BASED PHOENIX!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 13, 2016, 10:38:46 pm
Yes, exactly! RISE!  RISE FROM THE ASHES LIKE SOME SORT OF MUG-BASED PHOENIX!

In not a flash of light and heat, but a shower of drinking vessels from a pile of mugs from which it bursts from, along with mists of various alcoholic beverages.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 13, 2016, 10:54:20 pm
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on May 13, 2016, 11:48:32 pm
We must do it. Just this time. Why aren't we doing it?
Do it.
Do it for the buddhist pandas.
(http://nimrais.deviantart.com/art/Panda-s-Blessings-217490606)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 14, 2016, 09:07:01 am

These legit give me headaches to look at. Ugh.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 24, 2016, 12:57:20 am
Sorry dude. :V

So we doin' this or what?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 24, 2016, 01:17:45 am
Sorry dude. :V

So we doin' this or what?

Never apologise for ART.

Also I dunno. I think I accidentally sapped the thread's momentum and I honestly feel really bad.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 24, 2016, 01:32:12 am
Spoiler: !!ART!! (click to show/hide)

Don't feel bad, just make more momentum.

DOODZ, I say again, post MOAR!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on May 26, 2016, 04:53:12 am
I swear to whatever gods are listening, this thread will never die
It may end up looking like the Soul of Innistrad (http://media.wizards.com/images/magic/daily/rc/2014/sewngzfqnm_rc25_cardart1.jpg) but it will never die
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 26, 2016, 12:39:35 pm
Agreed.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 26, 2016, 01:59:37 pm
I swear to whatever gods are listening, this thread will never die
It may end up looking like the Soul of Innistrad (http://media.wizards.com/images/magic/daily/rc/2014/sewngzfqnm_rc25_cardart1.jpg) but it will never die

That's cool and all but why did you just link back to a screencap of the thread?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 26, 2016, 04:57:47 pm
"BOSS!!! AH KEEP SHOOTIN' IT BUT IT WON'T STAY DED!"

"SO SHOOT IT MOAR YA GROT!!"

"BUT IT AINT WORKIN'!!!"
---
That particular critter really does seem to resemble this thread (and what happened with the fort,) far too well: A horrible amalgam of dirt, rocks, corpses, mugs, shadow devil ashes, mugs, headstones/graves, mugs, rocks, flecks of adamantine, mugs, broken pikes, and more rocks. Wearing Fischer's helmet. Which I'm sure she'll demand back in short order.

To be perfectly frank, I was expecting a flood of updates because of the adventure mode stuff fucking up everything stability-wise. I'm quite surprised this has not been the case...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 26, 2016, 05:01:14 pm
"YOU. CANNOT. KILL ME!"
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 26, 2016, 05:17:51 pm
"BOSS!!! AH KEEP SHOOTIN' IT BUT IT WON'T STAY DED!"

"SO SHOOT IT MOAR YA GROT!!"

"BUT IT AINT WORKIN'!!!"
---
That particular critter really does seem to resemble this thread (and what happened with the fort,) far too well: A horrible amalgam of dirt, rocks, corpses, mugs, shadow devil ashes, mugs, headstones/graves, mugs, rocks, flecks of adamantine, mugs, broken pikes, and more rocks. Wearing Fischer's helmet. Which I'm sure she'll demand back in short order.

To be perfectly frank, I was expecting a flood of updates because of the adventure mode stuff fucking up everything stability-wise. I'm quite surprised this has not been the case...

I'm out of the loop. What are the problems right now?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 26, 2016, 05:24:22 pm
I haven't played the new version, but I was expecting it to be horribly unstable, so I stuck my thumbs squarely up my ass to wait out what I thought was gonna be another wave of updates to the game :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 26, 2016, 05:28:10 pm
I haven't played the new version, but I was expecting it to be horribly unstable, so I stuck my thumbs squarely up my ass to wait out what I thought was gonna be another wave of updates to the game :V

Well, I'm heading in tonight to test a huge batch of mods I just made, so if the game happens to crash or my computer happens to light itself on fire I'll make sure to get back to y'all.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 26, 2016, 05:29:50 pm
Mods, you say?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 26, 2016, 05:34:17 pm
Mods, you say?

( ͡° ͜ʖ ͡°)

More for my own enjoyment at the moment, mind, but if any of them turn out good they'll probably end up in a succession fort at some point (either SB2 or CM2 or both, it matters not)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 26, 2016, 05:45:21 pm
That particular critter really does seem to resemble this thread (and what happened with the fort,) far too well: A horrible amalgam of dirt, rocks, mugs, corpses, mugs, shadow devil ashes, mugs, headstones/graves, mugs, rocks, mugs, flecks of adamantine, mugs, broken pikes, and more rocksmugs. Wearing Fischer's helmet. Which I'm sure she'll demand back in short order.
FTFY.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 26, 2016, 07:51:51 pm
That particular critter really does seem to resemble this thread (and what happened with the fort,) far too well: A horrible amalgam of dirt, rocks, mugs, corpses, mugs, shadow devil ashes, mugs, headstones/graves, mugs, rocks, mugs, flecks of adamantine, mugs, broken pikes, and more rocksmugs. Wearing Fischer's helmet. Which I'm sure she'll demand back in short order.
FTFY.

With maybe a few mugs in there as well.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aldraglienon on May 26, 2016, 09:30:28 pm
That particular critter really does seem to resemble this thread (and what happened with the fort,) far too well: A horrible amalgam of dirt, rocks, mugs, corpses, mugs, shadow devil ashes, mugs, headstones/graves, mugs, rocks, mugs, flecks of adamantine, mugs, broken pikes, and more rocksmugs. Wearing Fischer's helmet. Which I'm sure she'll demand back in short order.
FTFY.

With maybe a few mugs in there as well.
He Kinda already mentioned that.
The Spearbreaker mug supply is infamous, yes, their were a few on the forts tables but the impressive thing was the thousands strewn across the floors as in you literally couldn't see the floor in some places.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 26, 2016, 09:35:27 pm
You missed some mugs, Aldraglienon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 26, 2016, 11:06:46 pm
Didn't account for all the mugs, I'm afraid.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aldraglienon on May 26, 2016, 11:11:23 pm
There are so many! It's hard to account for all of them. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TalonisWolf on May 28, 2016, 12:32:47 pm
  There are so many mugs that atom smashing the mug stockpile has been rumored to crash reality due to the shock of having so much processing power freed up at once.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on May 28, 2016, 01:36:10 pm
Atom-smashing the whole mug stockpile would turn the universe into a mug.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on May 28, 2016, 01:44:35 pm
My god, thats a lot of mug jokes, and this looks intresting, i wonder if we could write a mug cannon
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 28, 2016, 01:52:26 pm
Dude, we already modded IN a mug cannon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on May 28, 2016, 01:53:38 pm
Dude, we already modded IN a mug cannon.
Lol, we forgot the poshqunfishes
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 28, 2016, 03:13:00 pm
Dude.  Poshguinfish isn't canon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on May 28, 2016, 03:44:35 pm
Dude.  Poshguinfish isn't canon.

Spoiler: Journal of Mr Frog (click to show/hide)

BAM.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on May 28, 2016, 03:50:11 pm
Dude.  Poshguinfish isn't canon.

Spoiler: Journal of Mr Frog (click to show/hide)

BAM.
put it in the raws (=
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 28, 2016, 05:35:29 pm
/me has gone stark raving mad!

IA

IA

POSHGUINFISH FTAGHN
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on May 28, 2016, 07:01:17 pm
The hell is a poshguinfish
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on May 28, 2016, 07:05:15 pm
(http://puu.sh/nDobx.gif)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on May 28, 2016, 08:41:38 pm
The hell is a poshguinfish
(http://puu.sh/nDobx.gif)

Exactly what amperzand said, now, who wants some +poshquinfish meat roast+ s?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on May 28, 2016, 09:03:19 pm
The hell is a poshguinfish
*points at my current avatar, which Amperzand has conveniently reposted.*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 02, 2016, 02:52:23 am
Bumping to regale y'all with ancient shitposts from days of yore (http://www.bay12forums.com/smf/index.php?topic=102730.msg5141507#msg5141507) that I found while looking through my post history

As a side note, seeing all the broken images in the older posts and remembering how they used to look hurts my soul.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 02, 2016, 03:21:18 am
Y'all needed to get better image hosting sites, every fort older than the last few years has dead images from Imagesahack and the like all over the place. :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Orange Wizard on June 02, 2016, 06:22:23 am
Oh geez I remember imageshack. RIP, brave soul.

Petition to have Toady add image hosting to Bay12?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 02, 2016, 06:28:31 am
That would be a nice thing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on June 02, 2016, 11:30:51 pm
Postimage os the best here.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 02, 2016, 11:33:14 pm
Uhhh...  ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 03, 2016, 12:37:21 pm
Journal of The Master: 34th of Fuck

I live again. I've been dead for I don't know how many years. Looking around, I see that time has stopped. One could almost say that Armok went on hiatus. Oh well. Maybe I should go back to being de-

The rest of the page is covered in blood, tears, and purple paint spatters
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 03, 2016, 12:39:23 pm
He lives.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 03, 2016, 01:05:14 pm
IA!  IA!  CHESTNUT FTAGHN!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 03, 2016, 01:07:49 pm
Oh look, a talking fish. You know, back in my day we used to feed your kind to the land carp.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 03, 2016, 01:19:04 pm
I am the land carp.  Crossbred with penguin wizards.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 03, 2016, 02:52:33 pm
I am the land carp.  Crossbred with penguin wizards.
Oh, carp off.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 03, 2016, 03:19:18 pm
Oh, carp off.
Carp in carp off. Before you know the carps are here.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 03, 2016, 04:22:54 pm
The most terrifying thing known to dwarfkind:Flying skeletal carp.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 02:16:52 pm
Alright men, the time fast approaches. Grabbing the updated mod, making some minor tweaks/my own addons to it. Cobble up a better main post from what I had and all that good stuff, and get a first year out of the way. If only so you guys will quite friggen prodding me about it.  :P

Assume the Sequel underway by next week, maybe the sunday after next at the latest.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 05, 2016, 02:24:10 pm
IT LIIIIIIVES!

BLOOD FOR THE BLOOD GOD!
MUGS FOR THE MUG THRONE!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 02:46:27 pm
woot woot
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 05, 2016, 02:49:22 pm
BLOOD FOR ARMOK!

GLORY TO THE MOUNTAINHOME!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 04:49:51 pm
Um, quick question: What sort of embark/worldgen are we looking at? Because I'd love to take a turn, but I'm pretty sure my craptop will literally disintegrate if made to run anything other than a Small world with moderate to few trees.

E: Propose changing the thread title to "HERE IT COMES, BITCHES" or something to that effect.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 07:01:17 pm
Ideally a medium world with a moderate history (accounting for a change of eras and a long passage of time.)

Since we can't depend on anything to actually try to kill us, and with undeads nerfed, I'll probably employ a "traditional" evil embark, sans weather and clouds.

I'll also be editing out virtually all birds that could keep us from glorious beakdog attacks and the like.

I'm also composing a little thing, accounting for the seeming directionlessness of the Spawn Hordes, among other things.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 07:06:33 pm
Honestly, part of me kind of wants clouds, as long as they don't husk things. If only for weaponisation purposes.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 07:08:48 pm
The FPS hits they can cause are why I'm leaving them off. I'm pretty sure Spearbreakers had numerous FPS issues in part because of the constant blood rain.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 05, 2016, 07:09:36 pm
Very true.

I do, of course, mourn the loss of wondrous WW1 grimdark rolling clouds of chemical warfare, but hey.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 07:14:10 pm
Well, consdiering I'm actually poking through the raws right now, I'd say taking away things that I was gonna take away anyway for FPS reasons is a suitable punishment. I won't elaborate here or in PM, but shame on you guys who made the updated spawn - not that i don't appreciate the efforts - I just need to remove certain traits that they shouldn't have.

But just as an example, I don't think degenerates would be smart enough to even know what a lock is, nevermind get doors open without smashing them. If I didn't know better, I'd say someone was try to deliberately kill us all with wild spawn.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 05, 2016, 07:25:17 pm
Well, consdiering I'm actually poking through the raws right now, I'd say taking away things that I was gonna take away anyway for FPS reasons is a suitable punishment. I won't elaborate here or in PM, but shame on you guys who made the updated spawn - not that i don't appreciate the efforts - I just need to remove certain traits that they shouldn't have.

But just as an example, I don't think degenerates would be smart enough to even know what a lock is, nevermind get doors open without smashing them. If I didn't know better, I'd say someone was try to deliberately kill us all with wild spawn.

Well :

...The Degenerate Spawns are smarter than I thought. I came to the realization that what I thought was fleeing was in fact some carefully planned guerilla tactic...

Edit: It reminds me of a "terrorist" variant of some creature that I created months ago. Upon death, it dropped a super-hot block of custom material that immediately turned into a red cloud of death that vaporized everything not immune to fire upon contact.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 05, 2016, 07:46:28 pm
I like smarter than they look Degenerate Spawn hivemind.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 05, 2016, 08:14:04 pm
Next week?! At the rate things were going, I had thought it wouldn't be until that dancing penguin exploded into gore!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 09:49:46 pm
Next week?! At the rate things were going, I had thought it wouldn't be until that dancing penguin exploded into gore!

I think you've angered him, Fish

Better start running
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Orange Wizard on June 05, 2016, 09:56:29 pm
Death to the dancing pengiun, glory to spearbreakers
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 10:36:21 pm
I have but one question: Do we keep the original name I was going to go with (Crystalclock,) go with something entirely random name generated, or keep to a weapon-verb/noun theme?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 05, 2016, 10:38:34 pm
Uhh.  Hm.

Is there a mug-themed name?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 10:39:37 pm
It's been Crystalclocks in my head for months now. Although I do think it might be a bit too dignified-sounding for the unholy clusterfuck that is to ensue.

Maybe something like "Clockbroken"?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 05, 2016, 11:12:37 pm
I would just like to add that the phrase "dispenses beverage contemptuously" is the best thing I've read in a month.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 05, 2016, 11:17:54 pm
I would just like to add that the phrase "dispenses beverage contemptuously" is the best thing I've read in a month.

Wait what that works now?

I could swear that the "dispenses beverage contemptuously"/"cheerfully dispenses beverage onto the ground" messages didn't work right for some weird reason...

Also you may want to tone them down a bit somehow if difficulty is a concern, as they're surprisingly sturdy and IIRC immune to magma due to their materials.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 06, 2016, 12:16:52 am
I like Clockbroken, and Clockbreakers seems fairly appropriate too. Whichever seems right.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Orange Wizard on June 06, 2016, 01:53:41 am
Clockbroken sounds good to me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 06, 2016, 07:29:29 am
Three things:
1. Happy page 800
2. We need to mod in a god of mugs. Just sayin'.
3. Was there a third thing? I can't remember.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 06, 2016, 07:32:52 am
Wait what's this about a week
I play Stellaris and Overwatch for three weeks minutes and i miss the biggest announcement in this thread since 2013
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 06, 2016, 08:04:28 am
I prefer the name, Themasterthemaster. It's got a nice ring to it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 06, 2016, 08:13:04 am
Clockbroken sounds good to me.
Maybe Spearbroken.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Monitor Lisard on June 06, 2016, 08:49:56 am
It's been Crystalclocks in my head for months now. Although I do think it might be a bit too dignified-sounding for the unholy clusterfuck that is to ensue.

Maybe something like "Clockbroken"?

More like "Clownboned" or "Swordblocked"

Or what about "Clockworked" instead? Vibes of violence and steam/dieselpunk provided.

On the serious note, it'd be fine if you used the RNG for such a task. After that, we might decide on how to make the fortress live up to its name.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aldraglienon on June 06, 2016, 12:28:48 pm
I like Clockworked too, as hilarious as Clownboned would be.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 06, 2016, 02:40:52 pm
On the serious note, it'd be fine if you used the RNG for such a task. After that, we might decide on how to make the fortress live up to its name.
As if Spearbreakers had anything to do with all the fucking mugs! Lol.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 06, 2016, 04:45:36 pm
On the serious note, it'd be fine if you used the RNG for such a task. After that, we might decide on how to make the fortress live up to its name.
As if Spearbreakers had anything to do with all the fucking mugs! Lol.

Spearbreakers more like Mugmuggers the Mugness of Mugs
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 07, 2016, 12:46:38 am
Sanitybattered.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 07, 2016, 12:57:04 am
Sanitybattered.
Oooh, I like this one.  Can we actually do that?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 07, 2016, 03:35:07 am
Sanitybattered.
Oooh, I like this one.  Can we actually do that?
I'm not sure. I hope so.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 07, 2016, 05:27:52 am
Sanitybattered.
Oooh, I like this one.  Can we actually do that?
I'm not sure. I hope so.

Modding it in isn't hard
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 08, 2016, 12:57:16 pm
Okay guys, devised some rules and all, modified slightly from my old one.

Spoiler: rules and sich (click to show/hide)

Thoughts?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 08, 2016, 01:13:15 pm
Aww, the crazy fun stuff was what made this fort great though!

Waaaaaaait.

Are we allowed to request non-dwarf 'dwarfings'?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 08, 2016, 01:17:08 pm
It feels like a holy decree announcing the forthcoming of the Crusade.

Which means it feels good.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 08, 2016, 01:20:10 pm
Aww, the crazy fun stuff was what made this fort great though!

Waaaaaaait.

Are we allowed to request non-dwarf 'dwarfings'?

I should add that, but if you mean humans, goblins, or elves, then yes. Fair game, but highly unreliable to get what you want.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 08, 2016, 01:28:43 pm
In general, I'm worried this might be too much for people to skim through comfortably. I remember that in Clobbermountains it seemed to me that a bunch of people straight-up did not bother reading the rules at all despite literally the first line of the OP telling them to do so, presumably because it was too lengthy so people went "fuck it". Trimming some unnecessary rules may be best.

In particular, the time limit seems overly-restrictive to me; based on my experience, you can expect extremely bare-bones updates at best, people spazzing out and vanishing at worst. I'd personally recommend a system of mandatory check-ins every three days, with a substantial in-character update at least once a week, additionally reserving the right to shitcan people if they're making you have pester them or are blatantly stalling (e.g. putting up a 50-word update with one screencap precisely once every seven days)

I'm not sure how I feel about the whole "no special snowflakes" rule now. These characters can be a lot of fun if they're done correctly. Maybe just soften it to "run it by me first".

E: Also, be more specific about how many armor layers we can use. How many mail shirts, how many cloaks/robes, etc.

E2: Is anyone else having trouble connecting very specifically to this forum? Guys, I... I think we broke Bay 12.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 08, 2016, 01:56:55 pm
I feel like "run it by me first" is a good rule for special snowflakes. I'd expect most to get canned anyway, but it allows some shenanigans. And requires the manager to do more, so maybe not.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 08, 2016, 02:27:09 pm
A battlefailed fort first, now... The return of the mug - i
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 08, 2016, 02:29:11 pm
The return of the mug

Tagline for next fort y/n
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 08, 2016, 04:03:32 pm
The return of the mug
Tagline for next fort y/n
awww yis.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 08, 2016, 04:30:28 pm
The rules look fine to me.

So, when do we start?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 08, 2016, 06:06:54 pm
I've been waiting to say this for a long, long time. Ahem.

CARNAGE!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 08, 2016, 07:37:43 pm
@ Mr. Frog

Armor: Sensible equipment - one uniform to a soldier, not however many layers can be stuffed onto a single dorf. To quote an American Dad character when people do that, ahem... WASTEFUL. You could have three soldiers decently equipped and covered for what gets put on some of the soldiers in other forts, to say nothing of how much of a pain it is to produce 400 cloaks for the army of 20 guys when everyone and their brother thinks the soldiers don't need them and claim all the cloaks for civilian purposes, the entitled little...

Time restriction: I think two weeks with check ins are fair. Remember what happened when we were more lenient than that about it. Although if it seems like they're phoning it in to three or more people, I also think it'd be fair to skip them over.

Length of Rules: Simple solution is to point them out and bash them over the head with it when they break the rules. If they seem confused as to why they got skipped over, then it'll be very telling if they did or not read them.

@ All: Special snowflake types are something I really don't want to deal with. The main issue is they have to be done well. Which, no offense to anyone here, most people can't do. Myself included.

However, among the base races it's perfectly feasible that they were involved with one of the old companies, so a dwarf or whatever having unusual skill with particular weapons, vast amounts of engineering knowledge, etc. wouldn't be unusual. Uncommon maybe, but far from being considered out there, considering Spearbreakers' events with them.

@ Return of the Mug: [y].
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 08, 2016, 07:41:54 pm
@ Return of the Mug: [y].

@ All: Special snowflake types are something I really don't want to deal with. The main issue is they have to be done well. Which, no offense to anyone here, most people can't do. Myself included.

That's kinda what I thought, yeah.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 08, 2016, 10:11:21 pm
I vote yes on Return Of The Mug
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 09, 2016, 04:11:20 am
Return of the mug it is then.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 09, 2016, 08:47:46 am
I vote yes too!

Note to self: Have somebody die a gruesome death involving mugs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 09, 2016, 09:08:49 am
I've been waiting to say this for a long, long time. Ahem.

CARNAGE!
THIS IS REAL.  YEAAAAH!!!!!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 09, 2016, 10:24:28 am
ALL HAIL THE CARNAGE! AND ALL HAIL THE MUGS OF MADNESS!
... Wait... What?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 09, 2016, 10:28:36 am
MUGS FOR THE MUG GOD!
CARNAGE FOR THE CARNAGE THRONE!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 09, 2016, 10:09:35 pm
AAAAAH THIS BUG GOT CORRECTED !

0003838: Armor never generated on hands, feet and legs -- NPCs don't wear gauntlets, boots, greaves, etc. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3838)

It is part of why I stopped playing and modding. The fact that Ballpoint and Parasol never had the full set of armor I designed for them had an effect alike of a last straw.

I had the same problem with my other mods. It had the effect of a demotivation spiral when it came to modding.

And now it's gone ! It will be gone !

WAIT FOR THIS RELEASE BEFORE STARTING I BEG YOU !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 09, 2016, 10:23:48 pm
AAAAAH THIS BUG GOT CORRECTED !

0003838: Armor never generated on hands, feet and legs -- NPCs don't wear gauntlets, boots, greaves, etc. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3838)

It is part of why I stopped playing and modding. The fact that Ballpoint and Parasol never had the full set of armor I designed for them had an effect alike of a last straw.

I had the same problem with my other mods. It had the effect of a demotivation spiral when it came to modding.

And now it's gone ! It will be gone !

WAIT FOR THIS RELEASE BEFORE STARTING I BEG YOU !

+1
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 09, 2016, 10:37:53 pm
It will be done.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 09, 2016, 11:12:00 pm
I haven't been this hyped since ORAS was announced

I can't fucking wait~
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 09, 2016, 11:20:53 pm
HYPE HYPE HYPERDEATH
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 10, 2016, 08:44:51 pm
CARNAGE! x2
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 10, 2016, 08:48:18 pm
Announcement from that raw-modding dude that disappeared in some bottomless pit (me): raws checking for errors and compatibility issues has begun. I will probably add two or three things if I find enough time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 10, 2016, 08:53:04 pm
Alright, so we have three options.

Evil: Thank Toady for that undead nerf from recently, which opens the option up - evil weather will not be included due to FPS concerns, however. Reanimation will be hit or miss. Will border a place we can place proper catacombs and corpse dumps.

Savage: This may include critters from a separate project Nakeen and I have been kinda spitballing stuff with.

Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 10, 2016, 08:56:48 pm
Evil coast. We need to be sieged by giant undead land-whales.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 10, 2016, 08:58:55 pm
Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
C-can I hide some nasty surprise in the raws, without anyone knowing ? :3
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 10, 2016, 09:02:14 pm
Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
C-can I hide some nasty surprise in the raws, without anyone knowing ? :3

Of course. It'll be our little secret.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 10, 2016, 09:05:12 pm
Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
C-can I hide some nasty surprise in the raws, without anyone knowing ? :3

Of course. It'll be our little secret.
:D  *modding intensifies*
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 10, 2016, 09:05:21 pm
Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
C-can I hide some nasty surprise in the raws, without anyone knowing ? :3

Of course. It'll be our little secret.
I won't tell anyone. Except me. I've already told me about everything.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 11, 2016, 01:14:00 am
Surprise: It could be literally anything. Calm prarie, savage mountains, evil coasts, anything.
C-can I hide some nasty surprise in the raws, without anyone knowing ? :3

Of course. It'll be our little secret.
I won't tell anyone. Except me. I've already told me about everything.
... I think that you should see a doctor sometime, master.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Sarrak on June 11, 2016, 09:32:03 am
Great news! I'm supporting embarking onto Evil coast.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 11, 2016, 11:18:33 am
Everyone's computers are bad enough that we can't weather?  :(

The blood rain was one of the funnest bits...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 11, 2016, 02:04:49 pm
Everyone's computers are bad enough that we can't weather?  :(

The blood rain was one of the funnest bits...

I'd say the biggest culprit in the new game is still those friggin' trees (though I don't think they're as bad as they were). I had a 40.x fort in a goop-raining evil biome and my junkputer still tanked through it pretty fine (at least until I tried emptying the ocean into a cavern layer). Also I think spiderwebs can get a bit out of hand (my current fort has something like 1200 webs in the caverns, which... can't be good).

E: To clarify, I think we can survive with weather, particularly if it's just a mist instead of poison rain.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on June 11, 2016, 02:07:21 pm
Also I think spiderwebs can get a bit out of hand (my current fort has something like 1200 webs in the caverns, which... can't be good).
Every time it's my turn at Doomforests, I autodump destroy 8-10 thousand cave spider webs.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 11, 2016, 02:21:05 pm
Also I think spiderwebs can get a bit out of hand (my current fort has something like 1200 webs in the caverns, which... can't be good).
Every time it's my turn at Doomforests, I autodump destroy 8-10 thousand cave spider webs.

Damn. Does it help?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: milo christiansen on June 11, 2016, 02:28:38 pm
Some recent research shows that large numbers of items have a *huge* effect on FPS, and pathfinding is not nearly the problem it was long thought to be (although it is still a problem, particularly creatures trying to path to an unreachable location).

Deleting unnecessary items is, AFAIK, currently the best known way to increase FPS.

To confirm, download a large succession fort and delete all items that are not in some way important, then check results.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 11, 2016, 03:54:23 pm
Frankly, I support use of DFhack to clear out junk.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 11, 2016, 04:02:14 pm
Frankly, I support use of DFhack to clear out junk.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 11, 2016, 04:36:38 pm
If by "clear out junk" you mean "confiscate it from the owners and sell it to gullible merchants", I support this aswell.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 11, 2016, 05:59:18 pm
The main things will be excess items and item-spatter from the trees. Tacking on constant contamination via rains or clouds and it would be horrendous.

And you can't throw things into the mod without someone knowing. Guess who gets to have first poke of the raws going in.  ;)

At any rate, Surprise meant the surroundings.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 11, 2016, 06:12:00 pm
So long as there is some sort of metal and no aquifer, Im fine with wherever.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 11, 2016, 09:33:58 pm
Indeed, I would prefer there be a considerable variety of metals, but I have little other concern.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 11, 2016, 09:50:37 pm
My goal with the new fort is to make Aseaheru cry twice as hard as he did way back when. Nothing else matters besides the suffering of others.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 12, 2016, 02:50:05 am
If you make Asea cry twice as hard does that mean I get twice the space in your sig from making twice the posts about it? :3~<
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 12, 2016, 10:04:56 am
If you make Asea cry twice as hard does that mean I get twice the space in your sig from making twice the posts about it? :3~<
That's the plan.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 12, 2016, 10:23:59 am
If you make Asea cry twice as hard does that mean I get twice the space in your sig from making twice the posts about it? :3~<
That's the plan.
Oh my.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 12, 2016, 10:33:01 am
Alright, so I was gonna gen up the world, but we have guests her today so it may or may not get done.

My apologies, I wasn't privy to this until i got woke up this morning.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 12, 2016, 10:51:36 am
I forgive you. This time.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TalonisWolf on June 12, 2016, 01:32:36 pm
*bounces up and down excitedly* The carnage returns! The mugs, hallugenic brews, the insanity, it soon returns!



E=MCMug2
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 12, 2016, 01:35:44 pm
Alright, so I was gonna gen up the world, but we have guests her today so it may or may not get done.

My apologies, I wasn't privy to this until i got woke up this morning.
Wait until the next releaaaase ! NPC with full armor sets !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 12, 2016, 03:11:08 pm
Double posting for clarity.

Having retested the mod, I will make some changes to reactions I added :

-Decrypting Datachips :
For those who remember, "technologies" are acquired via Datachips. Some can be acquired via trading, while other must be created via reverse-engineering.
Those acquired via trading are Encrypted, and must be decrypted. Currently there is a 40% chance of successful decryption, but here is the problem: merchants very rarely bring datachips with them. So rarely that past Year 8, I still hadn't got my hands on that damned Cobalt-Refining Datachip (and my embark drowned in Cobaltite).

So I will up the decryption chance to 100%.

-New Building: Postsign/Database Repository:
Some may get lost with all these new metals, reactions and various weaponry. As such, I will create a 1x1 building loaded with reactions that don't do anything.
What is interesting isn't the reactions, but their description : they will explain the various changes of the mod. List of new metals, list of weapons, maybe even informations about enemies...

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 12, 2016, 03:28:36 pm
Double posting for clarity.

Having retested the mod, I will make some changes to reactions I added :

-Decrypting Datachips :
For those who remember, "technologies" are acquired via Datachips. Some can be acquired via trading, while other must be created via reverse-engineering.
Those acquired via trading are Encrypted, and must be decrypted. Currently there is a 40% chance of successful decryption, but here is the problem: merchants very rarely bring datachips with them. So rarely that past Year 8, I still hadn't got my hands on that damned Cobalt-Refining Datachip (and my embark drowned in Cobaltite).

So I will up the decryption chance to 100%.

-New Building: Postsign/Database Repository:
Some may get lost with all these new metals, reactions and various weaponry. As such, I will create a 1x1 building loaded with reactions that don't do anything.
What is interesting isn't the reactions, but their description : they will explain the various changes of the mod. List of new metals, list of weapons, maybe even informations about enemies...


Have the dummy reactions function as a normal "make rock mug" reaction if attempted. It'd be cute.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 12, 2016, 03:29:09 pm
Dooooo iiiiiiit~
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 12, 2016, 03:30:37 pm
It's already done :P

But I wanted it to be a surprise.

edit: misread. I thought you talked about mug blocks.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 12, 2016, 03:31:11 pm
It's already done :P

But I wanted it to be a surprise.


...

Dammit.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 12, 2016, 03:33:53 pm
edit: misread. I thought you talked about mug blocks.
Will add your suggestion !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Imic on June 12, 2016, 03:57:09 pm
IT'S HAPPENING, OH IT'S FINALLY HAPPENING!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 12, 2016, 07:37:16 pm
Just let me know when the mod is done being rejiggered. I almost forgot about waiting until the next game release. :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 12, 2016, 10:22:46 pm
This just in. Splint has decided to change the fort's name to The Master's Funhouse. It will run for ten turns. All ten turns will be done by your truly, The Master. Each turn will consist of me screaming at small children for an hour at a time. At the conclusion of the tenth turn, Splint will publicly execute me for ruining absolutely everything.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 12, 2016, 10:57:31 pm
Wouldn't the screaming at small children be considered typical Overseer behavior if there are any in the fort?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 13, 2016, 01:14:56 am
"GOSH DARN KIDS! GET OUTTA MAH FOOD STOCKPILE!"
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 13, 2016, 04:37:31 am
Mod is done ! What I added since last time will be mostly a surprise.

Except for the Quantum Database Repository, which is a building there just for flavor.

Spoiler: Screenshots (click to show/hide)

Edit: Dropbox Link (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 13, 2016, 06:15:59 am
Mod is done ! What I added since last time will be mostly a surprise.

Except for the Quantum Database Repository, which is a building there just for flavor.

Spoiler: Screenshots (click to show/hide)

Edit: Dropbox Link (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)

It's looking spec-fucking-tacular!

(http://65.media.tumblr.com/c9ffc4c2e2d677f96e62bab06941d482/tumblr_o0unh7xhK31rrdc8vo1_250.gif)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 13, 2016, 07:52:55 pm
Yo people!

The Discord is still a thing!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 13, 2016, 11:55:34 pm
Hey hey Splint ! I asked to delay the launch until the next release because of full armored NPCs, but another thing will come with the next release.

Armor Degradation.

So I will let you choose if we wait for next release or not. I personally am still in favor for the next release, but I know Armor Degradation would probably make more than one unhappy :P
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 13, 2016, 11:58:02 pm
Armor...Degradation...


Uh-oh.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 14, 2016, 12:03:41 am
Suddenly I'm very leery of the spawn being so strong.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 14, 2016, 12:04:45 am
Also, they can apparently remove hats soon now...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 14, 2016, 12:11:28 am
Also, they can apparently remove hats soon now...
Oh right. Degenerates just got even smarter.

Next you know, they will infect you by trading you books.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 14, 2016, 12:12:03 am
Did we keep guerilla degenerates, by the way?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 14, 2016, 02:09:14 am
Ok, I'm going to cast my vote for Start This Release, because while next release will no doubt be spectacular, armour degradation is... [shudders]
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 14, 2016, 02:36:18 am
Ohhh shiiiit maaan...

Well, I personally like the story of a doomed fortress fighting it out against all odds, but this may be interesting.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 14, 2016, 08:01:31 am
Now we are absolutely waiting for release. Armor degradation probably will just mean having to make more armor over time(or after an intense battle) instead of making one set for each dwarf and never thinking about it again.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 14, 2016, 03:07:34 pm
I hope the military screen gets a little less obtuse, then. :V
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 14, 2016, 03:08:22 pm
Dunno, it never felt obtuse to me. Hell, I love the military screen actually, mwahaha.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Amperzand on June 14, 2016, 03:10:36 pm
Surely, you are a god among dwarves.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 14, 2016, 03:25:39 pm
 The game could use some UI work in general.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 14, 2016, 03:27:38 pm
I guess I'm someone with a messy conception of order.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TalonisWolf on June 14, 2016, 03:59:06 pm
I guess I'm someone with a messy conception of order.

  Order tends to be a mess behind the scenes, anyways. You just see the reality.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 15, 2016, 05:27:32 pm
Alright, so due to some... issues, I've lost my Riverrun save and want to start a new Masterwork fort. I know it's such an odd thing to ask here, but  would anyone here be interested in that, and weather or not I should use one of the weapon packs (Grimlocke's Historic Arms or Stal's Armory) or not, and any concepts/scenarios to follow.

And also an announcement!

I have Nakeen making some modifications in light of armor degradation to nerf the spawn to more survivable levels and make them a little more in line with the originals. I figure since he has everything with him and he wanted to do some last minute tweaks and such, I'd have him do it.

So we will be waiting on the next release.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 15, 2016, 05:40:36 pm
H'arrrrrg.
Not another delay...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 15, 2016, 06:01:16 pm
The last ! Once the next release is out, there will be no reason left to delay ! :D
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 15, 2016, 07:51:33 pm
 Dont worry, we will find one.

 And Splint, if you shove a link in someone will probably follow it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 15, 2016, 07:54:52 pm
Well i got zero input otherwise, leading me to believe a combination of "eh, maybe" and "nobody knows what those are." For the weapon packs.

I haven't started it yet. I asked Meph if any releases are forthcoming and he's doing a bugfix one soonish. So I figure I can wait on that. Do me a Riverrun 2.0
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 15, 2016, 08:38:46 pm
 I dont play any masterwork or pay much attention to the actual DF side of the forums anymore, so I have no useful input to add in.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 16, 2016, 10:15:21 pm
I dont play any masterwork or pay much attention to the actual DF side of the forums anymore, so I have no useful input to add in.
Sounds like you're just being LAZY!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aseaheru on June 17, 2016, 05:16:29 am
Well, as normal, it sounds like you're just being CRAZY!



Sorry, I couldent resist the rhyme...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 17, 2016, 12:51:11 pm
Don't worry, we like rhymes.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 17, 2016, 05:15:09 pm
I don't know if it's me, but I feel like the new versions brought a change to Transformations.

It's weird. Whereas in 0.42 and before I perfectly understood why something worked and why it didn't work, I am now facing a weird thing that is confusing the hell out of me.

But it works, so cheers ?

Also, did a quick test fort run. Everything seems to be working fine so far.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 01:15:37 am
SOON (http://bay12games.com/dwarves/index.html#2016-06-19)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 20, 2016, 06:46:18 am
SOON (http://bay12games.com/dwarves/index.html#2016-06-19)

The hype is real :O

(http://65.media.tumblr.com/c9ffc4c2e2d677f96e62bab06941d482/tumblr_o0unh7xhK31rrdc8vo1_250.gif)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 20, 2016, 10:04:27 am
HYPE HYPE HYPERDEATH
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 05:02:33 pm
0.43.04 has been released (http://www.bay12games.com/dwarves/index.html#2016-06-20)

And with that, we should proceed forward soon ! I will just make a quick mod check to see if everything is working properly, and make some tests.

edit: No major raws changes, so it should be good to go. I'm still very intrigued by
Quote from: Devlog
Made combat damage weapon and armors depending on material differences etc.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 20, 2016, 05:07:28 pm
where doing this bro
its hapening


HYPE HYPE HYPERDEATH WOOO!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 20, 2016, 05:08:55 pm
edit: No major raws changes, so it should be good to go. I'm still very intrigued by
Quote from: Devlog
Made combat damage weapon and armors depending on material differences etc.

This calls for arena mode !!SCIENCE!! which I am of course entirely too lazy to do

At least the wording implies that equipment damage may not be completely unavoidable and is likely based on which mat is 'stronger'. I was worried about that.

E: Come to think of it, this may actually fix the 30-layers-of-robes-forming-an-impenetrable-barrier (AKA Dwarven Power Armor) exploit Splint was annoyed by, since it sounds like flimsy shit like cloth or leather will end up shredded in short order.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 05:15:55 pm
Some testing revealed that...

...everything is gonna go down a drain of XXFUNXX :3

Iron armors will break under 4 hits of Steel weapons of equal qualities.

More testing going on.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 20, 2016, 05:18:53 pm
Combat Armor should be able to weather the worst shit thrown at it short of adamantine then.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 20, 2016, 05:19:03 pm
Well THAT'S interesting.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 20, 2016, 05:23:32 pm
Also: Scale of 1 to fucked? Scale of Spawn might need nerfing.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 05:24:47 pm
More testing is revealing that material of weapons and armors are now vastly more important than before.

Superior weapon materials will completely destroy inferior material armors, while superior material armors will last far longer than inferior material armors.

And as there was no raw change, I currently see no way to mod in a "breakdown" resistance to a specific type of armor. The only way is to make it made of a stronger material.

I am thus envisaging the following changes to strengthen Combat Armors and high-tech Weapons :
> Make new metals unsuitable to standard weapons and armors production.

Doing this will force me to create a second iteration of each metal, so that Ballpoint and Parasol can appear with Titanium Combat Armors.
The natural iteration -the one available to players- will not be useable for standard smithing, only being useable through custom reactions.

edit:
Also: Scale of 1 to fucked? Scale of Spawn might need nerfing.
I haven't tested natural weapons yet. So I don't know if say, a Steel Colossus will destroy your armor or not.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 20, 2016, 05:27:55 pm
My question is, how does armor react when hit by Spawn bone and tooth? Spawn attacks get their lethality not from the material strength (IIRC they have standard bone and tooth mats) but from the tremendous force applied. If armor isn't damaged significantly by Spawn attacks, they may only need a minor nerf to account for the difficulty in keeping a large fighting force acceptably-equipped.

E: In particular, I doubt Spawn will cause much wear and tear on weapons, since they're unarmored and composed entirely of normal flesh and bone save for their hearts -- they're just really, really hard to kill.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: The Master on June 20, 2016, 05:30:59 pm
Wait, what's Ballpoint? Damn you and your four years of lore!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 05:58:11 pm
Jump on discord for tests. I will make a bigger post lator
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 20, 2016, 06:02:02 pm
Wait, what's Ballpoint? Damn you and your four years of lore!

Now see, this is why I was in favor of doing a straight reboot.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 06:52:37 pm
So so, time for a summary of the tests !

1) "Natural Materials" will wear armors down ! Confirmed
>"Test Subject 2" is an humanoid made of steel with adamantine armblades
> Switching the material (iron then steel then adamantine) of armblades revealed that natural weapons do wear down armors

2) Velocity affects Armor Wear Confirmed
> Still using Test Subject 2 (Test Subject 1 is an Adamantine Blob)
> Making two Test Subject 2 fight.
-> Iron vs Steel at 1000 Velocity : 3 hits required to go to X state. Target died before armor destruction.
->Iron vs Steel at 2500 Velocity : 2 hits required to go to X state. 4 hits required to destroy armor.

3) More Tests on Material Effectiveness : Dwarf VS Dwarf
>Steel Battle Axe vs Iron Breastplate : 7 hits required to reach x state
>Steel War Hammer vs Iron Breastplate : 20 hits later, x state still not reached

>Silver Battle Axe vs Iron Breastplate : 20 hits later, x state still not reached
>Silver War Hammer vs Iron Breastplate : 20 hits later, x state still not reached

4) Weapon Wear : False ? Or just uncommon ?
> threw 10 dwarves armed with Silver Hammers and Steel Axes on an ADamantine Blob
> Weapons are intact
> Dwarves are not

Repeated process with Grand Master Dodger/Shield User/Armor User to make Dwarves last longer
> Weapons are intact
> All Dwarves are broken again

5) Size of Armor affect Armor Wear False
> Giant-sized and Dwarf-sized armors wear at the same rate
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 20, 2016, 07:01:28 pm
Also, to Mr Frog :

Quote from: Discord Chat
Spawns don't break armors
They break your bones
And joints
And then your neck
But armor is okay

Spawns thrown against Steel Armored Dwarves don't destroy armor. At least, the dwarf dies before a dent can be seen
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Monitor Lisard on June 21, 2016, 03:28:03 pm
Uh, they gave me an advice to ask it here, so... Is it possible to take part in Spearbreakers 2.0 for someone who's been through like a half of Talvieno's pdf a good while ago? This place has buttloads of lore. I kinda suck at fiction writing, but I'm more conserned about me being an ignorant outsider.

Like, would it be fine if I added my (probably humorous and more centered on day-to-day activities rather then being incredibly huge and epic) story ark? And could somebody provide a short summary of the Spearbreakers universe? There is a wiki I presume, but it must be huge too.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 04:30:02 pm
Uh, they gave me an advice to ask it here, so... Is it possible to take part in Spearbreakers 2.0 for someone who's been through like a half of Talvieno's pdf a good while ago? This place has buttloads of lore. I kinda suck at fiction writing, but I'm more conserned about me being an ignorant outsider.

Like, would it be fine if I added my (probably humorous and more centered on day-to-day activities rather then being incredibly huge and epic) story ark? And could somebody provide a short summary of the Spearbreakers universe? There is a wiki I presume, but it must be huge too.

The only requirement for participating in SB2 is watching this informative video (https://www.youtube.com/watch?v=aVogRzY7LJk) from start to finish.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheFlame52 on June 21, 2016, 04:32:25 pm
is that fucking magus night with ronald mcdonald
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 04:33:24 pm
is that fucking magus night with ronald mcdonald

Yes.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 21, 2016, 06:04:56 pm
Is it regular Magus Night or the swanky version from 13.5?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 06:09:10 pm
Is it regular Magus Night or the swanky version from 13.5?

I actually think it's a dBu arrange... yup, here it is (https://www.youtube.com/watch?v=bM2b0khV2eo).
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 21, 2016, 06:46:14 pm
Mod has been updated to 0.43.04. Well, there was nothing to do actually but check if things worked out right :P

Dropbox Link (https://www.dropbox.com/s/ccgphuz9srt62o4/Spearbreakers%20Mod.zip?dl=0)

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 21, 2016, 08:22:36 pm
Downloading now. Happen to have a day off tomorrow, so I'll cobble together a world and an OP. I'll try to find a good one.

Given my plans, I recommend the establishment of a Crypt Guard unit to protect the catacombs from necromancers.

EDIT: I'm also going to maintain an OpenOffice document and a Google Doc, so this time we will have some continuity.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 21, 2016, 08:49:47 pm
Downloading now. Happen to have a day off tomorrow, so I'll cobble together a world and an OP. I'll try to find a good one.

Given my plans, I recommend the establishment of a Crypt Guard unit to protect the catacombs from necromancers.
Rejoice !
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 09:57:09 pm
EDIT: I'm also going to maintain an OpenOffice document and a Google Doc, so this time we will have some continuity.

Rejoice!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 21, 2016, 10:13:37 pm
So so, time for a summary of the tests !

1) "Natural Materials" will wear armors down ! Confirmed
>"Test Subject 2" is an humanoid made of steel with adamantine armblades
> Switching the material (iron then steel then adamantine) of armblades revealed that natural weapons do wear down armors

2) Velocity affects Armor Wear Confirmed
> Still using Test Subject 2 (Test Subject 1 is an Adamantine Blob)
> Making two Test Subject 2 fight.
-> Iron vs Steel at 1000 Velocity : 3 hits required to go to X state. Target died before armor destruction.
->Iron vs Steel at 2500 Velocity : 2 hits required to go to X state. 4 hits required to destroy armor.

3) More Tests on Material Effectiveness : Dwarf VS Dwarf
>Steel Battle Axe vs Iron Breastplate : 7 hits required to reach x state
>Steel War Hammer vs Iron Breastplate : 20 hits later, x state still not reached

>Silver Battle Axe vs Iron Breastplate : 20 hits later, x state still not reached
>Silver War Hammer vs Iron Breastplate : 20 hits later, x state still not reached

4) Weapon Wear : False
> threw 10 dwarves armed with Silver Hammers and Steel Axes on an ADamantine Blob
> Weapons are intact
> Dwarves are not

Repeated process with Grand Master Dodger/Shield User/Armor User to make Dwarves last longer
> Weapons are intact
> All Dwarves are broken again

5) Size of Armor affect Armor Wear False
> Giant-sized and Dwarf-sized armors wear at the same rate
Ahhh, !!SCIENCE!!.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 21, 2016, 10:21:42 pm
Important note on weapon wear. I heard from other sources that weapon wear does occur. So I probably didn't test it long enough.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 21, 2016, 10:36:23 pm
It's probably just that it takes so long that it won't happen in a single battle, but over many many battles.

In the meantime, I have some writing. For the sake of brevity and explaining certain spawn creatures (such as the re-named "Uberspawn" and the Degenerates - which were supposed to have legs dang it,) I'm going with Armok using an army of long-dead champions from across the ages to assail the underworld and destroy The Detective herself, as the underworld is the single constant across oh so very many holds.

Spoiler (click to show/hide)

It's not the best prose or anything, but is perhaps the best shorthand I could do as well as advancing the story of what happened as breifly as possible, while also referencing other things important to the backstory.

This basically assumes that Joseph is indeed dead due to him being a touch too cocksure in his countermeasures and loyalty of his underlings, Holistic is dead (that is, Armok had empowered Fischer to essentially remove Holistic from existence himself because he thought it'd be more entertaining than just unmaking her with his big ol hammer,) and her hordes are now leaderless, Fischer is the patron saint/god of the dwarves (and I'll say Dauros can be considered a lesser deity of War and Fortresses and Vanya remembered as a hero by the dwarven people,) the Time war is over, and we're several centuries past Spearbreakers. The barbarians are also being retconned into an unnamed hostile tribe of humans.

And nitpicking on delivery aside, is it overall acceptable enough for the OP?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 10:50:53 pm
the Degenerates - which were supposed to have legs dang it

I don't really want to bring this up, because it's a really stupid thing to raise a stink about, but... please stop with this. Seriously. I already feel really bad about messing the new Spawn up and having to hear about it over and over is really wearing at me.

Also, yes, what you posted seems acceptable to me on a skim. I'm kinda agitated right now (for other reasons that have nothing to do with the above, fear not) so sitting down and reading something is a bit difficult.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 21, 2016, 10:59:56 pm
If it makes you feel any better, I'm going through and rejiggering some stuff around. Uberspawn (being those horrifying amalgamations) will now be evil critters in general, which means evil races may end up managing to corral a bunch and throw them at something - which may be better or worse, depending on how you feel about that. And the degenerates I can possibly just fix myself, considering the missing legs is the only problem I have with those.

I'll also include a few mundane surprises of my own.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 21, 2016, 11:06:50 pm
If it makes you feel any better, I'm going through and rejiggering some stuff around. Uberspawn (being those horrifying amalgamations) will now be evil critters in general, which means evil races may end up managing to corral a bunch and throw them at something and the degenerates I can possibly just fix myself.

I'll also include a few mundane surprises of my own.

Fair enough. Sorry to make you go through the trouble. I wanted to be more of a help, but that didn't really happen.

Also, random suggestion: Maybe make the embark 3x3? It might be a bit cramped, but it'll also make turns go a lot faster later in the late game. not to mention my comp's shit and I'd like to be able to have a turn on this without getting lucky and signing up early lol
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 22, 2016, 07:34:19 am
Also, random suggestion: Maybe make the embark 3x3? It might be a bit cramped, but it'll also make turns go a lot faster later in the late game. not to mention my comp's shit and I'd like to be able to have a turn on this without getting lucky and signing up early lol

I'd like to second this. My laptop ((as well as, I assume, several others')) can't muster up a 72FPS lategame like it used to be able to, and another point: with a smaller embark and faster game progression, we shouldn't have enough fort stagnation for devolution unchecked evolution into... well, Spearbreakers 1 canon.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 22, 2016, 09:08:01 am
We used a 3x3 last time, didn't we? 3x3s are decently spacious to my memory.

So I take it the intro story is satisfactory to everyone?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 22, 2016, 04:44:42 pm
We used a 3x3 last time, didn't we? 3x3s are decently spacious to my memory.

So I take it the intro story is satisfactory to everyone?

I finally sat down and read it, and while there are a couple parts that were a bit awkward or lacked impact, the only bit that really jumped out at me as being offensively bad was:

Quote
blood that smelled of burnt bacon

Quote
burnt bacon
Quote
bacon
Quote
bacon
Quote
bacon

Bacon may not be the most healthful breakfast choice but it still doesn't exactly project an atmosphere of foreboding and eldritch terror.

Overall, I'd rate it to be a fairly-decent first draft. Maybe reread it again and edit it a bit before *putting it in the OP.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 22, 2016, 05:24:40 pm
I wasn't totally going for any real impact, just kinda flat information. I mean I'm sure I could do better, but... Ehhh...

And the bacon thing was intended for a smidge of humor, since it was settled a long-ass time ago Mountain barbarian blood smells very burnt-bacony.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 23, 2016, 05:22:50 pm
Okay! So, I got.... Very slightly drunk, last night instead of genning a world or fixing stuff.

I will at least try to do something productive towards the sequel before bed tonight.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 23, 2016, 06:25:00 pm
You speak as if getting drunk isn't productive
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 23, 2016, 06:51:06 pm
Well, this isn't Drunk Fortress...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 23, 2016, 06:57:11 pm
Welp, I'll be on the Discord channle if anyone wouldn't mind spitballing ideas on a kingdom-y civ with me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 23, 2016, 06:58:00 pm
You post, I talk.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheImmortalRyukan on June 23, 2016, 10:33:43 pm
DONE!!!

Spent all of yesterday and today reading this ENTIRE thread... I was reduced to insane laughter around page 30.

I would like to be apart of the sequel. May I?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 23, 2016, 10:43:55 pm
Welcome!

And welcome aboard!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 23, 2016, 10:50:22 pm
That you may. Going to gen a world tomorrow night, get everything all good to go, and probably have my turn finished by Sunday night.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 23, 2016, 11:02:30 pm
Can we call for turns on the SBII turn list, and if so can I call a turn?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 23, 2016, 11:05:28 pm
PM me and it'll be on first come first serve basis.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 23, 2016, 11:43:34 pm
DONE!!!

Spent all of yesterday and today reading this ENTIRE thread... I was reduced to insane laughter around page 30.

> Entire thread
> All of it
> Literally every single word of an 800-page thread
> In two fucking days

Should... should we be staging an intervention at this point or
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Aldraglienon on June 23, 2016, 11:54:19 pm
DONE!!!

Spent all of yesterday and today reading this ENTIRE thread... I was reduced to insane laughter around page 30.

That's impressive, back when it was around page 600 I was have trouble remembering things so I went and reread it in about 5 days.
That was the second time, I had reread the thread.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 24, 2016, 12:22:34 am
DONE!!!

Spent all of yesterday and today reading this ENTIRE thread... I was reduced to insane laughter around page 30.

> Entire thread
> All of it
> Literally every single word of an 800-page thread
> In two fucking days

Should... should we be staging an intervention at this point or
Good grief, it took me longer.  I think.

Then again, I don't know how long it actually took me.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 24, 2016, 01:40:25 am
This man is a true hero. Or a robot in disguise.

Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 24, 2016, 01:42:13 am
I'm going for 'true robot hero in disguise'.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 24, 2016, 01:43:05 am
Mugbots are real.

They are already here.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheImmortalRyukan on June 24, 2016, 06:46:04 am
???

Oooohhh!

I meant I finished the PDF, I still on page 450
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: NCommander on June 24, 2016, 08:27:20 am
I regret I missed my ability to take a turn in this madhouse, but I had to skip for some reason when I came up ...
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 24, 2016, 10:30:10 am
???

Oooohhh!

I meant I finished the PDF, I still on page 450
Yeah dude, the PDF ain't the thread.

I regret I missed my ability to take a turn in this madhouse, but I had to skip for some reason when I came up ...
Take a turn in the new madhouse!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheImmortalRyukan on June 24, 2016, 10:49:09 am
???

Oooohhh!

I meant I finished the PDF, I still on page 450
Yeah dude, the PDF ain't the thread.

I regret I missed my ability to take a turn in this madhouse, but I had to skip for some reason when I came up ...
Take a turn in the new madhouse!

I'm almost done with thread, on page 521
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 24, 2016, 05:18:44 pm
Unfortunate announcement, scythod have to be dummied out due to being literally nothing like their actual counterparts. Didn't someone make scythods before and just never updated them?

At any rate, genning worlds now. Gonna try to be at war with someone.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 24, 2016, 05:24:23 pm
Unfortunate announcement, scythod have to be dummied out due to being literally nothing like their actual counterparts. Didn't someone make scythods before and just never updated them?

At any rate, genning worlds now. Gonna try to be at war with someone.

What sort of biome will you be looking for?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 24, 2016, 05:27:54 pm
Entirely up in the air. I will say no matter what, there will be a nasty surprise in the caverns.

EDIT: Finally done with my own fidgetings. Hopefully the world will be a nice general clusterfuck.

EDIT II: I never thought I'd have to go on a hunt to get rid of a civ.  ::)
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 24, 2016, 08:17:44 pm
Entirely up in the air. I will say no matter what, there will be a nasty surprise in the caverns.

EDIT: Finally done with my own fidgetings. Hopefully the world will be a nice general clusterfuck.

EDIT II: I never thought I'd have to go on a hunt to get rid of a civ.  ::)

What happened?

Also, something I just stumbled on: if you want to make absolutely sure that uberspawn will be used by the gobbos, add SITE_CONTROLLABLE to their entity def and try to embark as one of their civs. This will let you see which animal friends the civ in question has access to. If they don't have Uberspawn in their list, regen.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 24, 2016, 08:22:07 pm
EDIT II: I never thought I'd have to go on a hunt to get rid of a civ.  ::)
Eeeeer, I hope this isn't related to anything I created.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 24, 2016, 08:33:53 pm
EDIT II: I never thought I'd have to go on a hunt to get rid of a civ.  ::)
Eeeeer, I hope this isn't related to anything I created.

It is, unfortunately. My tinkering is to ensure some form of non-mug related surprise.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Nakéen on June 24, 2016, 08:51:32 pm
It is, unfortunately. My tinkering is to ensure some form of non-mug related surprise.
Ah ? If you are talking about the
Spoiler: Mug thingy (click to show/hide)

I wasn't the one who made them.

But if you are talking about Mug Weaponry, then yes it is me.

edit: Actually I am completely confused. Can you send me a PM ?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 24, 2016, 10:30:47 pm
Sent the PM.

Also in the discord to shoot the shit with folks. Maybe run some caste ideas for my civ while I try to find a suitable world for the fort.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 25, 2016, 05:07:43 pm
Alright boys. I'm a month in and going to start the next thread, but we do have a chance to roll back on one simple ground.

Do we want zombies attacking us out the gate or not?
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Lolfail0009 on June 25, 2016, 05:23:04 pm
I'm gonna vote "sure, could be fun~" on that one
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: TheBiggerFish on June 25, 2016, 05:46:44 pm
I'm gonna vote "sure, could be fun~" on that one
!!FUN!!
Woo!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 25, 2016, 05:52:14 pm
I'll wait about an hour or so before continuing or rerolling. But so far zombies have it.

Also have some plans to run a concurrent story along the side involving a different civ in the same world.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Mr Frog on June 25, 2016, 07:03:35 pm
ZOMBIES! ZOMBIES! ZOMBIES!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: MoonyTheHuman on June 25, 2016, 07:48:04 pm
Zambies!
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 25, 2016, 07:57:39 pm
Zeds it is. Time for a regen, but my starting crew, kit, and the name of the fort shall be the same.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 26, 2016, 10:33:40 am
So guys.

I actually looked up the Fischer/Fisher King after whom our COlonel got her name.

It uh... It turns out she became uncomfortably close to the legend after that gas debilitated her.

Anyway, rembarking. This time around we get what we get, but hopefully the land will provide the zeds. As I fell asleep last night during the gen.

Scratch that, we're getting fucking zombies damn it.
Title: Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
Post by: Splint on June 26, 2016, 04:18:50 pm
IT BEGINS. (http://www.bay12forums.com/smf/index.php?topic=159049.0)
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Paintbrushturkey on July 14, 2020, 10:49:04 am
I mean this is a hell of a necro, but I'm Back ..... any other overseers still around?
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Talvieno on July 14, 2020, 12:56:29 pm
Ahoy there o/ Something something let sleeping giants lie? But, nevertheless, I have been summoned, for better or for worse :)
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Aseaheru on July 14, 2020, 01:51:17 pm
Sure, why not.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 14, 2020, 02:18:55 pm
One hell of a necro indeed. Some of us are still kicking around in some capacity. Things as you can imagine stalled out ages ago.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Paintbrushturkey on July 17, 2020, 08:45:17 am
Yeah I mean it was a bit back, when we were all young whippersnappers, I literally stumbled across a spearbreakers thread on some tropes page, hahaha. I woulder how anyone feels about trying to boot up another succession game with the mods applied to spearbreakers
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Talvieno on July 17, 2020, 01:54:04 pm
The mods would need updated a bit to work in 47.04, but it's definitely doable. I'd probably sit it out though.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 17, 2020, 03:23:21 pm
The mods were fairly minimal, would really just need someone to remake the spawn/update their old raws. I'm not really knowledgeable enough on interactions to do that bit, but the other minor crap I can just do myself.

I admit I'm kicking myself for not keeping this place better organized though. God it's such a disaster to trawl through. <_>
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Paintbrushturkey on July 19, 2020, 09:02:15 am
well that's spearbreakers for you ... remember those bloody mugs?
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 19, 2020, 12:25:27 pm
Ah yes, the most memed clerical error I can recall for a thread.

Hundreds upon hundreds, upon hundreds. So many mugs we literally couldn't get rid of them all.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Enemy post on July 19, 2020, 12:30:02 pm
I haven't read this thread, but what do you need done modding-wise? Seems like this fort has a lot of fans.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Talvieno on July 19, 2020, 12:43:42 pm
Ah yes, the most memed clerical error I can recall for a thread.

Hundreds upon hundreds, upon hundreds. So many mugs we literally couldn't get rid of them all.
Frog and I still occasionally drop mug references. :D


I haven't read this thread, but what do you need done modding-wise? Seems like this fort has a lot of fans.
As far as I can remember, we added Holistic Spawn. Possibly also "mountain barbarians", but we never saw those.

If we want to add all the stuff now in canon, we'll need ballpoint and parasol civs, tanks, ballistic weaponry, and a slew of other stuff.

And please god not the manamaids.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Enemy post on July 19, 2020, 01:26:52 pm
If you like, please send me whatever custom raws you've made, plus a list of what new things you want. I'll see about updating and adding them in for you. I may steal matching stuff from my other mods to save time, of course.

Like I said, I haven't actually read the lore, so I'll need help with knowing what you want done and how it's supposed to work.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 19, 2020, 02:06:28 pm
I'll say my piece on the raws and such soon-ish. Playing Gears 5 right now. Small amount of crap to do though.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Enemy post on July 19, 2020, 02:08:02 pm
Ok.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 19, 2020, 03:26:28 pm
Alright, so. As far as just do a total redo and undo our mistakes (not to diminish that kick-ass story that was spawned forth from it, Seriously Talvieno, alter some details and you could probably get it published somewhere  :P,) we'd technically just need the Spawn of Holistic to be updated, but we can also include the Mountain Barbarians, who I might just rebrand as "Everoc Survivors."

For everything else, there's at least two, maybe three remnant expedition factions (Ballpoint, Parasol, Eris,) with all the hardware and monsters that entails such as the heavy saw launcher, railguns, feral gorlaks and Jackborgs, along with more spawn variations - the last of which we could just include for its own sake if we really wanted.

If we wanted to go the extra mile I also updated Civilization Forge somewhat (it's not great but it's usable,) so we can include those civs and creatures as well, seeing as they were present in Syrupleaf (or rather the sand raiders were at least, for whatever reason.)

But then I'm also the idiot who'd be like "Let's make a world literally unlivable in not because of evil or whatever, just that everything seems to want to kill you."



Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Enemy post on July 19, 2020, 04:17:49 pm
I'm not sure what all those things are. I haven't actually read this and I don't know more than the absolute bare minimum about the setting. I popped in, saw you discussing a revival, and wanted to help get it off the ground. Is there somewhere I can download the mod, so I can help with updating it to the current version?
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Talvieno on July 19, 2020, 05:14:15 pm
we'd technically just need the Spawn of Holistic to be updated, but we can also include the Mountain Barbarians, who I might just rebrand as "Everoc Survivors."

For everything else, there's at least two, maybe three remnant expedition factions (Ballpoint, Parasol, Eris,) with all the hardware and monsters that entails such as the heavy saw launcher, railguns, feral gorlaks and Jackborgs, along with more spawn variations - the last of which we could just include for its own sake if we really wanted.
Doesn't sound that hard. I've actually been working on a witcher total conversion mod for a while. have it mostly done, just ran out of steam/switched back to my primary project. I've been working on a tabletop RPG for about five years now, and that ends up taking up most of my creative energy.

Alright, so. As far as just do a total redo and undo our mistakes (not to diminish that kick-ass story that was spawned forth from it, Seriously Talvieno, alter some details and you could probably get it published somewhere  :P,)
Thanks man. :P I do recall you saying somewhere that you didn't like what I did with your world, though. Can't exactly remember what you were referring to (not entirely sure I knew what it was about to begin with), but I don't think I was meaning to step on anybody's toes. If you wanted to retcon all the stuff I put in and pretend it never happened, I wouldn't mind too much.

I'm not sure what all those things are. I haven't actually read this and I don't know more than the absolute bare minimum about the setting. I popped in, saw you discussing a revival, and wanted to help get it off the ground. Is there somewhere I can download the mod, so I can help with updating it to the current version?
I appreciate your offer to help us out, but being perfectly honest, I could probably handle it myself if it came to that point. I have a very good deal of DF modding experience (for instance, the procgen creature/civ generator I wrote maybe 6 or 7 years ago), and, perhaps more importantly - I know most of the Spearbreakers lore by heart. :P It's pretty dear to me, even eight years later.

...never did finish that PDF though. That's a pity. :-\ always meant to, but untangling the timeline just became a bit more than my brain could handle.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Enemy post on July 19, 2020, 05:28:24 pm
Alright, I'll leave it to you then, if this comes back. I just thought you didn't want to.

I remember RandCreatures! That was a fun mod.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 19, 2020, 06:08:52 pm
Quote
Alright, so. As far as just do a total redo and undo our mistakes (not to diminish that kick-ass story that was spawned forth from it, Seriously Talvieno, alter some details and you could probably get it published somewhere  :P,)
Thanks man. :P I do recall you saying somewhere that you didn't like what I did with your world, though. Can't exactly remember what you were referring to (not entirely sure I knew what it was about to begin with), but I don't think I was meaning to step on anybody's toes. If you wanted to retcon all the stuff I put in and pretend it never happened, I wouldn't mind too much.
It wasn't what you did, it was just the mess the fort itself turned into in a non-fun/entertainment-related way. Poor organization to keep track of stuff, scheduling conflicts that caused everything to stall out worse than a lot of games, that sort of thing. The only major quibble I had was - due to said scheduling and overseer-related difficulties - was the story massively eclipsing the fort itself, which wasn't anyone's fault but us as a whole since we couldn't sort the overseer difficulties.

Poor fort never even got a proper ending.  :'(

I wanted a do-over so I could organize everything better and more competently and figure out a contingency plan if prospective overseers have to bow out due to scheduling conflicts, illness, or what have you. And given the extensive efforts I've put in on other story forts, worst case scenario is me having to take over until some other idiot who got lied to about the job prospective overseer wants to jump in.

... I'd be lying if I said this fort hadn't caused some major control issues cropping up in me.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Talvieno on July 19, 2020, 06:53:28 pm
The only major quibble I had was - due to said scheduling and overseer-related difficulties - was the story massively eclipsing the fort itself, which wasn't anyone's fault but us as a whole since we couldn't sort the overseer difficulties.
I just figured the story stuff was a great way to keep up activity in-between overseers. I didn't really have any control over whether people would play the fort and post updates properly, but I could write stories... :-\ So I wrote stories. I just didn't want the fort to die because of a lack of interest. I mean, that ended up happening anyway... but I still feel like it held it off for a while, and we got a few more overseers in in the meantime.

It wasn't much, but it was all I knew how to do.

Poor fort never even got a proper ending.  :'(
My headcanon was that Spearbreakers ended in an epic way, with Parasol and Ballpoint ships clashing in the skies above, Ballpoint attacking Spearbreakers on the ground while Parasol defended it, Fischer leading the defensive charge, clone!Mr Frog storming Eris and killing his double, scythod and human civs coming in as reinforcements on Spearbreakers' side while elven civs came and attacked in the middle of the chaos while holistic spawn tried to overrun everything. Mechs, tanks, adamantine spears, railguns and serrated disc launchers, and all that was left of Spearbreakers was a smoking pile of rubble and a small but determined band of dwarves left to rebuild from the ashes.

It's a real shame it didn't actually happen that way, but it really couldn't have. We didn't have that stuff actually modded in. DF didn't really like multiple army attacks at once anyway.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 19, 2020, 07:28:08 pm
Thus a redo with contingency plans, better organizing (the fort wasn't exactly kind to newcomers in terms of reading everything,) all that jazz. Like I said, it was a quibble, and frankly borne of frustration at the time, as well trying to go back through and reread this utter organizational train wreck.

Also DF also still doesn't like multi-army attacks.  :P

Been waging a war against many an elf civ, and sometimes they run into one another on the hill north of that fort and start fighting each other, though now it's something that can happen, or happen with more consistency than it used to. Enough bodies have been stacked up that attacks have stopped coming mounted and I've dubbed that place The Hill of Slaughtering.

And I'm gonna be honest, I had a dream one time. A terrible dream in ASCII graphics involving explosions and violence, and I remember seeing Spearbreakers' original entrance distinctly in it. So some kind of terrible storm of violence and Michael Bay influences is apparently what my brain settled on for an ending.
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: TheImmortalRyukan on July 20, 2020, 03:21:49 pm
Noticed this was necroed, if you're starting her up again, you can count me in for a turn
Title: Re: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.
Post by: Splint on July 20, 2020, 07:26:24 pm
Well that's one.

Semi-related, horrible hypothetical is trying to survive the spawn as stone/early copper age tribals.

I bet that'd be the worst shit in the universe.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Talvieno on July 20, 2020, 07:46:02 pm
Might be doable... if you turtled.

Can't wait until enemies can dig. Then you're just screwed all the way around.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Glass on July 20, 2020, 08:32:52 pm
Hi, it was mentioned this was being revived? I don't know anything about it, mind you, though I've definitely heard the name :p

What's going on and what do the mods I've heard of add so I can know how I want to be dorfed?

EDIT: Having looked over the professions, and assured the mod doesn't add any at present, I'm thinking I'd either want to be an engineer, a scholar, or a tavern keeper.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Splint on July 20, 2020, 09:28:22 pm
This thread's a friggen mess, but it's been tossed around a bit and maybe this time it'll take if we can keep our aims a bit... Smaller.

But yeah, no changes to professions are going to be found. Whatever needs to be done can be done by existing professions and we can just give specialists some neat custom professions. :P
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Reudh on September 06, 2021, 05:57:44 am
Holy necro, how's life everyone?
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: TheImmortalRyukan on September 06, 2021, 09:57:13 am
Holy necro, how's life everyone?

Still awaiting the promised revival, the return of the chosen one, as foretold by the scrolls
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Splint on September 06, 2021, 03:59:43 pm
Holy necro, how's life everyone?

Still awaiting the promised revival, the return of the chosen one, as foretold by the scrolls

There's been rumblings. The Master's got something underway regarding Headshoots and Syrupleaf, and if he follows through on that, and considering the spawn have been updated, then a mulligan will come.

For the curious, feel free to give me a poke and I can send you a discord invite, if nothing else.

Granted it's mainly for my own godawful story, but I ended up setting up a little DF-related area there.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: The Master on September 06, 2021, 05:57:16 pm
It's true, I am. It's going to take some more time, but it will happen.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Talvieno on September 06, 2021, 10:12:58 pm
Ayyyyy Reudh! :D I lost touch with you ages ago! How've you been?
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: TheFlame52 on September 09, 2021, 07:47:09 pm
It's like watching a family reunion in here.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Reudh on September 10, 2021, 06:48:34 am
Ayyyyy Reudh! :D I lost touch with you ages ago! How've you been?

Oh man, a lot's changed. A lot. I hope you're still smashing out novella length tales on demand.
Title: Re: [34.11] Spearbreakers - It shudders and begins to move
Post by: Talvieno on September 10, 2021, 03:19:31 pm
It's like watching a family reunion in here.
It kind of feels like it!

Ayyyyy Reudh! :D I lost touch with you ages ago! How've you been?

Oh man, a lot's changed. A lot. I hope you're still smashing out novella length tales on demand.
Not as such, but I am working on a 200k+ word TTRPG corebook in my free time. :) What kind of stuff has changed?